Skyline Lua API
Version 1.0 RC1
Lua Script Reference for Skyline Game Engine.
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#include <LUA_API_Camera.h>
Public Member Functions | |
void | setFOV (int fov) |
This Function sets the current cameras Field of view (fov) by passing the required fov through the function. More... | |
float | getFOV () |
This Function returns the current cameras Field of view (fov). More... | |
void | setFarClip (float farClip) |
This Function sets the view ports far clipping plane. More... | |
void | setNearClip (float nearClip) |
This Function sets the view ports near clipping plane. More... | |
void | setCameraMode (string type) |
Set the current camera mode, changing the way this camera can be used. More... | |
void | setLodBias (float bias) |
Sets the lod bias to be used by the current camera. More... | |
float3 | getPosition (int mode) |
This Function returns the current cameras world position.0=local space and 1=world space. note that this arg defaults to 0 so if you require local space then you dont have to pass the arg. More... | |
void | setPosition (float x, float y, float z) |
This Function sets the position of the current camera active in scene. More... | |
float4 | getOrientation (int mode=0) |
This Function returns the current cameras world orientation. 0=local space and 1=world space. note that this arg defaults to 0 so if you require local space then you dont have to pass the arg. . More... | |
void | setOrientation (float w, float x, float y, float z) |
This Function sets the orientation of the current camera active in scene. More... | |
float4 | getDirection () |
This Function returns the current cameras direction. More... | |
void | setDirection (float x, float y, float z) |
This Function sets the direction of the current camera active in scene. More... | |
void | attachToEntity (int entityID) |
Attaches the camera to a scene entity. More... | |
void | dettachFromEntity (int entityID) |
Dettaches the camera from an entity. More... | |
void | lookAtPos (float x, float y, float z) |
Makes the camera look at a specific point in the scene by world space position. More... | |
void | lookAtEntity (int objID) |
Makes the camera look at a specific entity in the scene. More... | |
void | getWorldOrientation () |
Get the world orientation of the camera. More... | |
void | pitch () |
set the pitch of the camera More... | |
void | yaw () |
set the yaw of the camera More... | |
void | roll () |
set the roll of the camera More... | |
void | getPitch () |
Get the pitch of the camera. More... | |
void | getYaw () |
Get the yaw of the camera. More... | |
void | getRoll () |
Get the roll of the camera. More... | |
void | setActiveCamera (int objID) |
Set the active camera. More... | |
All Camera functions can be accessed through the use of this class. Use as camera.function()
For more information on how these functions can be used please visit the User Manual - http://www.chi-ad.com/Skyline/SDN/
void camera::attachToEntity | ( | int | entityID | ) |
Attaches the camera to a scene entity.
entityID | the object to attache this camera to. The following is a Small Example on how to use this function: function onInit(objID) obj = objID camera.attachToEntity(obj); end |
void camera::dettachFromEntity | ( | int | entityID | ) |
Dettaches the camera from an entity.
entityID | The entity to attach this camera to. The following is a Small Example on how to use this function: function onInit(objID) obj = objID camera.dettachFromEntity(obj); end |
float4 camera::getDirection | ( | ) |
This Function returns the current cameras direction.
The following is a Small Example on how to use this function:
function onUpdate() x,y,z = camera.getDirection(); end
float camera::getFOV | ( | ) |
This Function returns the current cameras Field of view (fov).
The following is a Small Example on how to use this function:
function onInit(objID) fov = camera.getFOV(); sky.lprint( fov ); end
float4 camera::getOrientation | ( | int | mode = 0 | ) |
This Function returns the current cameras world orientation. 0=local space and 1=world space.
note that this arg defaults to 0 so if you require local space then you dont have to pass the arg.
.
mode | An integer of either 1 or 0 a value of 0=local space(default) and a value of 1=world space |
The following is a Small Example on how to use this function:
function onUpdate() w,x,y,z = camera.getOrientation(); end
void camera::getPitch | ( | ) |
Get the pitch of the camera.
The following is a Small Example on how to use this function:
function onInit(objID) coming soon end
float3 camera::getPosition | ( | int | mode | ) |
This Function returns the current cameras world position.0=local space and 1=world space.
note that this arg defaults to 0 so if you require local space then you dont have to pass the arg.
mode | An integer of either 1 or 0 a value of 0=local space(default) and a value of 1=world space |
The following is a Small Example on how to use this function:
function onUpdate() x,y,z = camera.getPosition(); end
void camera::getRoll | ( | ) |
Get the roll of the camera.
