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| # camera reference | |
| ## camera.Deactivate | |
| Deactivate the current view camera. | |
| void **camera.Deactivate**(int view) | |
| int view | |
| : set 1 for the first view. Set 0 to deactivate all the views. | |
| ## camera.GetAspect | |
| int **camera.GetAspect**(int scale, [bool compute_real], [int view]) | |
| int view | |
| : 1 by default. Used to specify a view when the game is played in a split screen mode. | |
| int scale | |
| : result is multiplied by this parameter | |
| bool compute_real | |
| : aspect is calculated from horizontal and vertical FOV | |
| _returns_ int aspect | |
| : aspect multiplied by the scale parameter | |
| ## camera.GetDirection | |
| Returns camera direction vector with length 1024. | |
| point **camera.GetDirection**([int view]) | |
| int view | |
| : optional, set 1 for the first view. | |
| ## camera.GetDirection | |
| Returns camera right vector with length 1024. | |
| point **camera.GetDirection**([int view]) | |
| int view | |
| : optional, set 1 for the first view. | |
| ## camera.GetDirection | |
| Returns camera up vector with length 1024. | |
| point **camera.GetDirection**([int view]) | |
| int view | |
| : optional, set 1 for the first view. | |
| ## camera.GetFovX | |
| Returns horizontal FOV in angular minutes. | |
| int **camera.GetFovX**([int view]) | |
| int view | |
| : optional, set 1 for the first view. | |
| ## camera.GetFovY | |
| Returns vertical FOV in angular minutes. | |
| int **camera.GetFovY**([int view]) | |
| int view | |
| : optional, set 1 for the first view. | |
| ## camera.GetPitch | |
| Returns camera pitch in angular minutes. | |
| int **camera.GetPitch**([int view]) | |
| int view | |
| : optional, set 1 for the first view. | |
| ## camera.GetViewArea | |
| Returns the terrain area observed by the camera (a trapeze). | |
| point point point point **camera.GetViewArea**() | |
| _returns_ point left_top, point right_top, point right_bottom, point left_bottom | |
| : The four corners of the camera trapeze. | |
| _returns_ false, err | |
| : err could be "no scene" or "math error". | |
| ## camera.GetViewCount | |
| int **camera.GetViewCount**() | |
| ## camera.GetViewport | |
| Return camera view render window box | |
| box **camera.GetViewport**([int view]) | |
| int view | |
| : 1 by default. Used to specify a view when the game is played in a split screen mode. | |
| ## camera.GetYaw | |
| Returns camera yaw in angular minutes. | |
| int **camera.GetYaw**([int view]) | |
| int view | |
| : optional, set 1 for the first view | |
| ## camera.IsLocked | |
| Returns if the camera is locked. | |
| bool **camera.IsLocked**([int view]) | |
| int view | |
| : optional, set 1 for the first view. | |
| ## camera.IsPointInView | |
| Check if a game position is within the rendered view | |
| bool **camera.IsPointInView**(int view, int margin, point pos) | |
| int view | |
| : 1 by default. Used to specify a view when the game is played in a split screen mode. | |
| int margin | |
| : shrink the viewport box with that value | |
| point pos | |
| : game position to check | |
| ## camera.Lock | |
| Lock the current camera. | |
| void **camera.Lock**([int view]) | |
| int view | |
| : optional, set 1 for the first view. | |
| ## camera.SetAutoFovX | |
| Specify auto adjustible FOV depend on the resolution aspect. | |
| The FOV is linearly interpolated between minimal and maximal FOV depend on the current aspect. | |
| For aspects lower than minimal aspect, horizontal FOV is fixed on the specified minimal FOV. | |
| For aspects greater than maximal aspect, vertical FOV is fixed on the specified maximal FOV. | |
| void **camera.SetAutoFovX**(int view, int time, int min_fovx, int min_resx, int min_resy, int max_fovx, int max_resx, int max_resy) | |
| int view | |
| : 1 by default. Used to specify a view when the game is played in a split screen mode. | |
| int time | |
| : the time (ms) to change the FOV. | |
| int min_fovx | |
| : horizontal FOV angle in minutes for the min aspect. | |
| int min_resx | |
| : min resolution aspect x. | |
| int min_resy | |
| : min resolution aspect y. | |
| int max_fovx | |
| : horizontal FOV angle in minutes for the max aspect. | |
| int max_resx | |
| : max resolution aspect x. | |
| int max_resy | |
| : max resolution aspect y. | |
| ## camera.SetFovX | |
| Set horizontal FOV. (the vertical FOV will be auto adjusted depend on the aspect ratio) | |
| void **camera.SetFovX**(int angle, int time, [int view]) | |
| int angle | |
| : horizontal FOV angle in minutes. | |
| int time | |
| : the time (ms) to change the FOV. | |
| int view | |
| : optional, set 1 for the first view. | |
| ## camera.SetFovY | |
| Set vertical FOV. (the horizontal FOV will be auto adjusted depend on the aspect ratio) | |
| void **camera.SetFovY**(int angle, int time, [int view]) | |
| int angle | |
| : vertical FOV angle in minutes. | |
| int time | |
| : the time (ms) to change the FOV. | |
| int view | |
| : optional, set 1 for the first view. | |
| ## camera.SetViewCount | |
| void **camera.SetViewCount**(int count) | |
| int count | |
| : the number of views | |
| ## camera.SetViewport | |
| Set camera view render window box | |
| void **camera.SetViewport**([int view]) | |
| int view | |
| : 1 by default. Used to specify a view when the game is played in a split screen mode. | |
| ## camera.Unlock | |
| Unlock camera. | |
| void **camera.Unlock**([int view]) | |
| int view | |
| : optional, set 1 for the first view. | |
| (insert footer.md.html here) | |
| <link rel="stylesheet" type="text/css" href="Style.css" /> | |
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