| 1.12 Camera .75 |
| 1.12.1 Camera.Activate .75 |
| 1.12.2 Camera.AttachToParent .75 |
| 1.12.3 Camera.Create .76 |
| 1.12.4 Camera. Deactivate .76 |
| 1.12.5 Camera.EnableAvatarCameraSync .77 |
| 1.12.6 Camera.GetlnverseViewMatrix .78 |
| 1.12.7 Camera.GetLookAtPosition .78 |
| 1.12.8 Camera.GetPosition .79 |
| 1.12.9 Camera.GetProjectionMatrix .79 |
| 1.12.10 Camera.GetViewMatrix .80 |
| 1.12.11 Camera.GetViewPortFOV .81 |
| 1.12.12 Camera.GetViewPortZFar .81 |
| 1.12.13 Camera.GetViewPortZNear.82 |
| 1.12.14 Camera. IsActivated .82 |
| 1.12.15 Camera.SetLookAtPosition .83 |
| 1.12.16 Camera.SetPosition .83 |
| 1.12.17 Camera.SetViewPortAspect .84 |
| 1.12.18 Camera.SetViewPortFOV .84 |
| 1.12.19 Camera.SetViewPortZFar .85 |
| 1.12.20 Camera.SetViewPortZNear .85 |
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| Camera |
| Camera.Activate |
| Brief |
| Activates the specified camera. |
| Definition |
| ! Camera.Activate( Camera camera, number transitionTime =0.0 ) |
| Arguments |
| camera - The camera to activate.transitionTime - The time taken to smoothly move from the previously active camera's position, to the |
| specified camera's position. |
| Return Values |
| None. |
| Description |
| Activates the specified camera. |
| Examples |
| ! Camera.Activate( gameCamera, 1.0 ) |
| See Also |
| � Camera. Deactivate |
| � Camera. IsActivated |
| Camera. AttachToParent |
| Brief |
| Links the camera to the given entity so that the camera inherits the entity's transform. |
| Definition |
| Camera.AttachToParent( Camera camera, Entity parent ) |
| Arguments |
| camera - The camera to update.parent - The entity to attach this camera to, or nil to detach the camera. |
| Return Values |
| None. |
| Description |
| Links the camera to the given entity so that the camera inherits the entity's transform. This will override any values set via Camera.SetPosition, or |
| Camera.SetLookAtPosition until the connection is cleared by passing in nil as the parent. If the entity is destroyed then the camera will be |
| unparented. It is not possible at present to specify a local transform offset from the entity. |
| Examples |
| ! Camera.AttachToParent( gameCamera, myEntity ) � connect the camera to myEntity |
| ; Camera.AttachToParent( gameCamera, nil ) � detach the camera from any connected entity |
| See Also |
| None |
| Camera.Create |
| Brief |
| Creates a new 3D camera. |
| Definition |
| Camera Camera.Create( string constructionMethod = nil ) |
| Arguments |
| constructionMethod - How to construct the camera, either nil or "current". |
| Return Values |
| Returns a Camera instance. |
| Description |
| Creates a new 3D camera. This camera is, by default, positioned at the origin (0, 0, 0). If constructionMethod is "current" it creates a new camera |
| with the properties of the currently active camera. |
| Examples |
| gameCamera = Camera.Create( "current" ) |
| Camera.SetPosition( gameCamera, Camera.GetPosition() + Vector4.Create( 0, 1, 0 ) ) |
| See Also |
| � Camera.Activate |
| Camera. Deactivate |
| Brief |
| Deactivates the specified camera. |
| Definition |
| Camera.Deactivate( Camera camera, number transitionTime =0.0 ) |
| Arguments |
| camera - The camera to deactivate.transitionTime - The time taken to smoothly move from the specified camera's position back to the |
| previously active camera's position. |
| Return Values |
| None. |
| Description |
| Deactivates the specified camera. |
| Examples |
| ! if Camera.IsActivated( gameCamera ) then |
| Camera.Deactivate( gameCamera, 1.0 ) |
| | end |
| See Also |
| � Camera.Activate |
| � Camera. IsActivated |
| Camera.EnableAvatarCameraSync |
| Brief |
| Tell the normal Avatar camera to face the same direction as a deactivating custom camera, minimizing the camera transition. |
| Definition |
| i Camera.EnableAvatarCameraSync() |
| Arguments |
| None |
| Return Values |
| Description |
| When enabled, the normal Avatar Camera will sync with any active custom camera to face the same direction. This simply means that when the |
| custom camera is deactivated, the normal Avatar Camera will be facing the same direction, and the magnitude of the transition between the two |
| will be minimized. This defaults to on. It�s rare, and generally not advised to disable this. |
| Examples |
| Camera.EnableAvatarCameraSync(false) |
| See Also |
| None |
| Camera.GetlnverseViewMatrix |
| Brief |
| Get the view to world transform for the currently active camera. |
| Definition |
| Camera.GetInverseViewMatrix(Matrix44 matrix) |
| Arguments |
| matrix - The matrix to set. |
