@ue-too/board / index / DefaultCameraRig
クラス: DefaultCameraRig
定義: packages/board/src/camera/camera-rig/camera-rig.ts:207
Default implementation of the camera rig providing comprehensive camera control. Composes pan, zoom, and rotation handlers into a unified, easy-to-use API.
Remarks
DefaultCameraRig serves as:
- Context for state machines: Passed to pan/zoom state machines as execution context
- Handler composition: Combines individual pan/zoom/rotation handlers
- Coordinate conversion: Manages conversions between viewport and world space
- Configuration management: Applies constraints and limits through handlers
The rig ensures proper transformation sequencing:
- For anchor-point zoom: Apply zoom, then compensate camera position to keep anchor stationary
- For rotation: Transform coordinates based on current camera rotation
- For pan: Apply clamping and boundary constraints
例
const camera = new DefaultBoardCamera();
const rig = new DefaultCameraRig({
limitEntireViewPort: true,
clampTranslation: true,
clampZoom: true,
restrictZoom: false
}, camera);
// Pan in viewport coordinates
rig.panByViewPort({ x: 50, y: -30 });
// Zoom at cursor position
rig.zoomByAt(0.1, mousePosition);
// Rotate camera
rig.rotateBy(Math.PI / 4);参照
- CameraRig for the interface definition
- createDefaultCameraRig for a convenient factory function
実装
コンストラクター
コンストラクター
new DefaultCameraRig(
config,camera):DefaultCameraRig
定義: packages/board/src/camera/camera-rig/camera-rig.ts:241
Creates a new DefaultCameraRig with specified configuration and camera.
パラメータ
config
PanHandlerRestrictionConfig & PanHandlerClampConfig & ZoomHandlerClampConfig & ZoomHandlerRestrictConfig
Camera rig configuration for pan and zoom constraints
camera
ObservableBoardCamera = ...
Observable camera instance to control (defaults to new DefaultBoardCamera)
戻り値
DefaultCameraRig
Remarks
The constructor initializes:
- Default pan, zoom, and rotation handler functions
- Rotation config with
restrictRotation: falseandclampRotation: true - Handler functions that will be used to process and constrain all camera operations
例
const rig = new DefaultCameraRig({
limitEntireViewPort: true,
clampTranslation: true,
clampZoom: true,
restrictZoom: false,
restrictXTranslation: false,
restrictYTranslation: false
});アクセッサー
camera
署名を取得する
get camera():
ObservableBoardCamera
定義: packages/board/src/camera/camera-rig/camera-rig.ts:796
Gets the underlying observable camera instance.
戻り値
The camera being controlled by this rig
署名を設定する
set camera(
camera):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:809
Sets the underlying camera instance.
Remarks
Use this to swap cameras at runtime, though this is uncommon. Usually you create a new rig instead.
パラメータ
camera
New camera to control
戻り値
void
The underlying observable camera being controlled
の実装
config
署名を取得する
get config():
CameraRigConfig
定義: packages/board/src/camera/camera-rig/camera-rig.ts:822
Gets the current camera rig configuration.
Remarks
Returns a reference to the internal config. Modifications will affect rig behavior. For safer updates, use configure instead.
戻り値
Current configuration object
署名を設定する
set config(
config):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:835
Sets the camera rig configuration.
Remarks
Creates a shallow copy of the provided config. For partial updates, use configure instead.
パラメータ
config
New configuration object
戻り値
void
Current configuration for all camera operations
の実装
limitEntireViewPort
署名を取得する
get limitEntireViewPort():
boolean
定義: packages/board/src/camera/camera-rig/camera-rig.ts:787
Gets whether the entire viewport must remain within boundaries.
戻り値
boolean
True if entire viewport is constrained, false if only center is constrained
署名を設定する
set limitEntireViewPort(
limit):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:778
Sets whether the entire viewport must remain within boundaries.
Remarks
When true, pan boundaries ensure the entire viewport stays within configured limits. When false, only the camera center point is constrained.
This is a convenience setter for CameraRigConfig.limitEntireViewPort.
パラメータ
limit
boolean
戻り値
void
メソッド
cleanup()
cleanup():
void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:871
Cleans up resources used by the camera rig.
戻り値
void
Remarks
Currently a no-op as DefaultCameraRig has no resources to clean up. Implements BaseContext interface for consistency with other systems.
の実装
configure()
configure(
config):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:860
Updates camera rig configuration with partial settings.
パラメータ
config
Partial<CameraRigConfig>
Partial configuration to merge with current config
戻り値
void
Remarks
This is the recommended way to update configuration at runtime. Only provided properties are updated; others remain unchanged.
例
// Enable zoom restrictions without changing other settings
rig.configure({
restrictZoom: true,
zoomLevelLimits: { min: 0.5, max: 5.0 }
});
// Disable position clamping
rig.configure({ clampTranslation: false });の実装
panByViewPort()
panByViewPort(
delta):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:562
Pans the camera by a delta in viewport coordinates.
パラメータ
delta
Point
Movement delta in viewport space (center-anchored, CSS pixels)
戻り値
void
Remarks
This is the most common pan method for user input (mouse drag, touch pan). The delta is in screen/viewport coordinates and gets converted to world space accounting for current camera rotation and zoom.
Conversion formula:
- Rotate delta by camera rotation
- Scale by inverse zoom (1 / zoomLevel)
- Apply as world-space pan
例
// Pan camera when user drags mouse
canvas.addEventListener('mousemove', (e) => {
if (isDragging) {
const delta = { x: e.movementX, y: e.movementY };
rig.panByViewPort(delta);
}
});参照
panByWorld for world-space panning
の実装
panByWorld()
panByWorld(
delta):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:596
Pans the camera by a delta in world coordinates.
パラメータ
delta
Point
Movement delta in world space
戻り値
void
Remarks
Use this for programmatic camera movement or when you already have world-space coordinates (e.g., moving camera to follow a world object).
The delta is passed through the pan handler which may apply:
- Boundary clamping
- Movement restrictions (restrictXTranslation, restrictYTranslation)
- Other constraints from CameraRigConfig
例
// Move camera 100 units right, 50 units up in world space
rig.panByWorld({ x: 100, y: -50 });
// Follow a moving object
const objectMovement = { x: obj.dx, y: obj.dy };
rig.panByWorld(objectMovement);参照
panByViewPort for viewport-space panning
の実装
panToViewPort()
panToViewPort(
target):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:661
Pans the camera to position a viewport point at a specific location.
パラメータ
target
Point
Target position in viewport coordinates (center-anchored, CSS pixels)
戻り値
void
Remarks
Moves the camera so that the specified viewport point ends up at the viewport center. This is less commonly used than world-space pan-to operations.
The method converts the viewport target to world space, then uses panToWorld.
例
// Center the camera on what's currently at the top-left of viewport
rig.panToViewPort({ x: -400, y: -300 });参照
panToWorld for world-space variant (more commonly used)
の実装
panToWorld()
panToWorld(
target):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:633
Pans the camera to an absolute position in world coordinates.
パラメータ
target
Point
Target camera position in world space
戻り値
void
Remarks
Sets the camera position directly (subject to constraints). Unlike pan-by methods, this is an absolute positioning operation.
The target is passed through the pan handler which may apply:
- Boundary clamping
- Position restrictions
Use this for:
- "Go to location" features
- Centering camera on specific world coordinates
- Resetting camera to a known position
例
// Center camera on world origin
rig.panToWorld({ x: 0, y: 0 });
// Go to specific landmark
const landmark = { x: 1000, y: 500 };
rig.panToWorld(landmark);参照
panToViewPort for viewport-space variant
の実装
rotateBy()
rotateBy(
delta):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:692
Rotates the camera by a delta angle.
パラメータ
delta
number
Rotation delta in radians (positive = counter-clockwise)
戻り値
void
Remarks
Applies a relative rotation to the camera. The delta is passed through the rotation handler which may apply clamping or restrictions based on CameraRigConfig.
Camera rotation affects:
- How viewport coordinates map to world coordinates
- The orientation of pan operations
- Visual rendering of the world
例
// Rotate 45 degrees counter-clockwise
rig.rotateBy(Math.PI / 4);
// Rotate 90 degrees clockwise
rig.rotateBy(-Math.PI / 2);参照
rotateTo for absolute rotation
の実装
rotateTo()
rotateTo(
target):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:743
Rotates the camera to an absolute angle.
パラメータ
target
number
Target rotation in radians (0 = no rotation, positive = counter-clockwise)
戻り値
void
Remarks
Sets the camera rotation to a specific angle (subject to constraints). The target is passed through the rotation handler which may apply clamping.
Use this for:
- Resetting camera to north-up orientation (0 radians)
- Snapping to cardinal directions
- Setting rotation from UI controls
例
// Reset to north-up
rig.rotateTo(0);
// Rotate to 90 degrees
rig.rotateTo(Math.PI / 2);参照
rotateBy for relative rotation
の実装
setup()
setup():
void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:880
Sets up the camera rig.
戻り値
void
Remarks
Currently a no-op as DefaultCameraRig requires no setup. Implements BaseContext interface for consistency with other systems.
の実装
update()
update():
void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:894
Updates the camera rig state.
戻り値
void
Remarks
Currently a no-op as DefaultCameraRig has no per-frame update logic. Implements BaseContext interface for consistency with other systems.
