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This section describes how to move the camera.
Internally in the engine the ‘csCamera’ class inherits
directly from ‘csOrthoTransform’ which inherits from
‘csReversibleTransform’. If you work with ‘iCamera’ then you
can get the reference to this transform with
In addition to the transformation a camera also holds a pointer to the
This means that all operations you have in ‘csOrthoTransform’ can
be used on the camera. One of the most useful functions there is
LookAt() with which you can make the camera point to some spot.
LookAt() it is very easy to make a 3rd person view.
In addition to the standard functions from ‘csOrthoTransform’ there
are a number of other functions that you can use. The most interesting
Move(). These functions will move
the camera and make sure that it cannot walk through a wall and also make
sure that walking through portals will work. Both functions move the
camera a relative amount. The difference between
Move() is that the latter will move the camera in camera space.
For example, take the following code:
iCamera* camera; camera->GetTransform ().Move (csVector3 (0, 0, 1));
This will move the camera forward in camera space. This means that the camera will walk 'forward' :-) On the other hand:
iCamera* camera; camera->GetTransform ().MoveWorld (csVector3 (0, 0, 1));
This will move the camera in the world so that it goes one unit in the positive Z direction. This will happen independently of the orientation of the camera.
Here is another example which demonstrates how to use the
function. The following example will set a camera at location ‘3,5,1’
and let it look at ‘3,5,10’. The up vector of the camera will be
‘0,1,0’ (which is default):
csVector3 camera_pos (3, 5, 1); csVector3 look_at_pos (3, 5, 10); csVector3 up (0, 1, 0); camera->GetTransform ().Move (camera_pos); camera->GetTransform ().LookAt (look_at_pos - camera_pos, up);
The include files useful for this section are:
#include <iengine/camera.h> #include <csgeom/transfrm.h>
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