GetCameraMatrix: Difference between revisions

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float float float float float float float float getCameraMatrix ()
float float float float float float float float getCameraMatrix ()
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{{OOP|This is under the static class '''Camera'''|[[Camera]].getMatrix|matrix|setCameraMatrix}}
{{OOP||[[Camera]].getMatrix|matrix|setCameraMatrix}}
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Revision as of 00:48, 8 January 2016

This function gets the position of the camera and the position of the point it is facing.

Note: The server-side version of this function returns the last camera matrix that was set by the server, and thus does not necessarily indicate the current matrix of the camera (since it may have been changed client-side).

Procedural

Click to collapse [-]
Server
float float float float float float float float getCameraMatrix (player thePlayer)

OOP Syntax Help! I don't understand this!

Method: player:getCameraMatrix(...)
Variable: .cameraMatrix
Counterpart: setCameraMatrix


Required Arguments

  • thePlayer: The player whose camera matrix is to be returned.
Click to collapse [-]
Client
float float float float float float float float getCameraMatrix ()

OOP Syntax Help! I don't understand this!

Method: Camera.getMatrix(...)
Variable: .matrix
Counterpart: setCameraMatrix


This function returns 8 floats if the argument is valid (when applicable); the first three indicate the position of the camera, the next three indicate the position of the point it's facing, and the last two are the roll and field of view. Returns false if the argument is invalid.

Example

Click to collapse [-]
Client
local x, y, z, lx, ly, lz = getCameraMatrix ()
x, lx = x + 1, lx + 1

setCameraMatrix (x, y, z, lx, ly, lz)


Object-oriented

Click to collapse [-]
Server
Matrix player:getCameraMatrix()
--or
Matrix player.cameraMatrix -- to get the camera matrix value
player.cameraMatrix = Matrix -- to set the camera matrix value
Click to collapse [-]
Client
Matrix Camera.getMatrix ()

This function returns a matrix with the position of the camera (first three elements), the position of the point it's facing (next three elements) and the roll and field of view (last two elements) if the function is successful. Returns an empty matrix otherwise.

Example

This page lacks an example.

See Also