Camera Object
From Dim3 Wiki
Please if anyone knows, what are the different camera settings that change the camera angle like FPP?
Please do not post questions like the above on the wiki. The forum (http://www.klinksoftware.net/forum) is for these types of things. I will remove this in a week or so. -Ccccc 01:44, 22 January 2009 (UTC)
This global object model is used to control dim3's camera and projections.
type constant (DIM3_CAMERA_TYPE_?); Type of camera
position
x integer (readonly); x coordinate of camera
z integer (readonly); z coordinate of camera
y integer (readonly); y coordinate of camera
angle
x float; x rotational offset for looking angle
y float; y rotational offset for looking angle
z float; z rotational offset for looking angle
chase
size integer; Camera bounds size
distance integer; Distance for chase camera
trackSpeed float; how fast the camera tracks slop
ignoreMap boolean; set to true and chase camera ignores map
chaseAngle
x float; x rotational offset for chase camera
y float; y rotational offset for chase camera
z float; z rotational offset for chase camera
chaseOffset
x integer; x offset for chase camera (only for DIM3_CAMERA_TYPE_CHASE_STATIC)
y integer; y offset for chase camera (only for DIM3_CAMERA_TYPE_CHASE_STATIC)
z integer; z offset for chase camera (only for DIM3_CAMERA_TYPE_CHASE_STATIC)
chaseSlop
x float; x rotational slop offset for chase camera
y float; y rotational slop offset for chase camera
z float; z rotational slop offset for chase camera
staticPosition
follow boolean; Set to TRUE to force static camera to rotate to follow camera object
move(x,z,y);
moveToSpot(idx); // get spot idx from map.spot.find (or other map.spot functions)
plane
projectionType constant (DIM3_PROJECTION_TYPE_?); type of projection
fov float; OpenGL field of vision (FOV)
aspectRatio float; Multiplied to the x/y OpenGL perspective ratio (FOV)
left integer; viewport left x plane (Frustum)
right integer; viewport right x plane (Frustum)
top integer; viewport top y plane (Frustum)
bottom integer; viewport bottom y plane (Frustum)
near integer; viewport near z plane (all)
far integer; viewport far z plane (all)
nearOffset integer; Translate for the z plane when rendering (all)
state
save // save the current camera
restore // restores the camera from the last save
