Camera Object

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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
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