Everything is pieced together to create a realistic, three-dimensional rendering for Immersive View.Ĭheck out the video above for an exclusive look at Google's 3D camera, as well as a tour of the company's Street View Museum, which shows the progression of its Maps cameras. AI and computer vision help to align all the imagery and identify objects like street signs, sidewalks and road names. Google creates these digital models by combining footage captured for Street View with images taken with its 3D aerial camera, which is similar to ones used for Hollywood films. This option lets you glide along your route to see where every turn will be and what your surroundings will look like each step of the way.Įven though Immersive View looks life-like, it doesn't use real-time images. The latter is rolling out, starting in cities like San Francisco, New York and London. are two versions of Immersive View: One that lets you explore places like landmarks and parks, which is already available, and another for previewing routes. const camRadiusTilStart = 60 // Camera radius (i.e zoom) at which the tilt effect beginsĬonst camRadiusTiltEnd = 10 // Camera radius at which the tolt reaches its maximumĬonst cameraBetaStart = camera.beta // Controls the tilt effect when camera is zoomed outĬonst cameraBetaEnd = camera.beta * 2.2 // Controls the tilt effect when camera is zoomed in It modifies the camera’s beta property based on its radius (i.e the current zoom level). Hi a solution that uses the onBeforeRenderObservable to run an update loop. These are just a couple of things that come to mind so hopefully, this gives you a starting place. If you want to that behavior to be with left-click instead, you could just change your attachControl call to something like // First param doesn't matter, second is for noPreventDefault, third is for using ctrl for panning, and the fourth is to change your panning button to left clickĬamera.attachControl(canvas, true, false, 0) įor adding a limit, you may need to either use a custom solution that checks for the target’s position before moving or possibly add an observer/callback to one of the camera’s observables like onViewMatrixChangedObservable to zero out the inertialPanningX and/or inertialPanningY values if the target gets to a specific boundary (these inertial panning values are used to smoothly move the camera with inertia if input is received zero-ing them is effectively the same as cancelling any remaining movement). By default, panning is handled with a Right-click drag. You can also use your upper and lower beta limits to prevent the camera from moving to an undesired angle.įor panning, the ArcRotateCamera does have built-in panning and I believe also has a flag for map panning, which should eliminate any vertical movement. You could even use a Scalar.Lerp to a smoother transition. The tilting as you zoom in could be as simple as modifying your camera’s beta with respect to your camera’s radius. To set up your render, click the render button. Since you’re using an ArcRotateCamera, it shouldn’t be too difficult to accomplish what you’re trying to do. For animations, Earth Studio offers two ways to render: a robust client-side renderer, which renders an image sequence directly on your computer to a directory you specify on your local hard drive, and a cloud-based renderer which runs remotely on Googles servers.
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