# 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. (insert footer.md.html here)