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# camera reference


## camera.Deactivate

Deactivate the current view camera.


void **camera.Deactivate**(int view)
int view
: set 1 for the first view. Set 0 to deactivate all the views.


## camera.GetAspect


int **camera.GetAspect**(int scale, [bool compute_real], [int view])
int view
: 1 by default. Used to specify a view when the game is played in a split screen mode.

int scale
: result is multiplied by this parameter

bool compute_real
: aspect is calculated from horizontal and vertical FOV

_returns_ int aspect
: aspect multiplied by the scale parameter


## camera.GetDirection

Returns camera direction vector with length 1024.


point **camera.GetDirection**([int view])
int view
: optional, set 1 for the first view.


## camera.GetDirection

Returns camera right vector with length 1024.


point **camera.GetDirection**([int view])
int view
: optional, set 1 for the first view.


## camera.GetDirection

Returns camera up vector with length 1024.


point **camera.GetDirection**([int view])
int view
: optional, set 1 for the first view.


## camera.GetFovX

Returns horizontal FOV in angular minutes.


int **camera.GetFovX**([int view])
int view
: optional, set 1 for the first view.


## camera.GetFovY

Returns vertical FOV in angular minutes.


int **camera.GetFovY**([int view])
int view
: optional, set 1 for the first view.


## camera.GetPitch

Returns camera pitch in angular minutes.


int **camera.GetPitch**([int view])
int view
: optional, set 1 for the first view.


## camera.GetViewArea

Returns the terrain area observed by the camera (a trapeze).


point point point point **camera.GetViewArea**()
_returns_ point left_top, point right_top, point right_bottom, point left_bottom
: The four corners of the camera trapeze.

_returns_ false, err
: err could be "no scene" or "math error".


## camera.GetViewCount


int **camera.GetViewCount**()

## camera.GetViewport

Return camera view render window box


box **camera.GetViewport**([int view])
int view
: 1 by default. Used to specify a view when the game is played in a split screen mode.


## camera.GetYaw

Returns camera yaw in angular minutes.


int **camera.GetYaw**([int view])
int view
: optional, set 1 for the first view


## camera.IsLocked

Returns if the camera is locked.


bool **camera.IsLocked**([int view])
int view
: optional, set 1 for the first view.


## camera.IsPointInView

Check if a game position is within the rendered view


bool **camera.IsPointInView**(int view, int margin, point pos)
int view
: 1 by default. Used to specify a view when the game is played in a split screen mode.

int margin
: shrink the viewport box with that value

point pos
: game position to check


## camera.Lock

Lock the current camera.


void **camera.Lock**([int view])
int view
: optional, set 1 for the first view.


## camera.SetAutoFovX

Specify auto adjustible FOV depend on the resolution aspect.

The FOV is linearly interpolated between minimal and maximal FOV depend on the current aspect.

For aspects lower than minimal aspect, horizontal FOV is fixed on the specified minimal FOV.

For aspects greater than maximal aspect, vertical FOV is fixed on the specified maximal FOV.


void **camera.SetAutoFovX**(int view, int time, int min_fovx, int min_resx, int min_resy, int max_fovx, int max_resx, int max_resy)
int view
: 1 by default. Used to specify a view when the game is played in a split screen mode.

int time
: the time (ms) to change the FOV.

int min_fovx
: horizontal FOV angle in minutes for the min aspect.

int min_resx
: min resolution aspect x.

int min_resy
: min resolution aspect y.

int max_fovx
: horizontal FOV angle in minutes for the max aspect.

int max_resx
: max resolution aspect x.

int max_resy
: max resolution aspect y.


## camera.SetFovX

Set horizontal FOV. (the vertical FOV will be auto adjusted depend on the aspect ratio)


void **camera.SetFovX**(int angle, int time, [int view])
int angle
: horizontal FOV angle in minutes.

int time
: the time (ms) to change the FOV.

int view
: optional, set 1 for the first view.


## camera.SetFovY

Set vertical FOV. (the horizontal FOV will be auto adjusted depend on the aspect ratio)


void **camera.SetFovY**(int angle, int time, [int view])
int angle
: vertical FOV angle in minutes.

int time
: the time (ms) to change the FOV.

int view
: optional, set 1 for the first view.


## camera.SetViewCount


void **camera.SetViewCount**(int count)
int count
: the number of views


## camera.SetViewport

Set camera view render window box


void **camera.SetViewport**([int view])
int view
: 1 by default. Used to specify a view when the game is played in a split screen mode.


## camera.Unlock

Unlock camera.


void **camera.Unlock**([int view])
int view
: optional, set 1 for the first view.





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