Class Camera
- Namespace
- TaleWorlds.Engine
- Assembly
- TaleWorlds.Engine.dll
[EngineClass("rglCamera_object")]
public sealed class Camera : NativeObject
- Inheritance
-
Camera
- Inherited Members
Properties
Direction
public Vec3 Direction { get; }
Property Value
Entity
public GameEntity Entity { get; set; }
Property Value
Far
public float Far { get; }
Property Value
Frame
public MatrixFrame Frame { get; set; }
Property Value
HorizontalFov
public float HorizontalFov { get; }
Property Value
Near
public float Near { get; }
Property Value
Position
public Vec3 Position { get; set; }
Property Value
Methods
CheckEntityVisibility(GameEntity)
public bool CheckEntityVisibility(GameEntity entity)
Parameters
entity
GameEntity
Returns
ConstructCameraFromPositionElevationBearing(Vec3, float, float)
public static MatrixFrame ConstructCameraFromPositionElevationBearing(Vec3 position, float elevation, float bearing)
Parameters
Returns
CreateCamera()
public static Camera CreateCamera()
Returns
EnclosesPoint(Vec3)
public bool EnclosesPoint(Vec3 pointInWorldSpace)
Parameters
pointInWorldSpace
Vec3
Returns
FillParametersFrom(Camera)
public void FillParametersFrom(Camera otherCamera)
Parameters
otherCamera
Camera
~Camera()
protected ~Camera()
GetAspectRatio()
public float GetAspectRatio()
Returns
GetFovHorizontal()
public float GetFovHorizontal()
Returns
GetFovVertical()
public float GetFovVertical()
Returns
GetNearPlanePoints(Vec3[])
public void GetNearPlanePoints(Vec3[] nearPlanePoints)
Parameters
nearPlanePoints
Vec3[]
GetNearPlanePointsStatic(ref MatrixFrame, float, float, float, float, Vec3[])
public static void GetNearPlanePointsStatic(ref MatrixFrame cameraFrame, float verticalFov, float aspectRatioXY, float newDNear, float newDFar, Vec3[] nearPlanePoints)
Parameters
cameraFrame
MatrixFrameverticalFov
floataspectRatioXY
floatnewDNear
floatnewDFar
floatnearPlanePoints
Vec3[]
GetViewProjMatrix(ref MatrixFrame)
public void GetViewProjMatrix(ref MatrixFrame viewProj)
Parameters
viewProj
MatrixFrame
LookAt(Vec3, Vec3, Vec3)
public void LookAt(Vec3 position, Vec3 target, Vec3 upVector)
Parameters
ReleaseCamera()
public void ReleaseCamera()
ReleaseCameraEntity()
public void ReleaseCameraEntity()
RenderFrustrum()
public void RenderFrustrum()
ScreenSpaceRayProjection(Vec2, ref Vec3, ref Vec3)
public void ScreenSpaceRayProjection(Vec2 screenPosition, ref Vec3 rayBegin, ref Vec3 rayEnd)
Parameters
SetFovHorizontal(float, float, float, float)
public void SetFovHorizontal(float horizontalFov, float aspectRatioXY, float newDNear, float newDFar)
Parameters
SetFovVertical(float, float, float, float)
public void SetFovVertical(float verticalFov, float aspectRatioXY, float newDNear, float newDFar)
Parameters
SetViewVolume(bool, float, float, float, float, float, float)
public void SetViewVolume(bool perspective, float dLeft, float dRight, float dBottom, float dTop, float dNear, float dFar)
Parameters
ViewportPointToWorldRay(ref Vec3, ref Vec3, Vec2)
public void ViewportPointToWorldRay(ref Vec3 rayBegin, ref Vec3 rayEnd, Vec2 viewportPoint)
Parameters
WorldPointToViewPortPoint(ref Vec3)
public Vec3 WorldPointToViewPortPoint(ref Vec3 worldPoint)
Parameters
worldPoint
Vec3
Returns
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).