| Return Values |
| None. |
| Description |
| Retrieves the view to world transform for the currently active camera. This can be considered as the world transform of the camera object itself. |
| Examples |
| ! local invViewMat = Matrix44.Create () |
| ; Camera.GetlnverseViewMatrix(invViewMat) |
| See Also |
| � Camera.GetViewMatrix |
| � Camera.GetProjectionMatrix |
| Camera.GetLookAtPosition |
| Brief |
| Retrieves the camera's world space target position. |
| Definition |
| Vector4 Camera.GetLookAtPosition( Camera camera ) |
| Camera.GetLookAtPosition( Camera camera, Vector4 outPos ) |
| Vector4 Camera.GetLookAtPosition () |
| Camera.GetLookAtPosition( Vector4 outPos ) |
| Arguments |
| camera - The camera to query.outPos - (out) The vector to receive the target position. |
| Return Values |
| Returns a Vector4 specifying the world space target position of the camera. |
| Description |
| Retrieves the camera's world space target position. Only the X, Y and Z components of the Vector4 are valid. If no camera is specified it uses the |
| currently active camera. |
| Examples |
| ! camtarget = Camera.GetLookAtPosition( gameCamera ) |
| See Also |
| � Camera.SetLookAtPosition |
| Camera.GetPosition |
| Brief |
| Retrieves the camera's world space position. |
| Definition |
| Vector4 Camera.GetPosition( Camera camera ) |
| Camera.GetPosition( Camera camera, Vector4 outPos ) |
| Vector4 Camera.GetPosition() |
| Camera.GetPosition( Vector4 outPos ) |
| Arguments |
| camera - The camera to query.outPos - (out) The vector to receive the camera position. |
| Return Values |
| A Vector4 specifying the world space position of the camera. |
| Description |
| Retrieves the camera's world space position. Only the X, Y and Z components of the Vector4 are valid. If no camera is specified it uses the |
| currently active camera. Note that inactive cameras are not updated, and therefore if a position is requested for an inactive camera the most |
| recent position available will be returned. For the currently active camera the position will match the translation of the inverse view matrix. |
| Examples |
| campos = Camera.GetPosition( gameCamera ) |
| See Also |
| � Camera.SetPosition |
| � Camera.GetlnverseViewMatrix |
| Camera.GetProjectionMatrix |
| Brief |
| Get the projection matrix for the currently active camera. |
| Definition |
| Camera.GetProjectionMatrix(Matrix44 matrix) |
| Arguments |
| matrix - The matrix to set. |
| Return Values |
| None. |
| Description |
| Retrieves the projection transform for the currently active camera. A script should not assume a particular projection transform format. The |
| projection matrix is used to transform a point from view to clip space. |
| Examples |
| j local projMat = Matrix44.Create() |
| ; Camera.GetProjectionMatrix(projMat) |
| See Also |
| � Camera.GetViewMatrix |
| � Camera.GetlnverseViewMatrix |
| Camera.GetViewMatrix |
| Brief |
| Get the world to view transform for the currently active camera. |
| Definition |
| Camera.GetViewMatrix(Matrix44 matrix) |
| Arguments |
| matrix - The matrix to set. |
| Return Values |
| None. |
| Description |
| This matrix will transform from world space to view space. |
| Examples |
| j local worldToViewMat = Matrix44.Create() |
| | Camera.GetViewMatrix(worldToViewMat) |
| See Also |
| Camera.GetlnverseViewMatrix |
| � Camera. GetProjectionMatrix |
| Camera.GetViewPortFOV |
| Brief |
| Retrieves the vertical field of view for the specified camera. |
| Definition |
| ! number Camera.GetViewPortFOV( Camera camera ) |
| i number Camera.GetViewPortFOV() |
| Arguments |
| camera - The camera to query. |
| Return Values |
| The vertical field of view for the camera, specified in degrees. |
| Description |
| Retrieves the vertical field of view (FOV) for the specified camera. If no camera is specified it uses the currently active camera. |
| Examples |
| I fov = Camera.GetViewPortFOV( gameCamera ) |
| See Also |
| � Camera.SetViewPortFOV |
| Camera.GetViewPortZFar |
| Brief |
| Retrieves the camera's far clip plane. |
| Definition |
| number Camera.GetViewPortZFar( Camera camera ) |
| number Camera.GetViewPortZFar() |
| Arguments |
| camera - The camera to query. |
| Return Values |
| The far clip plane of the camera in units of meters. |
| Description |
| Retrieves the camera's far clip plane. Units are specified in meters. The default far clip plane for a newly created camera is 4000.0. If no camera |
| is specified it uses the currently active camera. |
| Examples |
| ! farz = Camera.GetViewPortZFar( gameCamera ) |
| See Also |
| � Camera.SetViewPortZFar |