The following is a Small Example on how to use this function:
function onInit(objID) coming soon end
void camera::getWorldOrientation | ( | ) |
Get the world orientation of the camera.
The following is a Small Example on how to use this function:
function onInit(objID) obj = objID wx, wy, wz = camera.getWorldOrientation(Targetcamera) end
void camera::getYaw | ( | ) |
Get the yaw of the camera.
The following is a Small Example on how to use this function:
function onInit(objID) coming soon end
void camera::lookAtEntity | ( | int | objID | ) |
Makes the camera look at a specific entity in the scene.
entityID | The entity to look at |
The following is a Small Example on how to use this function:
function onInit(objID) obj = objID camera.lookAtEntity(entity.getIDFromTag("Target")); end
void camera::lookAtPos | ( | float | x, |
float | y, | ||
float | z | ||
) |
Makes the camera look at a specific point in the scene by world space position.
x | The X Axis position in world space to look at |
y | The Y Axis position in world space to look at |
z | The Z Axis position in world space to look at The following is a Small Example on how to use this function: function onInit(objID) obj = objID camera.lookAtPos(0, 0, 0); end |
void camera::pitch | ( | ) |
set the pitch of the camera
The following is a Small Example on how to use this function:
function onInit(objID) coming soon end
void camera::roll | ( | ) |
set the roll of the camera
The following is a Small Example on how to use this function:
function onInit(objID) coming soon end
void camera::setActiveCamera | ( | int | objID | ) |
Set the active camera.
You can set the active in scene camera from this command, good for cutscenes
The following is a Small Example on how to use this function:
function onInit(objID) camera.setActiveCamera( cam1ID ); end
void camera::setCameraMode | ( | string | type | ) |
Set the current camera mode, changing the way this camera can be used.
type | :Set the current camera mode to the value specified in the variable type. |
The available modes are:
"Fly" "LookOnly" -- FIXME :: Broke "Fixed"
The following is a Small Example on how to use this function:
function onInit(objID) camera.setCameraMode("Fly"); end
void camera::setDirection | ( | float | x, |
float | y, | ||
float | z | ||
) |
This Function sets the direction of the current camera active in scene.
The following is a Small Example on how to use this function:
function onInit() x,y,z = 0; camera.setCameraMode("Fixed"); -- set to fixed to allow you to change rotation without internal engine taking over due to "Fly" mode. camera.setDirection(x, y, z); end
void camera::setFarClip | ( | float | farClip | ) |
This Function sets the view ports far clipping plane.
farClip | : Pass the value in farClip to set the view ports far clipping distance. |
If you set the Farclip value to 0, then you will have an infinite rendering distance. This may not be performance friendly in some games,
be careful how you use it otherwise you will see Framerate drop.
The following is a Small Example on how to use this function:
function onInit(objID) camera.setFarClip(1000); end
void camera::setFOV | ( | int | fov | ) |
This Function sets the current cameras Field of view (fov) by passing the required fov through the function.
fov | : Pass a float value to represent the fov you would like to set. |
The following is a Small Example on how to use this function:
function onInit(objID) camera.setFOV(90); end
void camera::setLodBias | ( | float | bias | ) |
Sets the lod bias to be used by the current camera.
bias | : use the variable bias to set the scenes current lod bias level. |
The lod bias has an effect over how the scenes lodding system works. This will effect the terrain and material lods.
The following is a Small Example on how to use this function:
function onInit(objID) camera.setLodBias(0.40); end
void camera::setNearClip | ( | float | nearClip | ) |
This Function sets the view ports near clipping plane.
nearClip | :Pass the value in farClip to set the view ports near clipping distance. |
The value you pass through must not be 0, as this will crash your script everytime.
The following is a Small Example on how to use this function:
function onInit(objID) camera.setNearClip(1); end
void camera::setOrientation | ( | float | w, |
float | x, | ||
float | y, | ||
float | z | ||
) |
This Function sets the orientation of the current camera active in scene.
The following is a Small Example on how to use this function:
function onInit() w,x,y,z = 0; camera.setCameraMode("Fixed"); -- set to fixed to allow you to change rotation without internal engine taking over due to "Fly" mode. camera.setOrientation(w, x, y, z); end
void camera::setPosition | ( | float | x, |
float | y, | ||
float | z | ||
) |
This Function sets the position of the current camera active in scene.
The following is a Small Example on how to use this function:
function onInit() x,y,z = 0; camera.setPosition(x,y,z); end
void camera::yaw | ( | ) |
set the yaw of the camera
The following is a Small Example on how to use this function:
function onInit(objID) coming soon end