Libraries.Game.Graphics.OrthographicCamera Documentation

Inherits from: Libraries.Language.Object, Libraries.Game.Graphics.Camera

Summary

Actions Summary Table

ActionsDescription
Compare(Libraries.Language.Object object)This action compares two object hash codes and returns a CompareResult.
Equals(Libraries.Language.Object object)This action determines if two objects are equal based on their hash code values.
GetCombinedMatrix()This action returns a matrix containing the combined values of the camera's projection and view matrices.
GetDirection()This action will return the current direction of the Camera.
GetFar()This action will return the distance to the far clipping plane of the camera.
GetFrustum()This action returns a frustum containing the area visible to the camera.
GetHashCode()This action gets the hash code for an object.
GetHeight()This action will return the effective height of the camera lens.
GetInverseCombinedMatrix()This action returns a matrix containing the inversed combined projection and view matrices.
GetNear()This action will return the distance to the near clipping plane of the camera.
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.
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.
GetPosition()This action will return the current position of the Camera.
GetProjectionMatrix()This action returns the calculated projection matrix of the Camera.
GetUp()This action will return the direction that the camera considers to be up.
GetViewMatrix()This action returns the calculated view matrix of the camera.
GetWidth()This action will return the effective width of the camera lens.
GetZoom()The GetZoom action returns the current level of zoom used by the camera.
Initialize(number viewportWidth, number viewportHeight)Initializes the camera by giving a width and height for the camera to show in virtual space.
LookAt(Libraries.Compute.Vector3 target)This action will angle the camera to look at the given point in 3D space.
LookAt(number x, number y, number z)This action will angle the camera to look at the given point in 3D space.
Move(number x, number y)This action will move the camera by the given amount on each axis.
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.
Move(Libraries.Compute.Vector2 vector)This action will move the camera by the amount of the given 2D vector.
Move(number x, number y, number z)This action moves the camera by the given amounts on the x, y, and z planes, respectively.
Rotate(Libraries.Compute.Quaternion quaternion)This action rotates the camera the given number of degrees around the axis given as a 3D vector.
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.
Rotate(number axisX, number axisY, number axisZ, number degrees)This action rotates the camera the given number of degrees clockwise around an axis.
Rotate(number degrees)This action will rotate the camera by the given number of degrees around the camera's direction vector.
Rotate(Libraries.Compute.Matrix4 transform)This action rotates the camera using the rotational information stored in a Matrix4 object.
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.
Scale(number scale)This action will scale the size of the camera lens while maintaining the position of the bottom left corner of the viewing area.
ScaleTo(number width, number height)This action will scale the size of the camera lens while maintaining the position of the bottom left corner of the viewing area.
ScreenToWorldCoordinates(Libraries.Compute.Vector3 coords)This action will translate a point given in screen coordinates to the world space.
ScreenToWorldCoordinates(Libraries.Compute.Vector3 coords, number viewportX, number viewportY, number viewportWidth, number viewportHeight)This action will translate a point given in screen coordinates to the world space.
ScreenToWorldCoordinates(number x, number y)This action will translate a point given in screen coordinates to the world space.
ScreenToWorldCoordinates(number x, number y, boolean useNearPlane)This action will translate a point given in screen coordinates to the world space.
SetDirection(number x, number y, number z)This action will set the direction of the Camera.
SetDirection(Libraries.Compute.Vector3 newDirection)This action will set the direction of the Camera.
SetFar(number value)This action will set the distance to the far clipping plane of the camera.
SetHeight(number height)This action will set the effective height of the camera lens.
SetNear(number value)This action will set the distance to the near clipping plane of the camera.
SetPosition(number x, number y)This action will set the camera's position in 2D space.
SetPosition(Libraries.Compute.Vector2 vector)This action will set the camera's position in 2D space.
SetPosition(Libraries.Compute.Vector3 newPosition)This action will set the position of the Camera.
SetPosition(number x, number y, number z)This action will set the position of the Camera.
SetSize(number width, number height)This action will set the effective width and height of the camera lens.
SetToOrthographic(number viewportWidth, number viewportHeight)This action will set the camera to an orthographic projection using a viewport of the given width and height.
SetToOrthographic()This action will set the camera to an orthographic projection using a viewport fitting the game's full width and height.
SetUp(number x, number y, number z)This action will set the direction that the camera considers to be up.
SetUp(Libraries.Compute.Vector3 newUp)This action will set the direction that the camera considers to be up.
SetWidth(number width)This action will set the effective width of the camera lens.
SetYawPitchRoll(number yaw, number pitch, number roll)The SetYawPitchRoll action sets the direction and orientation of the Camera using yaw, pitch, and roll angles.
SetZoom(number zoom)The SetZoom action will set the zoom level of the camera.
Transform(Libraries.Compute.Matrix4 transform)This action will transform the position, direction, and up vector of this camera by the given matrix.
Update()This action recalculates the camera's position and data.
WorldToScreenCoordinates(number x, number y, number z)This action will return the screen coordinates of a point in the world space.
WorldToScreenCoordinates(Libraries.Compute.Vector3 coords)This action will return the screen coordinates of a point in the world space.
WorldToScreenCoordinates(Libraries.Compute.Vector3 coords, number viewportX, number viewportY, number viewportWidth, number viewportHeight)This action will return the screen coordinates of a point in the world space.

Actions Documentation

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns a CompareResult. The compare result is either larger if this hash code is larger than the object passed as a parameter, smaller, or equal.

Example Code

use Libraries.Language.Support.CompareResult
        Object o
        Object t
        CompareResult result = o:Compare(t)

Parameters

Return

Libraries.Language.Support.CompareResult: The Compare result, Smaller, Equal, or Larger.

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Example Code

use Libraries.Language.Object
        use Libraries.Language.Types.Text
        Object o
        Text t
        boolean result = o:Equals(t)

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

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.

Example Code

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

Return

Libraries.Compute.Matrix4: The combined projection and view Matrix of the Camera.

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.

Example Code

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

Return

Libraries.Compute.Vector3: The Vector3 used by this Camera to store its direction.

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.

Example Code

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

Return

number: The distance to the far clipping plane of the Camera.

GetFrustum()

This action returns a frustum containing the area visible to the camera.

Example Code

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

Return

Libraries.Compute.Frustum: The frustum that contains the Camera's visible area.

GetHashCode()

This action gets the hash code for an object.

Example Code

Object o
        integer hash = o:GetHashCode()

Return

integer: The integer hash code of the object.

GetHeight()

This action will return the effective height of the camera lens.

Example Code

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

Return

number: The height of the Camera lens.

GetInverseCombinedMatrix()

This action returns a matrix containing the inversed combined projection and view matrices. This is primarily used internally by the engine for calculations.

Example Code

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

Return

Libraries.Compute.Matrix4: The inverse of the combined projection and view Matrices of the Camera.

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.

Example Code

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

Return

number: The distance to the near clipping plane of the Camera.

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

Return

Libraries.Compute.Ray:

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

Return

Libraries.Compute.Ray:

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.

Example Code

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

Return

Libraries.Compute.Vector3: The Vector3 used by the Camera to store its position.

GetProjectionMatrix()

This action returns the calculated projection matrix of the Camera. This is primarily used internally by the engine for calculations.

Example Code

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

Return

Libraries.Compute.Matrix4: The projection Matrix of the Camera.

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.

Example Code

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

Return

Libraries.Compute.Vector3: The Vector3 used by the Camera to store the "up" direction.

GetViewMatrix()

This action returns the calculated view matrix of the camera. This is primarily used internally by the engine for calculations.

Example Code

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

Return

Libraries.Compute.Matrix4: The view Matrix of the Camera.

GetWidth()

This action will return the effective width of the camera lens.

Example Code

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

Return

number: The width of the Camera lens.

GetZoom()

The GetZoom action returns the current level of zoom used by the camera. The default value is 1.

Return

number:

Initialize(number viewportWidth, number viewportHeight)

Initializes the camera by giving a width and height for the camera to show in virtual space.

Parameters

LookAt(Libraries.Compute.Vector3 target)

This action will angle the camera to look at the given point in 3D space.

Example Code

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

Parameters

LookAt(number x, number y, number z)

This action will angle the camera to look at the given point in 3D space.

Example Code

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

Parameters

Move(number x, number y)

This action will move the camera by the given amount on each axis.

Parameters

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.

Example Code

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

Parameters

Move(Libraries.Compute.Vector2 vector)

This action will move the camera by the amount of the given 2D vector.

Parameters

Move(number x, number y, number z)

This action moves the camera by the given amounts on the x, y, and z planes, respectively.

Example Code

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

Parameters

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.

Example Code

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

Parameters

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.

Example Code

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

Parameters

Rotate(number degrees)

This action will rotate the camera by the given number of degrees around the camera's direction vector. If the camera has been SetToOrthographic(), then this vector should be perpendicular to the 2D plane of the screen space.

Parameters

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.

Example Code

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

Parameters

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.

Example Code

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

Parameters

Scale(number scale)

This action will scale the size of the camera lens while maintaining the position of the bottom left corner of the viewing area.

Parameters

ScaleTo(number width, number height)

This action will scale the size of the camera lens while maintaining the position of the bottom left corner of the viewing area.

Parameters

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.

Parameters

Return

Libraries.Compute.Vector3:

ScreenToWorldCoordinates(Libraries.Compute.Vector3 coords, number viewportX, number viewportY, number viewportWidth, number viewportHeight)

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. This action also takes the position of the viewport's origin as x and y coordinates, and the width and height of the viewport.

Parameters

Return

Libraries.Compute.Vector3:

ScreenToWorldCoordinates(number x, number y)

This action will translate a point given in screen coordinates to the world space. The calculated point will be on the near plane of the camera.

Example Code

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 = GetCamera2D()
            cam:Move(150, -200, 0)
            Vector3 coordinates = ScreenToWorldCoordinates(100, 100)
        end

        action Update(number seconds)
        end

    end

Parameters

Return

Libraries.Compute.Vector3: A Vector3 containing the world coordinates of the given point.

ScreenToWorldCoordinates(number x, number y, boolean useNearPlane)

This action will translate a point given in screen coordinates to the world space. If the action is passed a true boolean value, the calculated point will be on the near clipping plane of the camera. Otherwise, it will be on the far plane.

Parameters

Return

Libraries.Compute.Vector3:

SetDirection(number x, number y, number z)

This action will set the direction of the Camera. It takes three number values which represent the new directional vector to use for the camera.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Graphics.Camera

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Camera cam = GetCamera3D()
            cam:SetDirection(2, -2, 1)
        end

        action Update(number seconds)
        end

    end

Parameters

SetDirection(Libraries.Compute.Vector3 newDirection)

This action will set the direction of the Camera. It takes a Vector3 object which contains the new directional vector to use for the camera.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Graphics.Camera
    use Libraries.Compute.Vector3

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Vector3 direction
            direction:Set(2, -2, 1)

            Camera cam = GetCamera3D()
            cam:SetDirection(direction)
        end

        action Update(number seconds)
        end

    end

Parameters

SetFar(number value)

This action will set 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.

Example Code

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()
            cam:SetFar(2000)
        end

        action Update(number seconds)
        end

    end

Parameters

SetHeight(number height)

This action will set the effective height of the camera lens.

Parameters

SetNear(number value)

This action will set 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.

Example Code

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()
            cam:SetNear(0.5)
        end

        action Update(number seconds)
        end

    end

Parameters

SetPosition(number x, number y)

This action will set the camera's position in 2D space. If used in a 3D environment, it will set the camera's x and y position without affecting its z position.

Parameters

SetPosition(Libraries.Compute.Vector2 vector)

This action will set the camera's position in 2D space. If used in a 3D environment, it will set the camera's x and y position without affecting its z position.

Parameters

SetPosition(Libraries.Compute.Vector3 newPosition)

This action will set the position of the Camera. It takes a Vector3 object containing the new x, y, and z coordinates to use for the camera's position.

Example Code

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)

            Vector3 position
            position:Set(0, 4, -10)

            Camera cam = GetCamera3D()
            cam:SetPosition(position)
        end

        action Update(number seconds)
        end

    end

Parameters

SetPosition(number x, number y, number z)

This action will set the position of the Camera. It takes three numbers representing the new x, y, and z coordinates to use for the camera's position.

Example Code

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

    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(0, 4, -10)
        end

        action Update(number seconds)
        end

    end

Parameters

SetSize(number width, number height)

This action will set the effective width and height of the camera lens.

Parameters

SetToOrthographic(number viewportWidth, number viewportHeight)

This action will set the camera to an orthographic projection using a viewport of the given width and height.

Parameters

SetToOrthographic()

This action will set the camera to an orthographic projection using a viewport fitting the game's full width and height.

