- new (int id 1-31)
- returns: ([camera])
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 (camera,[float])
- returns: ([float])
returns or sets aspect ratio, if negative then current
window aspect will be used.
- backplane (camera,[float])
- returns: ([float])
returns or sets backplane
- clipplane (camera,[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 (camera,[boolean])
- returns: ([boolean])
returns or sets if front faces are clockwise, default off. Is needed when reflection plane creates artefacts
- default ([camera])
- returns: ([camera])
returns or sets current global default camera
- delete (camera)
- returns: ()
deletes camera
- deleteall ()
- returns: ()
- forceupdate (camera)
- 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 (camera,[float])
- returns: ([float])
returns or sets fov
- frontplane (camera,[float])
- returns: ([float])
returns or sets frontplane
- getrect (camera,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
- linkinterface (camera,[scenenode/actornode])
- returns: ()
links camera to node
- localmatrix (camera ,[matrix16])
- returns: ([matrix16])
updates node's local matrix or returns it
- localpos (camera ,[float x,y,z])
- returns: ([float x,y,z])
updates node's local position or returns it. by defaul local transformations are off
- localrotaxis (scenenode s3d,[float Xx,Xy,Xz, Yx,Yy,Yz, Zx,Zy,Zz])
- returns: ([float Xx,Xy,Xz, Yx,Yy,Yz, Zx,Zy,Zz])
returns or sets local rotation axis, make sure they make a orthogonal basis.
- localrotdeg (camera ,[float x,y,z])
- returns: ([float x,y,z])
updates node's local rotation or returns it in degrees
- localrotrad (camera ,[float x,y,z])
- returns: ([float x,y,z])
updates node's local rotation or returns it in radians
- matrix (camera])
- returns: ([matrix16])
gets last frame's matrix
- nearpercentage (camera,[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.
- pos (camera,[float x,y,z])
- returns: (float x,y,z)
returns the position of the camera in last frame. Setting only makes sense if camera is unlinked.
- reflectplane (camera,[float x,y,z,w])
- returns: ([float x,y,z,w])
returns or sets reflection plane (worldspace).
- rotationlock (camera,int axis,[boolean state])
- returns: ([boolean])
returns or sets rotation lock. axis 0=X 1=Y 2=Z 3=All. Rotation lock is applied before local transforms.
- rotaxis (camera)
- returns: (float Xx,Xy,Xz, Yx,Yy,Yz, Zx,Zy,Zz)
gets rotaxis of the camera of last frame
- toscreen (camera,float x,y,z)
- returns: (float x,y,z)
computes screen position
- toworld (camera,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
- up (camera)
- returns: (float x,y,z)
gets upvector of the camera of last frame
- useclipping (camera,[boolean])
- returns: ([boolean])
returns or sets if clipping plane should be used
- useinfinitebackplane (camera,[boolean])
- returns: ([boolean])
returns or sets if this camera needs shadow projection and therefore infinite backplane should be used. (only works for perspective projection)
- uselocal (camera,[boolean])
- returns: ([boolean])
returns or sets if local transforms should be used.
- usereflection (camera,[boolean])
- returns: ([boolean])
returns or sets if camera is reflected on the reflectplane. Useful for reflection rendering