Difference between revisions of "Editor Camera Script External Code"
m (→CameraObject class) |
m (→CameraObject class) |
||
Line 20: | Line 20: | ||
It also gives access to a quaternion representing the orientation of the camera, instead of <code>Camera</code>'s euler angle access functions. | It also gives access to a quaternion representing the orientation of the camera, instead of <code>Camera</code>'s euler angle access functions. | ||
− | '''Note''': It is recommended to also set all these properties on the '''<code>camera</code>''' object to match this camera controller in the camera script '''<code>Update</code>''' function: | + | '''Note''': It is recommended to also set all these properties/call these functions on the '''<code>camera</code>''' object to match this camera controller in the camera script '''<code>Update</code>''' function: |
* <code>camera.SetYRotation</code>, <code>camera.SetXRotation</code>, <code>camera.SetZRotation</code> | * <code>camera.SetYRotation</code>, <code>camera.SetXRotation</code>, <code>camera.SetZRotation</code> |
Revision as of 03:31, 19 November 2017
This is a list of the external code that is only available to be used inside the editor camera script - variables, functions, and classes that "magically" exist.
To see a list of external code that is available to all scripts, please see this page - Common Script External Code
This page is manually updated, so may be slightly out of date from time to time. TODO: Add camera script page and link its docs section here, similar to the LevelScripts#Documentation page section.
Global Variables
CameraObject co; // Access the editor camera controller itself, including parameters that aren't accessible from other scripts
Classes
CameraObject class
class CameraObject;
Access the editor camera controller object.
This lets you access parameters that aren't accessible from other scripts, such as whether the camera is controlled by a player, frozen, or ignoring mouse input.
It also gives access to a quaternion representing the orientation of the camera, instead of Camera
's euler angle access functions.
Note: It is recommended to also set all these properties/call these functions on the camera
object to match this camera controller in the camera script Update
function:
-
camera.SetYRotation
,camera.SetXRotation
,camera.SetZRotation
-
camera.SetPos
-
camera.SetDistance
-
camera.SetVelocity
-
camera.SetFOV
-
camera.SetDOF
-
camera.CalcFacing
,camera.CalcUp
Properties
vec3 velocity; // The current velocity of the editor camera controller. // Note: always call camera.SetVelocity in Update to set the actual camera velocity to match
bool controlled; // Whether the editor camera controller is currently being controlled by a player
bool frozen; // If the script should ignore all controller input. The engine doesn't currently use this at all
bool ignore_mouse_input; // If the script should ignore mouse input. Engine sets this when editor is doing selection, transformations
bool has_position_initialized; // Initialized to false when a level loads. Useful for teleporting the camera to the first controlled movement object
Methods
const quaternion& GetRotation(); // Get the current direction of the editor camera controller
void SetRotation(const quaternion &in quat); // Set the current direction of the editor camera controller. // Note: always call camera.SetXRotation, etc, in Update to set the actual camera rotation to match
const vec3& GetTranslation(); // Gets the current position of the editor camera controller
void SetTranslation(const vec3 &in vec); // Sets the current position of the editor camera controller. // Note: always call camera.SetPos in Update to move the actual camera to the same spot
Related Global Variables
CameraObject co; // The global instance of this editor camera controller class
Camera camera; // The global instance of an object for controlling the actual camera itself