GetCameraMatrix

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Revision as of 05:44, 15 July 2014 by MarioKart (talk | contribs) (→‎Syntax: OOP syntax added)
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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

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Server
float float float float float float float float getCameraMatrix (player thePlayer)

Required Arguments

  • thePlayer: The player whose camera matrix is to be returned.
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Client
float float float float float float float float getCameraMatrix ()

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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Client
local x, y, z, lx, ly, lz = getCameraMatrix ()
x, lx = x + 1, lx + 1

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


Object-oriented

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Server
Matrix player:getCameraMatrix()
--or
Matrix player.cameraMatrix -- to get the camera matrix value
player.cameraMatrix = Matrix -- to set the camera matrix value
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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