SetCameraMatrix: Difference between revisions

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*'''lookAtY:''' The y coordinate of the point the camera faces.
*'''lookAtY:''' The y coordinate of the point the camera faces.
*'''lookAtZ:''' The z coordinate of the point the camera faces.
*'''lookAtZ:''' The z coordinate of the point the camera faces.
*'''roll:''' The camera roll angle, 0 to 360. A value of 0 means the camera sits straight, higher values will tilt it more and more counter clockwise. 180 means the camera is upside down.
*'''roll:''' The camera roll angle, -180 to 180. A value of 0 means the camera sits straight, positive values will turn it counter clickwise and negative values clockwise. 180 means the camera is upside down.
*'''fov:''' the field of view angle, 0 to 180. The higher this value is, the more you will be able to see what is to your sides.
*'''fov:''' the field of view angle, 0 to 180. The higher this value is, the more you will be able to see what is to your sides.
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*'''lookAtY:''' The y coordinate of the point the camera faces.
*'''lookAtY:''' The y coordinate of the point the camera faces.
*'''lookAtZ:''' The z coordinate of the point the camera faces.
*'''lookAtZ:''' The z coordinate of the point the camera faces.
*'''roll:''' The camera roll angle, 0 to 360. A value of 0 means the camera sits straight, higher values will tilt it more and more counter clockwise. 180 means the camera is upside down.
*'''roll:''' The camera roll angle, -180 to 180. A value of 0 means the camera sits straight, positive values will turn it counter clickwise and negative values clockwise. 180 means the camera is upside down.
*'''fov:''' the field of view angle, 0 to 180. The higher this value is, the more you will be able to see what is to your sides.
*'''fov:''' the field of view angle, 0 to 180. The higher this value is, the more you will be able to see what is to your sides.
</section>
</section>

Revision as of 02:06, 28 June 2009

This function sets the camera's position and direction. The first three arguments are the point at which the camera lies, the last three are the point the camera faces (or the point it "looks at").

Note: Calling this function takes the camera's focus away from the player and sets the camera in a fixed position and rotation. The camera's focus can be brought back to the player using the setCameraTarget function.

Syntax

Click to collapse [-]
Server
bool setCameraMatrix ( player thePlayer, float positionX, float positionY, float positionZ [, float lookAtX, float lookAtY, float lookAtZ, float roll = 0, float fov = 70 ] )

Required Arguments

  • thePlayer: The player whose camera is to be changed.
  • positionX: The x coordinate of the camera's position.
  • positionY: The y coordinate of the camera's position.
  • positionZ: The z coordinate of the camera's position.

Optional Arguments

  • lookAtX: The x coordinate of the point the camera faces.
  • lookAtY: The y coordinate of the point the camera faces.
  • lookAtZ: The z coordinate of the point the camera faces.
  • roll: The camera roll angle, -180 to 180. A value of 0 means the camera sits straight, positive values will turn it counter clickwise and negative values clockwise. 180 means the camera is upside down.
  • fov: the field of view angle, 0 to 180. The higher this value is, the more you will be able to see what is to your sides.
Click to collapse [-]
Client
bool setCameraMatrix ( float positionX, float positionY, float positionZ [, float lookAtX, float lookAtY, float lookAtZ, float roll, float fov ] )

Required Arguments

  • thePlayer: The player whose camera is to be changed.
  • positionX: The x coordinate of the camera's position.
  • positionY: The y coordinate of the camera's position.
  • positionZ: The z coordinate of the camera's position.

Optional Arguments

  • lookAtX: The x coordinate of the point the camera faces.
  • lookAtY: The y coordinate of the point the camera faces.
  • lookAtZ: The z coordinate of the point the camera faces.
  • roll: The camera roll angle, -180 to 180. A value of 0 means the camera sits straight, positive values will turn it counter clickwise and negative values clockwise. 180 means the camera is upside down.
  • fov: the field of view angle, 0 to 180. The higher this value is, the more you will be able to see what is to your sides.

Returns

Returns true if the arguments are valid, false otherwise.

Example

This code fixates the camera onto the Vinewood sign in Las Venturas for any player that joins the server:

Click to collapse [-]
Server script
function setCameraOnPlayerJoin()
     -- slowly fade the camera in to make the screen visible
     fadeCamera(source, true, 5)
     -- set the player's camera to a fixed position, looking at a fixed point
     setCameraMatrix(source, 1468.8785400391, -919.25317382813, 100.153465271, 1468.388671875, -918.42474365234, 99.881813049316)
end
addEventHandler("onPlayerJoin", getRootElement(), setCameraOnPlayerJoin)

See Also