277 void lookAtPos(
float x,
float y,
float z);
void setPosition(float x, float y, float z)
This Function sets the position of the current camera active in scene.
float4 getOrientation(int mode=0)
This Function returns the current cameras world orientation. 0=local space and 1=world space...
void setDirection(float x, float y, float z)
This Function sets the direction of the current camera active in scene.
void getPitch()
Get the pitch of the camera.
void lookAtPos(float x, float y, float z)
Makes the camera look at a specific point in the scene by world space position.
void setFOV(int fov)
This Function sets the current cameras Field of view (fov) by passing the required fov through the fu...
void pitch()
set the pitch of the camera
void setOrientation(float w, float x, float y, float z)
This Function sets the orientation of the current camera active in scene.
void getWorldOrientation()
Get the world orientation of the camera.
float4 getDirection()
This Function returns the current cameras direction.
float getFOV()
This Function returns the current cameras Field of view (fov).
void setNearClip(float nearClip)
This Function sets the view ports near clipping plane.
void getYaw()
Get the yaw of the camera.
float3 getPosition(int mode)
This Function returns the current cameras world position.0=local space and 1=world space...
void getRoll()
Get the roll of the camera.
void roll()
set the roll of the camera
void setLodBias(float bias)
Sets the lod bias to be used by the current camera.
void setFarClip(float farClip)
This Function sets the view ports far clipping plane.
void attachToEntity(int entityID)
Attaches the camera to a scene entity.
void dettachFromEntity(int entityID)
Dettaches the camera from an entity.
void setActiveCamera(int objID)
Set the active camera.
Definition: LUA_API_Camera.h:26
void yaw()
set the yaw of the camera
void setCameraMode(string type)
Set the current camera mode, changing the way this camera can be used.
void lookAtEntity(int objID)
Makes the camera look at a specific entity in the scene.