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@geoblocks/cesium-iso

v0.2.0

Published

An isometric view for CesiumJS, as in a game: an orthographic camera at a fixed pitch, looking from a corner.

Readme

Cesium Iso

An isometric view for CesiumJS, as in a game: an orthographic camera at a fixed pitch, looking from a corner.

  • a drag turns the view; a right drag, or Ctrl or Shift with the left, slides it across the ground
  • the wheel zooms where it points
  • on a touch screen, one finger slides, two pinch to zoom, slide, and twist to turn
  • Q and E turn it a quarter, to the next corner; WASD or the arrows slide it while held
  • a double click glides to the spot
  • let go while moving, it drifts on and slows down

Cesium's own camera inputs are off while it is active.

Installation

npm i --save @geoblocks/cesium-iso

Demo

Demo, with Toy (lit and shaded edges, warmer colors, a gradient for the sky), TiltShift and LensDistortion's vignette from cesium-post-process for a game's look.

Usage

import CesiumIso from '@geoblocks/cesium-iso';

const iso = new CesiumIso(viewer, {pitch: 30, heading: 45, size: 600, minSize: 20, maxSize: 8000});
iso.active = true;

iso.turn(1);       // a quarter turn, as E (-1 as Q)
iso.turnTo(200);   // to a heading, in degrees, the shorter way
iso.zoom(0.8);     // in, toward the middle of the screen
iso.glideTo(position);
iso.target = position; // at once
iso.heading = 90;      // at once, in degrees, no easing
iso.size = 300;        // at once, in meters across the screen's shorter side, within minSize and maxSize

Options

| Name | Default | Description | --------- | ------- | ----------- | pitch | 30 | Degrees down from the horizon | heading | 45 | A corner's heading, in degrees, the others a quarter turn apart: square to a place's streets | size | 400 | Meters across the screen's shorter side | minSize | 20 | The closest zoom, in meters | maxSize | 8000 | The farthest zoom, in meters | limit | | A function moving a target back where the view may stand: it stops sliding there | orbit | 5000 | Meters from the target to the camera, beyond the scene; closer for small scenes, where faces a fraction of a millimeter apart would fight at 5 km