- new (int id 1-31)
- returns: ([l3dcamera])
creates new camera. The id must be unique and a
l3dnode must get an update to its visflag, if it should be visible to it.
- aspect (l3dcamera,[float])
- returns: ([float])
returns or sets aspect ratio = width/height, if negative then current
window aspect will be used.
- backplane (l3dcamera,[float])
- returns: ([float])
returns or sets backplane
- clipplane (l3dcamera,[float x,y,z,w])
- returns: ([float x,y,z,w])
returns or sets clipping plane (worldspace). To make clipping useful the camera must be on the negative side of the plane.
- cwfront (l3dcamera,[boolean])
- returns: ([boolean])
returns or sets if front faces are clockwise, default off. Is needed when reflection plane creates artefacts
- default ([l3dcamera])
- returns: ([l3dcamera])
returns or sets current global default camera
- forceupdate (l3dcamera)
- returns: ()
forces the camera matrix to be updated (synchronized with its linked interface). This is neccessary if you use the toscreen and toworld functions and changed the position of the camera.
- fov (l3dcamera,[float])
- returns: ([float])
returns or sets fov
- frontplane (l3dcamera,[float])
- returns: ([float])
returns or sets frontplane
- getrect (l3dcamera,int axis,float distance)
- returns: (4 float x,y,z)
computes viewable rectangle on the given plane. axis is the plane normal 0 = X, 1 = Y, 2 = Z. Method returns 4 Vectors that lie on the plane, or nothing if plane wasnt intersected by frustum limiting rays. hitpoint order is, top left, top right, right bottom, left bottom
- manualprojection (l3dcamera,[boolean])
- returns: ([boolean])
returns or sets if manual projection matrix is used. That means aspect/frontplane.. will not modify projection matrix (settable via projmatrix).
- nearpercentage (l3dcamera,[float])
- returns: ([float])
returns or sets percentage of what is considered near. range = backplane * nearpercentage. If a drawnode is closer than its drawn first. This helps making use of zbuffer better.
- projmatrix (l3dcamera,[matrix16])
- returns: ([matrix16])
returns or sets current projection matrix.
- projmatrixinv (l3dcamera)
- returns: ([matrix16])
returns current inverse of projection matrix.
- reflectplane (l3dcamera,[float x,y,z,w])
- returns: ([float x,y,z,w])
returns or sets reflection plane (worldspace).
- toscreen (l3dcamera,float x,y,z)
- returns: (float x,y,z)
computes screen position
- toview (l3dcamera,float x,y,z,[w])
- returns: (float x,y,z,w)
computes position in modelview matrix. (w=1.0 default)
- toworld (l3dcamera,float x,y,z,[l3dview])
- returns: (float x,y,z)
computes screen position to world coordinates. The camera returns the coordinates seen from 0,0,0. You will need to transform the coordinate with a matrix, if you link the camera against an
actornode/
scenenode. If
l3dview is not passed, we will use reference coordinates
- useclipping (l3dcamera,[boolean])
- returns: ([boolean])
returns or sets if clipping plane should be used
- useinfinitebackplane (l3dcamera,[boolean])
- returns: ([boolean])
returns or sets if this camera needs shadow projection and therefore infinite backplane should be used. (only works for perspective projection)
- usereflection (l3dcamera,[boolean])
- returns: ([boolean])
returns or sets if camera is reflected on the reflectplane. Useful for reflection rendering
- visflagid (l3dcamera)
- returns: (int)
returns the id the camera was intialized with