SetUp(number x, number y, number z)

This action will set the direction that the camera considers to be up. The top of the camera will face the direction indicated by the three given number values.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Graphics.Camera
    use Libraries.Compute.Vector3
    use Libraries.Game.Graphics.Model
    use Libraries.Game.Graphics.DirectionalLight
    use Libraries.Game.Graphics.AmbientLight
    use Libraries.Game.Graphics.Color

    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()

            Vector3 up
            up:Set(cam:GetUp())

            // By scaling all values by -1, we are effectively flipping this upside down.
            number x = up:GetX() * -1
            number y = up:GetY() * -1
            number z = up:GetZ() * -1

            cam:SetUp(x, y, z)
        end

        action Update(number seconds)
        end

    end

Parameters

SetUp(Libraries.Compute.Vector3 newUp)

This action will set the direction that the camera considers to be up. The top of the camera will face the direction of the given Vector3 object.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Graphics.Camera
    use Libraries.Compute.Vector3
    use Libraries.Game.Graphics.Model
    use Libraries.Game.Graphics.DirectionalLight
    use Libraries.Game.Graphics.AmbientLight
    use Libraries.Game.Graphics.Color

    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()

            Vector3 up
            up:Set(cam:GetUp())

            // By scaling all values by -1, we are effectively flipping this upside down.
            up:Scale(-1, -1, -1)

            cam:SetUp(up)
        end

        action Update(number seconds)
        end

    end

Parameters

SetWidth(number width)

This action will set the effective width of the camera lens.

Parameters

SetYawPitchRoll(number yaw, number pitch, number roll)

The SetYawPitchRoll action sets the direction and orientation of the Camera using yaw, pitch, and roll angles. All angles are in degrees. The starting direction of the Camera (when the provided yaw, pitch, and roll are 0) is a camera pointing directly along the positive Z axis, with the top of the camera directly pointing along the positive Y axis. The yaw describes how far the camera is rotated along the X/Z axis. It effectively controls how the camera turns left and right. A positive value will rotate the camera clockwise (typically to the right). The pitch describes how far the camera is angled up or down. The pitch value should typically be between -90 and 90 degrees. Larger values will cause the camera to look in the opposite direction specified by the yaw value. For pitch values between -90 and 90, positive values angle the camera upwards, and negative values angle it downwards. The roll describes how the top of the camera is oriented. A roll value of 0 will angle the camera so the top of the camera points upward, towards the positive Y axis. A positive roll value "twists" the camera clockwise, and a negative value will twist it counter-clockwise.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Graphics.Camera
    use Libraries.Game.Graphics.Model
    use Libraries.Game.Graphics.Color
    use Libraries.Game.Graphics.DirectionalLight

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Color color
            Model box
            box:LoadBox(2, 4, 2, color:Green())
            box:SetPosition(0, 0, 0)
            Add(box)

            Model floor
            floor:LoadBox(10, 2, 10, color:Maroon())
            floor:SetPosition(0, -3, 0)
            Add(floor)

            DirectionalLight light
            light:SetColor(color:White())
            light:SetDirection(2, -2, 4)
            Add(light)

            Camera camera = GetCamera3D()
            camera:SetPosition(-5, 2, -5)
            // The camera will be looking 45 degrees to the right and 30 degrees
            // down, and be tilted 30 degrees clockwise.
            camera:SetYawPitchRoll(45, -30, 30)
        end
    end

Parameters

SetZoom(number zoom)

The SetZoom action will set the zoom level of the camera. A value of 1 will use the default zoom. A smaller value will zoom the camera out, while a larger value will zoom the camera in.

Parameters

Transform(Libraries.Compute.Matrix4 transform)

This action will transform the position, direction, and up vector of this camera by the given matrix. The matrix should typically be primed using the "SetTo..." actions, such as "SetToTranslation" to set the position, "SetToRotation" or "SetToLookAt" to determine the camera's angle, etc.

Example Code

use Libraries.Game.Game
    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:SetToTranslation(-3, 3, 3)
            matrix:SetToRotation(0, 1, 0, 45)

            Camera camera = GetCamera3D()
            camera:Transform(matrix)
        end

        action Update(number seconds)
        end
    end

Parameters

Update()

This action recalculates the camera's position and data. This should be used after the camera has been manipulated in any way.

WorldToScreenCoordinates(number x, number y, number z)

This action will return the screen coordinates of a point in the world space. The returned point will be stored in a new Vector3 object.

Parameters

Return

Libraries.Compute.Vector3:

WorldToScreenCoordinates(Libraries.Compute.Vector3 coords)

This action will return the screen coordinates of a point in the world space. The returned point will be stored in the same coordinate vector used to indicate the world coordinates.

Parameters

Return

Libraries.Compute.Vector3:

WorldToScreenCoordinates(Libraries.Compute.Vector3 coords, number viewportX, number viewportY, number viewportWidth, number viewportHeight)

This action will return the screen coordinates of a point in the world space. The returned point will be stored in the same coordinate vector used to indicate the world coordinates. This action will calculate the point using the given position and dimensions of the viewport.

Parameters

Return

Libraries.Compute.Vector3: