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Difference between revisions of "Scripting/SCameraManager"

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(Added ScreenCoordinatesToRay)
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{{ScriptFunction|SRay|ScreenCoordinatesToRay|(SVector screenCoordinates);|Returns a ray going from camera through a screen point.|5=  
 
{{ScriptFunction|SRay|ScreenCoordinatesToRay|(SVector screenCoordinates);|Returns a ray going from camera through a screen point.|5=  
 
obj = Space.Host.ExecutingObject;<br>
 
obj = Space.Host.ExecutingObject;<br>
local cameraRay = Space.Camera.ScreenCoordinatesToRay (Vector.New(0,0,0));<br><br>
+
local cameraRay = Space.Camera.ScreenCoordinatesToRay (Vector.New(0,50,0));<br><br>
 
Space.Log(cameraRay.Origin);<br>
 
Space.Log(cameraRay.Origin);<br>
 
Space.Log(cameraRay.Direction);<br>
 
Space.Log(cameraRay.Direction);<br>
''-- 2 vectors (location of the ray origin (camera coordinates) and direction of the ray towards the origin) are printed to the console.''<br>
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''-- 2 vectors (location of the ray origin (somewhere close to camera coordinates) and direction of the ray towards the point at (0,50,0)) are printed to the console.''<br>
 
}}
 
}}
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 +
  
 
{{Scripting Navbox}}
 
{{Scripting Navbox}}

Revision as of 11:54, 18 July 2017

The SCameraManager class allows you to take and manipulate the users camera. Combine with Scripting/SCamera to create 2D side-scrolling regions!

Members

IsLocked

bool IsLocked { get; }

Returns true if the Camera is locked and can be manipulated by this script.

obj = Space.Host.ExecutingObject;

Space.Camera.LockCamera (obj);
Space.Log(Space.Camera.IsLocked);

--prints "True" to the console


ReleaseCamera

void ReleaseCamera ();

Relinquishes control of the Camera back to Space

obj = Space.Host.ExecutingObject;

-- Let's lock the camera for a moment
Space.Camera.LockCamera (obj);
-- Now we can release it
if Space.Camera.IsLocked then

Space.Camera.ReleaseCamera ();
Space.Log("Camera released");
end


LockCamera

void LockCamera (SGameObject owner);

Takes control of the Camera as long as 'owner' exists in the scene, or until ReleaseCamera() has been called. Using the Host runtime as the owner is often a good practice.

obj = Space.Host.ExecutingObject;

Space.Camera.LockCamera (obj);

-- If no camera position/orientation is set upon locking, the camera will lock on the avatar.


SetCameraPositionOrientation

void SetCameraPositionOrientation (SVector position, SQuaternion orientation);

Forces the camera to be at position facing orientation for the frame. Needs to be called every frame.

obj = Space.Host.ExecutingObject;

local VectorPos = Vector.New(0,0,0);
local VectorRot = Quaternion.Euler(-60,0,0);

Space.Camera.LockCamera (obj);
Space.Camera.SetCameraPositionOrientation (VectorPos,VectorRot);

-- Now the camera is positioned at the global origin and is facing the sky at 60 degrees.



ScreenCoordinatesToRay

SRay ScreenCoordinatesToRay (SVector screenCoordinates);

Returns a ray going from camera through a screen point.

obj = Space.Host.ExecutingObject;

local cameraRay = Space.Camera.ScreenCoordinatesToRay (Vector.New(0,50,0));

Space.Log(cameraRay.Origin);
Space.Log(cameraRay.Direction);

-- 2 vectors (location of the ray origin (somewhere close to camera coordinates) and direction of the ray towards the point at (0,50,0)) are printed to the console.