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This page is manually updated, so may be slightly out of date from time to time.
CameraObject co; // Access the editor camera controller itself, including parameters that aren't accessible from other scripts
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 editor camera script
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
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