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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
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