GetCameraMatrix: Difference between revisions
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(Changed simple note in the text to an important note(Server-side this functions returns false or the latest value set by the server)) |
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This function gets the position of the camera and the position of the point it is facing. | This function gets the position of the camera and the position of the point it is facing. | ||
Note | |||
{{Important Note|Server-side this functions returns false or the latest value set by the server}} | |||
==Syntax== | ==Syntax== |
Revision as of 23:25, 2 February 2019
This function gets the position of the camera and the position of the point it is facing.
Important Note: Server-side this functions returns false or the latest value set by the server |
Syntax
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Serverfloat 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 [-]
Clientfloat float float float float float float float getCameraMatrix ()
OOP Syntax Help! I don't understand this!
- Method: Camera.getMatrix(...)
- Variable: .matrix
- Counterpart: setCameraMatrix
Returns
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
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Clientlocal x, y, z, lx, ly, lz = getCameraMatrix () x, lx = x + 1, lx + 1 setCameraMatrix (x, y, z, lx, ly, lz)