Editor Camera Script External Code
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This page is manually updated, so may be slightly out of date from time to time.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.
CameraObject co; // Access camera parameters that aren't accessible from other scripts
Access the 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.
vec3 velocity; // The current velocity of the camera controller bool controlled; // Whether the camera controller is currently being controlled by a player bool frozen; // TODO: 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
const quaternion& GetRotation(); // Get the current direction of the camera controller void SetRotation(const quaternion &in quat); // Set the current direction of the camera controller const vec3& GetTranslation(); // Gets the current position of the camera controller void SetTranslation(const vec3 &in vec); // Sets the current position of the camera controller. TODO: Should you also always set camera.SetPos to the same value?
Related Global Variables
CameraObject co; // The global instance of this class
Camera camera; // The global instance of an object for controlling the actual camera itself