VRage.ModAPI
IMyCamera
Assembly: VRage.Game.dll
public interface IMyCamera
Describes camera (mods interface)
Properties
| Member | Description |
|---|---|
| FarPlaneDistance | Gets farplane is set by MyObjectBuilder_SessionSettings.ViewDistance |
| FieldOfViewAngle | Gets field of view angle in degrees |
| FovWithZoom | Gets field of view with zoom |
| NearPlaneDistance | Gets near plane distance |
| Position | Gets camera position |
| PreviousPosition | Gets camera previous position |
| ProjectionMatrix | