Libraries.Game.Graphics.Camera Documentation
Inherits from: Libraries.Language.Object
Actions Documentation
Compare(Libraries.Language.Object object)
This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.
Parameters
- Libraries.Language.Object: The object to compare to.
Return
integer: The Compare result, Smaller, Equal, or Larger.
Example
Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)
Equals(Libraries.Language.Object object)
This action determines if two objects are equal based on their hash code values.
Parameters
- Libraries.Language.Object: The to be compared.
Return
boolean: True if the hash codes are equal and false if they are not equal.
Example
use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)
GetCombinedMatrix()
This action returns a matrix containing the combined values of the camera's projection and view matrices. This is primarily used internally by the engine for calculations.
Return
Libraries.Compute.Matrix4: The combined projection and view Matrix of the Camera.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Matrix4
class Main is Game
action Main
StartGame()
end
action CreateGame
Camera cam = GetCamera3D()
Matrix4 combined = cam:GetCombinedMatrix()
end
action Update(number seconds)
end
end
GetDirection()
This action will return the current direction of the Camera. The direction is returned as a Vector3 object. This is a reference to the actual Vector3 used by the Camera, so changes to the vector will effect the Camera.
Return
Libraries.Compute.Vector3: The Vector3 used by this Camera to store its direction.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Vector3
class Main is Game
action Main
StartGame()
end
action CreateGame
Camera cam = GetCamera3D()
Vector3 direction = cam:GetDirection()
output "The default 3D camera direction is " + direction:GetX()
+ ", " + direction:GetY() + ", " + direction:GetZ()
end
action Update(number seconds)
end
end
GetFar()
This action will return the distance to the far clipping plane of the camera. Objects that are farther than the distance to the far clipping plane will not be seen by the camera.
Return
number: The distance to the far clipping plane of the Camera.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Vector3
class Main is Game
action Main
StartGame()
end
action CreateGame
Camera cam = GetCamera3D()
output "The default distance to the far clipping plane of the 3D camera is " + cam:GetFar()
end
action Update(number seconds)
end
end
GetFrustum()
This action returns a frustum containing the area visible to the camera.
Return
Libraries.Compute.Frustum: The frustum that contains the Camera's visible area.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Frustum
class Main is Game
action Main
StartGame()
end
action CreateGame
Camera cam = GetCamera3D()
Frustum frustum = cam:GetFrustum()
end
action Update(number seconds)
end
end
GetHashCode()
This action gets the hash code for an object.
Return
integer: The integer hash code of the object.
Example
Object o
integer hash = o:GetHashCode()
GetHeight()
This action will return the effective height of the camera lens.
Return
number: The height of the Camera lens.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Vector3
class Main is Game
action Main
StartGame()
end
action CreateGame
Camera cam = GetCamera3D()
output "The default height of the 3D camera is " + cam:GetHeight()
end
action Update(number seconds)
end
end
GetInverseCombinedMatrix()
This action returns a matrix containing the inversed combined projection and view matrices. This is primarily used internally by the engine for calculations.
Return
Libraries.Compute.Matrix4: The inverse of the combined projection and view Matrices of the Camera.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Matrix4
class Main is Game
action Main
StartGame()
end
action CreateGame
Camera cam = GetCamera3D()
Matrix4 inverse = cam:GetInverseCombinedMatrix()
end
action Update(number seconds)
end
end
GetNear()
This action will return the distance to the near clipping plane of the camera. Objects that are closer than the distance to the near clipping plane will not be seen by the camera.
Return
number: The distance to the near clipping plane of the Camera.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Vector3
class Main is Game
action Main
StartGame()
end
action CreateGame
Camera cam = GetCamera3D()
output "The default distance to the near clipping plane of the 3D camera is " + cam:GetNear()
end
action Update(number seconds)
end
end
GetPickRay(number screenX, number screenY)
GetPickRay will return a ray that begins at the given screen coordinates and points in the direction that the camera is viewing. The Ray's position will be in world coordinates.
Parameters
- number screenX
- number screenY
Return
GetPickRay(number screenX, number screenY, number viewportX, number viewportY, number viewportWidth, number viewportHeight)
GetPickRay will return a ray that begins at the given screen coordinates and points in the direction that the camera is viewing. The Ray's position will be in world coordinates. This action will calculate the point using the given position and dimensions of the viewport.
Parameters
- number screenX
- number screenY
- number viewportX
- number viewportY
- number viewportWidth
- number viewportHeight
Return
GetPosition()
This action will return the current position of the Camera. The position is returned as a Vector3 object containing the current x, y, and z coordinates. This is a reference to the actual Vector3 used by the Camera, so changes to the vector will effect the Camera.
Return
Libraries.Compute.Vector3: The Vector3 used by the Camera to store its position.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Vector3
class Main is Game
action Main
StartGame()
end
action CreateGame
Camera cam = GetCamera3D()
Vector3 position = cam:GetPosition()
output "The default 3D camera position is " + position:GetX()
+ ", " + position:GetY() + ", " + position:GetZ()
end
action Update(number seconds)
end
end
GetProjectionMatrix()
This action returns the calculated projection matrix of the Camera. This is primarily used internally by the engine for calculations.
Return
Libraries.Compute.Matrix4: The projection Matrix of the Camera.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Matrix4
class Main is Game
action Main
StartGame()
end
action CreateGame
Camera cam = GetCamera3D()
Matrix4 projection = cam:GetProjectionMatrix()
end
action Update(number seconds)
end
end
GetUp()
This action will return the direction that the camera considers to be up. The returned Vector3 indicates the direction that the top of the camera faces out towards. This is a reference to the actual Vector3 used by the Camera, so changes to the vector will effect the Camera.
Return
Libraries.Compute.Vector3: The Vector3 used by the Camera to store the "up" direction.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Vector3
class Main is Game
action Main
StartGame()
end
action CreateGame
Camera cam = GetCamera3D()
Vector3 up = cam:GetUp()
output "The default 3D camera up direction is " + up:GetX()
+ ", " + up:GetY() + ", " + up:GetZ()
end
action Update(number seconds)
end
end
GetViewMatrix()
This action returns the calculated view matrix of the camera. This is primarily used internally by the engine for calculations.
Return
Libraries.Compute.Matrix4: The view Matrix of the Camera.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Matrix4
class Main is Game
action Main
StartGame()
end
action CreateGame
Camera cam = GetCamera3D()
Matrix4 view = cam:GetViewMatrix()
end
action Update(number seconds)
end
end
GetWidth()
This action will return the effective width of the camera lens.
Return
number: The width of the Camera lens.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Vector3
class Main is Game
action Main
StartGame()
end
action CreateGame
Camera cam = GetCamera3D()
output "The default width of the 3D camera is " + cam:GetWidth()
end
action Update(number seconds)
end
end
GetZoom()
The GetZoom action returns the current level of zoom used by the camera. The default value is 1.
Return
number: The current zoom level.
Example
use Libraries.Game.Game
use Libraries.Game.Layer2D
use Libraries.Game.Graphics.Color
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Camera
class Main is Game
action Main
StartGame()
end
action CreateGame
Color color
Drawable box
box:LoadFilledRectangle(200, 200, color:Teal())
box:SetPosition(300, 200)
Add(box)
end
action Update(number seconds)
Camera cam = GetCamera2D()
if cam:GetZoom() < 2
number newZoom = cam:GetZoom() + seconds / 4
cam:SetZoom(newZoom)
end
end
end
LookAt(Libraries.Compute.Vector3 target)
This action will angle the camera to look at the given point in 3D space.
Parameters
- Libraries.Compute.Vector3: A Vector3 containing the point to look at.
Example
use Libraries.Game.Game
use Libraries.Game.Layer2D
use Libraries.Game.Graphics.Color
use Libraries.Game.Graphics.Model
use Libraries.Game.Graphics.Camera
use Libraries.Game.Graphics.AmbientLight
use Libraries.Game.Graphics.DirectionalLight
use Libraries.Compute.Vector3
class Main is Game
Vector3 target
action Main
StartGame()
end
action CreateGame
Color color
Model box
box:LoadBox(2, 2, 2, color:Purple())
box:SetPosition(10, 0, 0)
Add(box)
Camera cam = GetCamera3D()
cam:SetPosition(0, 2, -7)
AmbientLight ambient
ambient:SetColor(0.4, 0.4, 0.4, 1)
SetAmbientLight(ambient)
DirectionalLight light
light:SetColor(0.8, 0.8, 0.8, 1)
light:SetDirection(-1, -1, 2)
Add(light)
end
action Update(number seconds)
Camera cam = GetCamera3D()
if target:GetX() < 10
target:SetX(target:GetX() + seconds)
cam:LookAt(target)
end
end
end
LookAt(number x, number y, number z)
This action will angle the camera to look at the given point in 3D space.
Parameters
- number x: The x-coordinate of the point to look at.
- number y: The y-coordinate of the point to look at.
- number z: The z-coordinate of the point to look at.
Example
use Libraries.Game.Game
use Libraries.Game.Layer2D
use Libraries.Game.Graphics.Color
use Libraries.Game.Graphics.Model
use Libraries.Game.Graphics.Camera
use Libraries.Game.Graphics.AmbientLight
use Libraries.Game.Graphics.DirectionalLight
class Main is Game
number targetX = 0
action Main
StartGame()
end
action CreateGame
Color color
Model box
box:LoadBox(2, 2, 2, color:Purple())
box:SetPosition(10, 0, 0)
Add(box)
Camera cam = GetCamera3D()
cam:SetPosition(0, 2, -7)
AmbientLight ambient
ambient:SetColor(0.4, 0.4, 0.4, 1)
SetAmbientLight(ambient)
DirectionalLight light
light:SetColor(0.8, 0.8, 0.8, 1)
light:SetDirection(-1, -1, 2)
Add(light)
end
action Update(number seconds)
Camera cam = GetCamera3D()
if targetX < 10
targetX = targetX + seconds
cam:LookAt(targetX, 0, 0)
end
end
end
Move(Libraries.Compute.Vector3 vector)
This action moves the camera on the x, y, and z planes by the amounts stored in the given Vector3.
Parameters
- Libraries.Compute.Vector3: A Vector3 describing how far to move on each coordinate plane.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Color
use Libraries.Game.Graphics.Model
use Libraries.Game.Graphics.Camera
use Libraries.Game.Graphics.AmbientLight
use Libraries.Game.Graphics.DirectionalLight
use Libraries.Compute.Vector3
class Main is Game
Vector3 moveVector
action Main
StartGame()
end
action CreateGame
Color color
Model cube
cube:LoadBox(2, 2, 2, color:Orange())
Add(cube)
AmbientLight ambient
ambient:SetColor(0.4, 0.4, 0.4, 1)
SetAmbientLight(ambient)
DirectionalLight light
light:SetColor(0.8, 0.8, 0.8, 1)
light:SetDirection(-0.5, -1.5, 1)
Add(light)
Camera cam = GetCamera3D()
cam:SetPosition(-8, 2, 0)
end
action Update(number seconds)
Camera cam = GetCamera3D()
Vector3 position = cam:GetPosition()
if position:GetX() < 0
moveVector:Set(2 * seconds, 0, -1 * seconds)
cam:Move(moveVector)
end
end
end
Move(number x, number y, number z)
This action moves the camera by the given amounts on the x, y, and z planes, respectively.
Parameters
- number x: How far to move the camera on the x-axis.
- number y: How far to move the camera on the y-axis.
- number z: How far to move the camera on the z-axis.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Color
use Libraries.Game.Graphics.Model
use Libraries.Game.Graphics.Camera
use Libraries.Game.Graphics.AmbientLight
use Libraries.Game.Graphics.DirectionalLight
use Libraries.Compute.Vector3
class Main is Game
action Main
StartGame()
end
action CreateGame
Color color
Model cube
cube:LoadBox(2, 2, 2, color:Orange())
Add(cube)
AmbientLight ambient
ambient:SetColor(0.4, 0.4, 0.4, 1)
SetAmbientLight(ambient)
DirectionalLight light
light:SetColor(0.8, 0.8, 0.8, 1)
light:SetDirection(-0.5, -1.5, 1)
Add(light)
Camera cam = GetCamera3D()
cam:SetPosition(-8, 2, 0)
end
action Update(number seconds)
Camera cam = GetCamera3D()
Vector3 position = cam:GetPosition()
if position:GetX() < 0
cam:Move(2 * seconds, 0, -1 * seconds)
end
end
end
Rotate(Libraries.Compute.Quaternion quaternion)
This action rotates the camera the given number of degrees around the axis given as a 3D vector.
Parameters
Rotate(Libraries.Compute.Vector3 axis, number degrees)
This action rotates the camera the given number of degrees around the axis given as a 3D vector. The axis is essentially a ray that starts at the center of the camera and points outward. The camera will then rotate clockwise around that ray.
Parameters
- Libraries.Compute.Vector3: The ray to rotate around.
- number degrees: The number of degrees to rotate.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Color
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Vector3
class Main is Game
Vector3 axis
action Main
StartGame()
end
action CreateGame
Color color
Drawable box1
box1:LoadFilledRectangle(200, 200, color:Pink())
box1:SetPosition(300, 0)
Add(box1)
Drawable box2
box2:LoadFilledRectangle(200, 200, color:Maroon())
box2:SetPosition(300, 400)
Add(box2)
axis:Set(0, 0, 1)
end
action Update(number seconds)
Camera cam = GetCamera2D()
cam:Rotate(axis, 20 * seconds)
end
end
Rotate(number axisX, number axisY, number axisZ, number degrees)
This action rotates the camera the given number of degrees clockwise around an axis. The axis is essentially a ray that starts at the center of the camera and points outward. The camera will then rotate clockwise around that ray. The ray is defined using three numbers, representing which way it points on the x, y, and z planes, respectively.
Parameters
- number axisX: The x-component of the ray to rotate around.
- number axisY: The y-component of the ray to rotate around.
- number axisZ: The z-component of the ray to rotate around.
- number degrees: How many degrees to rotate about the axis.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Color
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Camera
class Main is Game
action Main
StartGame()
end
action CreateGame
Color color
Drawable box1
box1:LoadFilledRectangle(200, 200, color:Pink())
box1:SetPosition(300, 0)
Add(box1)
Drawable box2
box2:LoadFilledRectangle(200, 200, color:Maroon())
box2:SetPosition(300, 400)
Add(box2)
end
action Update(number seconds)
Camera cam = GetCamera2D()
cam:Rotate(20 * seconds, 0, 0, 1)
end
end
Rotate(Libraries.Compute.Matrix4 transform)
This action rotates the camera using the rotational information stored in a Matrix4 object. Typically the Matrix4 is primed using actions such as "SetToRotation" to store the rotational information before calling this action.
Parameters
Example
use Libraries.Game.Graphics.Color
use Libraries.Game.Graphics.Model
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Matrix4
use Libraries.Game.Graphics.AmbientLight
use Libraries.Game.Graphics.DirectionalLight
class Main is Game
action Main
StartGame()
end
action CreateGame
Color color
Model cube
cube:LoadBox(2, 2, 2, color:Orange())
Add(cube)
AmbientLight ambient
ambient:SetColor(0.4, 0.4, 0.4, 1)
SetAmbientLight(ambient)
DirectionalLight light
light:SetColor(0.8, 0.8, 0.8, 1)
light:SetDirection(-0.5, -1.5, 1)
Add(light)
Matrix4 matrix
matrix:SetToRotation(0, 1, 0, 45)
Camera camera = GetCamera3D()
camera:SetPosition(-3, 3, -3)
camera:Rotate(matrix)
end
action Update(number seconds)
end
end
RotateAround(Libraries.Compute.Vector3 point, Libraries.Compute.Vector3 axis, number degrees)
This action will rotate the camera clockwise around the given point, with the camera's rotation being about the given axis. The camera is rotated by the given number of degrees.
Parameters
- Libraries.Compute.Vector3: The point to rotate around.
- Libraries.Compute.Vector3: The axis that determines which direction the camera rotates in.
- number degrees: How many degrees to rotate about the axis.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Color
use Libraries.Game.Graphics.Model
use Libraries.Game.Graphics.Camera
use Libraries.Compute.Vector3
use Libraries.Game.Graphics.AmbientLight
use Libraries.Game.Graphics.DirectionalLight
class Main is Game
Vector3 point
Vector3 axis
action Main
StartGame()
end
action CreateGame
Color color
Model cube
cube:LoadBox(2, 2, 2, color:Orange())
Add(cube)
point:Set(0, 0, 0)
axis:Set(0, 1, 0)
AmbientLight ambient
ambient:SetColor(0.4, 0.4, 0.4, 1)
SetAmbientLight(ambient)
DirectionalLight light
light:SetColor(0.8, 0.8, 0.8, 1)
light:SetDirection(-0.5, -1.5, 1)
Add(light)
end
action Update(number seconds)
Camera cam = GetCamera3D()
cam:RotateAround(point, axis, 30 * seconds)
end
end
ScreenToWorldCoordinates(Libraries.Compute.Vector3 coords)
This action will translate a point given in screen coordinates to the world space. The z-coordinate of the given coordinates will be used to determine if the world coordinate returned should be on the near or far plane of the camera. A z-coordinate of 0 will get a point on the near plane, and a z-coordinate of 1 will get a point on the far plane. The calculated point will be contained in the Vector3 object that was passed as a parameter.