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# camera reference |
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## camera.Deactivate |
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Deactivate the current view camera. |
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void **camera.Deactivate**(int view) |
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int view |
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: set 1 for the first view. Set 0 to deactivate all the views. |
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## camera.GetAspect |
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int **camera.GetAspect**(int scale, [bool compute_real], [int view]) |
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int view |
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: 1 by default. Used to specify a view when the game is played in a split screen mode. |
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int scale |
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: result is multiplied by this parameter |
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bool compute_real |
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: aspect is calculated from horizontal and vertical FOV |
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_returns_ int aspect |
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: aspect multiplied by the scale parameter |
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## camera.GetDirection |
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Returns camera direction vector with length 1024. |
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point **camera.GetDirection**([int view]) |
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int view |
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: optional, set 1 for the first view. |
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## camera.GetDirection |
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Returns camera right vector with length 1024. |
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point **camera.GetDirection**([int view]) |
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int view |
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: optional, set 1 for the first view. |
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## camera.GetDirection |
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Returns camera up vector with length 1024. |
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point **camera.GetDirection**([int view]) |
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int view |
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: optional, set 1 for the first view. |
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## camera.GetFovX |
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Returns horizontal FOV in angular minutes. |
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int **camera.GetFovX**([int view]) |
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int view |
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: optional, set 1 for the first view. |
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## camera.GetFovY |
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Returns vertical FOV in angular minutes. |
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int **camera.GetFovY**([int view]) |
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int view |
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: optional, set 1 for the first view. |
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## camera.GetPitch |
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Returns camera pitch in angular minutes. |
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int **camera.GetPitch**([int view]) |
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int view |
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: optional, set 1 for the first view. |
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## camera.GetViewArea |
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Returns the terrain area observed by the camera (a trapeze). |
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point point point point **camera.GetViewArea**() |
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_returns_ point left_top, point right_top, point right_bottom, point left_bottom |
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: The four corners of the camera trapeze. |
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_returns_ false, err |
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: err could be "no scene" or "math error". |
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## camera.GetViewCount |
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int **camera.GetViewCount**() |
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## camera.GetViewport |
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Return camera view render window box |
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box **camera.GetViewport**([int view]) |
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int view |
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: 1 by default. Used to specify a view when the game is played in a split screen mode. |
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## camera.GetYaw |
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Returns camera yaw in angular minutes. |
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int **camera.GetYaw**([int view]) |
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int view |
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: optional, set 1 for the first view |
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## camera.IsLocked |
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Returns if the camera is locked. |
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bool **camera.IsLocked**([int view]) |
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int view |
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: optional, set 1 for the first view. |
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## camera.IsPointInView |
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Check if a game position is within the rendered view |
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bool **camera.IsPointInView**(int view, int margin, point pos) |
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int view |
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: 1 by default. Used to specify a view when the game is played in a split screen mode. |
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int margin |
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: shrink the viewport box with that value |
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point pos |
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: game position to check |
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## camera.Lock |
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Lock the current camera. |
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void **camera.Lock**([int view]) |
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int view |
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: optional, set 1 for the first view. |
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## camera.SetAutoFovX |
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Specify auto adjustible FOV depend on the resolution aspect. |
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The FOV is linearly interpolated between minimal and maximal FOV depend on the current aspect. |
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For aspects lower than minimal aspect, horizontal FOV is fixed on the specified minimal FOV. |
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For aspects greater than maximal aspect, vertical FOV is fixed on the specified maximal FOV. |
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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) |
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int view |
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: 1 by default. Used to specify a view when the game is played in a split screen mode. |
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int time |
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: the time (ms) to change the FOV. |
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int min_fovx |
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: horizontal FOV angle in minutes for the min aspect. |
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int min_resx |
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: min resolution aspect x. |
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int min_resy |
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: min resolution aspect y. |
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int max_fovx |
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: horizontal FOV angle in minutes for the max aspect. |
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int max_resx |
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: max resolution aspect x. |
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int max_resy |
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: max resolution aspect y. |
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## camera.SetFovX |
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Set horizontal FOV. (the vertical FOV will be auto adjusted depend on the aspect ratio) |
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void **camera.SetFovX**(int angle, int time, [int view]) |
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int angle |
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: horizontal FOV angle in minutes. |
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int time |
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: the time (ms) to change the FOV. |
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int view |
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: optional, set 1 for the first view. |
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## camera.SetFovY |
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Set vertical FOV. (the horizontal FOV will be auto adjusted depend on the aspect ratio) |
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void **camera.SetFovY**(int angle, int time, [int view]) |
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int angle |
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: vertical FOV angle in minutes. |
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int time |
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: the time (ms) to change the FOV. |
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int view |
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: optional, set 1 for the first view. |
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## camera.SetViewCount |
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void **camera.SetViewCount**(int count) |
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int count |
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: the number of views |
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## camera.SetViewport |
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Set camera view render window box |
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void **camera.SetViewport**([int view]) |
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int view |
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: 1 by default. Used to specify a view when the game is played in a split screen mode. |
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## camera.Unlock |
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Unlock camera. |
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void **camera.Unlock**([int view]) |
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int view |
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: optional, set 1 for the first view. |
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