| Camera.GetViewPortZNear |
| Brief |
| Retrieves the camera's near clip plane. |
| Definition |
| ! number Camera.GetViewPortZNear( Camera camera ) |
| i number Camera.GetViewPortZNear() |
| Arguments |
| camera - The camera to query. |
| Return Values |
| The near clip plane of the camera in units of meters. |
| Description |
| Retrieves the camera's near clip plane. Units are specified in metres. The default near clip plane for a newly created camera is 0.1. If no camera |
| is specified it uses the currently active camera. |
| Examples |
| ! nearz = Camera.GetViewPortZNear( gameCamera ) |
| See Also |
| � Camera.SetViewPortZNear |
| Camera.IsActivated |
| Brief |
| Determines whether the specified camera is currently active. |
| Definition |
| ! boolean Camera.IsActivated( Camera camera ) |
| Arguments |
| camera - The camera to query. |
| Return Values |
| true if the specified camera is activated, false otherwise. |
| Description |
| Determines whether the specified camera is currently active. |
| Examples |
| 1 if Camera.IsActivated( gameCamera ) then |
| Camera.Dectivate( gameCamera, 1.0 ) |
| | end |
| See Also |
| � Camera.Activate |
| � Camera. Deactivate |
| Camera.SetLookAtPosition |
| Brief |
| Sets the camera's world space target position. |
| Definition |
| ! Camera.SetLookAtPosition( Camera camera, Vector4 target ) |
| Arguments |
| camera - The camera to update.target - Vector4 specifying the world space target position for the camera. |
| Return Values |
| None. |
| Description |
| Sets the camera's world space target position. Only the X, Y and Z components of the Vector4 are used to position the camera. The W |
| component is ignored. |
| Examples |
| 1 Camera.SetLookAtPosition( gameCamera, Vector4.Create( 0, 10, 0, 0 ) ) |
| See Also |
| � Camera.GetLookAtPosition |
| Camera.SetPosition |
| Brief |
| Sets the camera's world space position. |
| Definition |
| ! Camera.SetPosition( Camera camera, Vector4 position ) |
| Arguments |
| camera - The camera to update.position - Vector4 specifying the world space position of the camera. |
| Return Values |
| None. |
| Description |
| Sets the camera's world space position. Only the X, Y and Z components of the Vector4 are used to position the camera. The W component is |
| ignored. |
| Examples |
| ! Camera.SetPosition( gameCamera, Vector4.Create( 0, 10, 0, 0 ) ) |
| See Also |
| � Camera.GetPosition |
| Camera.SetViewPortAspect |
| Brief |
| Sets the aspect ratio for the specified camera's viewport. |
| Definition |
| ! Camera.SetViewPortAspect( Camera camera, number aspect ) |
| Arguments |
| camera - The camera to update.aspect - aspect ratio for the camera's viewport (width / height). |
| Return Values |
| None. |
| Description |
| Sets the aspect ratio for the specified camera's viewport. |
| Examples |
| ! Camera.SetViewPortAspect( gameCamera, 16.0 / 9.0 ) |
| See Also |
| Camera.SetViewPortFOV |
| Brief |
| Sets the vertical field of view of the specified camera. |
| Definition |
| ! Camera.SetViewPortFOV( Camera camera, number fov ) |
| Arguments |
| camera - The camera to update.fov - Vertical field of view for the camera, specified in degrees. |
| Return Values |
| None. |
| Description |
| Sets the vertical field of view of the specified camera in degrees. |
| Examples |
| ! Camera.SetViewPortFOV( gameCamera, 60.0 ) |
| See Also |
| � Camera.GetViewPortFOV |
| Camera.SetViewPortZFar |
| Brief |
| Sets the camera's far clip plane. |
| Definition |
| ! Camera.SetViewPortZFar( Camera camera, number zfar ) |
| Arguments |
| camera - The camera to update.znear - The far clip plane of the camera in units of metres. |
| Return Values |
| None. |
| Description |
| Sets the camera's far clip plane. Units are specified in metres. The default far clip plane for a newly created camera is 4000.0. |
| Examples |
| ! Camera.SetViewPortZFar( gameCamera, 5000.0 ) |
| See Also |
| � Camera.GetViewPortZFar |
| Camera.SetViewPortZNear |
| Brief |
| Sets the camera's near clip plane. |
| Definition |
| ! Camera.SetViewPortZNear( Camera camera, number znear ) |
| Arguments |
| camera - The camera to update.znear - The near clip plane of the camera in units of meters. |
| Return Values |
| None. |
| Description |
| Sets the camera's near clip plane. Units are specified in metres. The default near clip plane for a newly created camera is 0.1. The minimum |
| value that the function will accept is 0.001. |
| Examples |
| ! Camera.SetViewPortZNear( gameCamera, 0.2 ) |
| See Also |
| � Camera.GetViewPortZNear |
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