ParaScripting::ParaCamera Class Reference
[ParaCamera]

List of all members.

Detailed Description

The camera controller.

First call FollowObject() method to set the character to follow. set call any of the camera transition functions to set the camera follow mode


Static Public Member Functions

static void FollowObject (ParaObject obj)
 set the character to follow.
static void FollowObject (const char *strObjectName)
 set the character to follow.
static void FirstPerson (int nTransitionMode, float fHeight, float fAngle)
 Set the current camera to follow a certain object, using first person view of the object.
static void ThirdPerson (int nTransitionMode, float fHeight, float fFacing, float fAngle)
 Set the current camera to follow a certain object, using Third Person view of the object, where character is always centered while allowing rotation around it from 360 degree angles,.
static void Default (int nTransitionMode, float fHeight, float fAngle)
 : Set the current camera to follow a certain object, using the default view of the object.
static void Fixed (int nTransitionMode, float fX, float fY, float fZ)
 Set the current camera to look at a certain object, from a fixed camera location while allowing rotation around it from 360 degree angles,.
static void GetPosition (float *x, float *y, float *z)
 get the world position of the camera eye.
static void GetLookAtPosition (float *x, float *y, float *z)
 get the position that the camera is currently looking at.
static ParaAttributeObject GetAttributeObject ()
 get the attribute object associated with the current camera object.
static void GetAttributeObject_ (ParaAttributeObject &output)
 used for API exportation.


Member Function Documentation

void ParaScripting::ParaCamera::FollowObject ( ParaObject  obj  )  [static]

set the character to follow.

the object is also set as the current player

Parameters:
obj,: the ParaObject to follow, one can call

void ParaScripting::ParaCamera::FollowObject ( const char *  strObjectName  )  [static]

set the character to follow.

the object must be global in order to be found by its name. It is also set as the current player currently,

Parameters:
strObjectName,: the name of the object to follow

void ParaScripting::ParaCamera::FirstPerson ( int  nTransitionMode,
float  fHeight,
float  fAngle 
) [static]

Set the current camera to follow a certain object, using first person view of the object.

Parameters:
nTransitionMode,: 1 (default) smooth move or 0 immediate move
fRadius,: the distance from the person to the camera
fAngle,: camera lift up angle, this is usually Pi/4: 45 degrees

void ParaScripting::ParaCamera::ThirdPerson ( int  nTransitionMode,
float  fHeight,
float  fFacing,
float  fAngle 
) [static]

Set the current camera to follow a certain object, using Third Person view of the object, where character is always centered while allowing rotation around it from 360 degree angles,.

Parameters:
nTransitionMode,: 1 (default) smooth move or 0 immediate move
fRadius,: the distance from the person to the camera
fFacing,: camera facing, around the y axis, which is the world height axis.
fAngle,: camera lift up angle, this is usually Pi/4: 45 degrees

void ParaScripting::ParaCamera::Default ( int  nTransitionMode,
float  fHeight,
float  fAngle 
) [static]

: Set the current camera to follow a certain object, using the default view of the object.

character restricted to move within a rectangular region, while camera is facing a fixed direction.

Parameters:
nTransitionMode,: 1 (default) smooth move or 0 immediate move
fHeight,: relative camera height above the object.
fAngle,: camera lift up angle, this is usually Pi/4: 45 degrees

void ParaScripting::ParaCamera::Fixed ( int  nTransitionMode,
float  fX,
float  fY,
float  fZ 
) [static]

Set the current camera to look at a certain object, from a fixed camera location while allowing rotation around it from 360 degree angles,.

Parameters:
nTransitionMode,: 1 (default) smooth move or 0 immediate move
fX,: camera location: x
fY,: camera location: y
fZ,: camera location: z

void ParaScripting::ParaCamera::GetPosition ( float *  x,
float *  y,
float *  z 
) [static]

get the world position of the camera eye.

This function takes no parameters. x,y,z are not input, but pure output. In the script, we can call it as below x,y,z = ParaCamera.GetPosition(); -- get the camera's eye position in Luabind, it is defined as .def("GetPosition", &ParaCamera::GetPosition, pure_out_value(_1) + pure_out_value(_2) + pure_out_value(_3)) please note, y is the absolute position in world coordinate

See also:
SetPosition(float x, float y, float z)

void ParaScripting::ParaCamera::GetLookAtPosition ( float *  x,
float *  y,
float *  z 
) [static]

get the position that the camera is currently looking at.

ParaAttributeObject ParaScripting::ParaCamera::GetAttributeObject (  )  [static]

get the attribute object associated with the current camera object.

void ParaScripting::ParaCamera::GetAttributeObject_ ( ParaAttributeObject output  )  [static]

used for API exportation.


Generated on Mon Dec 1 14:34:46 2008 for NPL Scripting Reference for ParaEngine by  doxygen 1.5.2