In stateful rig implementations, this might handle:
- Animation interpolation
- Momentum/inertia
- Smooth camera following
の実装
zoomBy()
zoomBy(
delta):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:414
Zooms by a relative delta with the viewport center as the anchor point.
パラメータ
delta
number
Zoom delta (added to current zoom level)
戻り値
void
Remarks
Unlike zoomByAt, the delta is NOT scaled by current zoom level. This provides absolute delta changes, useful for programmatic zoom adjustments.
The camera position remains unchanged, keeping the viewport center fixed in world space.
例
// Increase zoom by 0.5
rig.zoomBy(0.5);
// Decrease zoom by 0.2
rig.zoomBy(-0.2);参照
zoomByAt for zoom with custom anchor point and scaling
の実装
zoomByAt()
zoomByAt(
delta,at):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:337
Zooms by a relative delta while keeping a viewport point stationary.
パラメータ
delta
number
Relative zoom delta (multiplied by current zoom level)
at
Point
Anchor point in viewport coordinates (center-anchored, CSS pixels)
戻り値
void
Remarks
This method is ideal for mouse wheel zoom interactions where the delta represents a relative change rather than an absolute target.
The delta is scaled by current zoom level: actualDelta = delta * currentZoom This provides consistent zoom "speed" regardless of current zoom level.
Like zoomToAt, this keeps the anchor point stationary during zoom.
例
// Zoom in by 10% at cursor position (mouse wheel up)
rig.zoomByAt(0.1, cursorPosition);
// Zoom out by 10% at cursor position (mouse wheel down)
rig.zoomByAt(-0.1, cursorPosition);参照
zoomToAt for zooming to an absolute level
の実装
zoomByAtWorld()
zoomByAtWorld(
delta,at):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:504
Zooms by a delta while keeping a world-space point stationary.
パラメータ
delta
number
Zoom delta (added to current zoom level, not scaled)
at
Point
Anchor point in world coordinates
戻り値
void
Remarks
World-space variant of zoomByAt. The delta is NOT scaled by current zoom level, unlike the viewport-space version.
Use this when programmatically zooming around specific world objects or coordinates.
例
// Zoom in by 0.5 while keeping a world landmark stationary
const landmarkPos = { x: 2000, y: 1500 };
rig.zoomByAtWorld(0.5, landmarkPos);参照
zoomByAt for viewport-space variant with scaled delta
の実装
zoomTo()
zoomTo(
targetZoom):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:383
Zooms to a target level with the viewport center as the anchor point.
パラメータ
targetZoom
number
Target zoom level to reach
戻り値
void
Remarks
This is a simpler version of zoomToAt that always zooms relative to the viewport center. The camera position remains unchanged, so the center point of the viewport stays fixed in world space.
Use this when you want straightforward zoom without anchor-point tracking, such as zoom controls in a UI toolbar.
例
// Zoom to 2x, centered on current view
rig.zoomTo(2.0);
// Zoom to fit (100%)
rig.zoomTo(1.0);参照
zoomToAt for zoom with custom anchor point
の実装
zoomToAt()
zoomToAt(
targetZoom,at):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:283
Zooms to a target level while keeping a viewport point stationary (zoom-to-cursor).
パラメータ
targetZoom
number
Target zoom level to reach
at
Point
Anchor point in viewport coordinates (center-anchored, CSS pixels)
戻り値
void
Remarks
This implements the "zoom to cursor" behavior commonly seen in map applications. The algorithm:
- Converts anchor point from viewport to world space (before zoom)
- Applies zoom transformation (may be clamped by config)
- Converts anchor point from viewport to world space (after zoom)
- Calculates position difference and pans camera to compensate
The anchor point remains stationary on screen, while the world zooms around it.
例
// Zoom to 2x at mouse cursor position
rig.zoomToAt(2.0, { x: mouseX, y: mouseY });
// The world point under the cursor stays in placeの実装
zoomToAtWorld()
zoomToAtWorld(
targetZoom,at):void
定義: packages/board/src/camera/camera-rig/camera-rig.ts:450
Zooms to a target level while keeping a world-space point stationary.
パラメータ
targetZoom
number
Target zoom level to reach
at
Point
Anchor point in world coordinates
戻り値
void
Remarks
Similar to zoomToAt, but accepts world-space coordinates instead of viewport coordinates. Useful when you want to zoom to keep a specific world object or location centered, rather than a screen position.
The algorithm:
- Converts world anchor to viewport space (before zoom)
- Applies zoom transformation
- Converts world anchor to viewport space (after zoom)
- Calculates viewport movement and converts to world space
- Pans camera to compensate
例
// Zoom to 3x while keeping a specific world object in place
const objectWorldPos = { x: 1000, y: 500 };
rig.zoomToAtWorld(3.0, objectWorldPos);参照
zoomToAt for viewport-space variant