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Scripting/SCameraManager

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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.


 --this script will make this object jump to wherever you right click
--(Example: moving objects with right click )

thisGameObject = Space.Host.ExecutingObject


OnUpdate = function()
  if Space.Input.GetMouseDown(1) then
   clickRay = Space.Camera.ScreenCoordinatesToRay(Space.Input.MousePosition)
  rayCastHit = Space.Physics.RayCastSingle(clickRay.Origin, clickRay.Direction, 50.0)
  thisGameObject.WorldPosition = rayCastHit.Position
  end
end

thisGameObject.SubscribeToEvents()
thisGameObject.OnUpdate(OnUpdate) 

MainCamera

SGameObject MainCamera ;

Note, this property is generally read-only. It's position is driven by internal code.

obj = Space.Host.ExecutingObject;

Space.Log(Space.Camera.MainCamera.Name);

--print "Main Camera" to the console.


ActiveVirtualCamera

SGameObject ActiveVirtualCamera ;

Get the currently active Cinemachine Virtual Camera game object.

obj = Space.Host.ExecutingObject;

Space.Log(Space.Camera.ActiveVirtualCamera.Name);

--print "Virtual PlayerCamera" to the console.


ScreenCoordinatesToWorld

SVector ScreenCoordinatesToWorld (SVector screenCoordinates);

Transforms a point from screen space into world space.

obj = Space.Host.ExecutingObject;

Space.Log(Space.Camera.ScreenCoordinatesToWorld(Vector.New(0.5,0.5,0)).ToString());

-- Print 3 worldspace vectors created by screen space point to the console.



WorldCoordinatesToScreen

SVector WorldCoordinatesToScreen (SVector coordinates);

Transforms position from world space into screen space.

local trans = Space.Host.ExecutingObject;

Space.Log(Space.Camera.WorldCoordinatesToScreen(trans.WorldPosition).ToString());

-- Print the position created by world space point to the console.