Camera3d

Extends: Camera

Properties


Constructor

new Camera3d(): Camera3d

Instance Methods

setTarget(targetPos: BGE.Math.Vector): void

Parameters

  • targetPos (BGE.Math.Vector)

Returns

  • void

rotate(rotation: BGE.Math.Vector): void

Parameters

  • rotation (BGE.Math.Vector)

Returns

  • void

onCameraMovement(): void

Returns

  • void

recomputeFrustum(recomputeNormals: boolean): void

protected

Rebuild the frustum from the camera's current position, orientation and field of view.

Parameters

  • recomputeNormals (boolean) — whether the frustum plane normals need rebuilding too

Returns

  • void

distanceFromCameraFront(point: BGE.Math.Vector): float

Parameters

  • point (BGE.Math.Vector)

Returns

  • float

distanceFromFrustumSide( frustumSide: string, point: BGE.Math.Vector, ): float

Parameters

  • frustumSide (string)
  • point (BGE.Math.Vector)

Returns

  • float

isInView(point: BGE.Math.Vector): boolean

Parameters

  • point (BGE.Math.Vector)

Returns

  • boolean

computeWorldToCameraMatrix(): void

Returns

  • void

getDrawMode(): BGE.SceneObjectDrawMode

Returns

toggleWireFrame(): void

Returns

  • void

worldPointToCanvasPoint( pWorld: BGE.Math.Vector, ): BGE.Math.Vector

Parameters

  • pWorld (BGE.Math.Vector)

Returns

  • BGE.Math.Vector

useDefaultCameraTarget(): void

Returns

  • void

getHorizonOfPlane_AI(plane: BGE.Math.Plane): dynamic

Returns two screen-space points that define the visible horizon line of a plane. If the horizon does not intersect the camera frame, an empty array is returned.

Parameters

  • plane (BGE.Math.Plane)

Returns

  • dynamic — Two points in screen space that define the horizon line of the plane, or an empty array if the plane is not visible.

findHorizonPoint( screenX: float, focalLength: float, nv: BGE.Math.Vector, ): BGE.Math.Vector

Parameters

  • screenX (float)
  • focalLength (float)
  • nv (BGE.Math.Vector)

Returns

  • BGE.Math.Vector

getHorizonLine(plane: BGE.Math.Plane): dynamic

Parameters

  • plane (BGE.Math.Plane)

Returns

  • dynamic

cameraPointToScreenPoint( pCamera: BGE.Math.Vector, ): BGE.Math.Vector

Converts from float (-1 to 1) screen space with (0,0) as the center of the screen to pixel coordinates

Parameters

  • pCamera (BGE.Math.Vector)

Returns

  • BGE.Math.Vector

getVerticalFOV(): float

Returns

  • float

getUpVector(): BGE.Math.Vector

Returns a normalized up vector that is perpendicular to the camera orientation. This assumes a world-up preference (+Y), with fallback when forward is parallel to +Y.

Returns

  • BGE.Math.Vector

getRightVector(): BGE.Math.Vector

Returns

  • BGE.Math.Vector

projectionChangedThisFrame(): boolean

protected

Returns

  • boolean

onProjectionChange(): void

protected

Returns

  • void