Camera

Handle Wrappers View source
Camera

Pans the camera to pos.x, pos.y and absolute height pos.z If pos.z > pos.getTerrainZ, the camera will not drop below the terrain on its path.

Source on GitHub

Re-exports: Vectors

Functions

getCameraBoundMin

public function getCameraBoundMin() returns vec2

getCameraBoundMax

public function getCameraBoundMax() returns vec2

getCameraTargetPosition

public function getCameraTargetPosition() returns vec2

getCameraTargetPosition3

public function getCameraTargetPosition3() returns vec3

getCameraEyePosition

public function getCameraEyePosition() returns vec2

getCameraEyePosition3

public function getCameraEyePosition3() returns vec3

setCameraPosition

public function setCameraPosition(vec2 pos)

setCameraQuickPosition

public function setCameraQuickPosition(vec2 pos)

setCameraBounds

public function setCameraBounds(vec2 bottomLeft, vec2 topRight, vec2 topLeft, vec2 bottomRight)

panCameraTo

public function panCameraTo(vec2 pos)

panCameraToTimed

public function panCameraToTimed(vec2 pos, real duration)

panCameraTo

public function panCameraTo(vec3 pos)

panCameraToTimed

public function panCameraToTimed(vec3 pos, real duration)

setCameraRotateMode

public function setCameraRotateMode(vec2 pos, angle toSweep, real duration)

setCinematicCamera

public function setCinematicCamera(string cameraModelFile)

Runs the camera through the cinematic camera specified in cameraModelFile. Existing cameras are available via Objects.cameraXXX paths”

Extension Functions

camerafield.set

public function camerafield.set(real value, real duration)

camerafield.adjust

public function camerafield.adjust(real offset, real duration)

camerafield.get

public function camerafield.get() returns real

camerafield.getFieldSwap

public function camerafield.getFieldSwap(camerasetup whichSetup) returns real

camerafield.setCameraField

public function camerafield.setCameraField(player whichPlayer, real value, real duration)

camerasetup.setField

public function camerasetup.setField(camerafield whichField, real value, real duration)

camerasetup.getField

public function camerasetup.getField(camerafield whichField) returns real

camerasetup.setDestPosition

public function camerasetup.setDestPosition(vec2 pos, real duration)

camerasetup.getDestPosition

public function camerasetup.getDestPosition() returns vec2

camerasetup.apply

public function camerasetup.apply(boolean doPan, boolean panTimed)

camerasetup.applyWithZ

public function camerasetup.applyWithZ(real zDestOffset)

camerasetup.applyForceDuration

public function camerasetup.applyForceDuration(boolean doPan, real forceDuration)

camerasetup.applyForceDurationWithZ

public function camerasetup.applyForceDurationWithZ(real zDestOffset, real forceDuration)

camerasetup.apply

public function camerasetup.apply(boolean doPan, player whichPlayer, real duration)

camerasetup.getFieldSwap

public function camerasetup.getFieldSwap(camerafield whichField) returns real

camerasetup.applyForceDurationSmooth

public function camerasetup.applyForceDurationSmooth(boolean doPan, real forcedDuration, real easeInDuration, real easeOutDuration, real smoothFactor)

player.cameraSetupApply

public function player.cameraSetupApply(boolean doPan, camerasetup whichSetup, real duration)

player.setCameraField

public function player.setCameraField(camerafield whichField, real value, real duration)

player.setCameraTargetControllerNoZ

public function player.setCameraTargetControllerNoZ(unit whichUnit, vec2 offset, boolean inheritOrientation)

player.setCameraPosition

public function player.setCameraPosition(vec2 pos)

player.panCameraTo

public function player.panCameraTo(vec2 pos)

player.panCameraTo

public function player.panCameraTo(vec3 pos)

player.panCameraToTimed

public function player.panCameraToTimed(vec2 pos, real duration)

player.panCameraToTimed

public function player.panCameraToTimed(vec3 pos, real duration)

player.smartCameraPan

public function player.smartCameraPan(vec2 pos, real duration)

Pans the camera depending on how far pos is from the current camera target: - If the distance is larger than bj_SMARTPAN_TRESHOLD_SNAP, the camera snaps instantenously - If the distance is larger than bj_SMARTPAN_TRESHOLD_PAN, the camera pans over the specified duration - If the distance is smaller than bj_SMARTPAN_TRESHOLD_PAN, the camera doesn’t move at all.

player.setCinematicCamera

public function player.setCinematicCamera(string cameraModelFile)

Runs the camera for the player through the cinematic camera specified in cameraModelFile. Existing cameras are available via Objects.cameraXXX paths”

player.resetToGameCamera

public function player.resetToGameCamera(real duration)

player.cameraSetSourceNoise

public function player.cameraSetSourceNoise(real magnitude, real velocity)

player.cameraSetTargetNoise

public function player.cameraSetTargetNoise(real magnitude, real velocity)

player.cameraSetEQNoise

public function player.cameraSetEQNoise(real magnitude)

player.cameraClearNoise

public function player.cameraClearNoise()

player.setCameraBoundsToRect

public function player.setCameraBoundsToRect(rect r)

player.adjustCameraBounds

public function player.adjustCameraBounds(integer adjustMethod, real dxWest, real dxEast, real dyNorth, real dySouth)

player.setCameraQuickPosition

public function player.setCameraQuickPosition(vec2 pos)

player.stopCamera

public function player.stopCamera()

player.setCameraOrientController

public function player.setCameraOrientController(unit whichUnit, vec2 offset)

unit.setCameraTargetController

public function unit.setCameraTargetController(vec2 offset, boolean inheritOrientation)

unit.setCameraOrientController

public function unit.setCameraOrientController(vec2 offset)

unit.setCameraOrientControllerForPlayer

public function unit.setCameraOrientControllerForPlayer(vec2 offset, player whichPlayer)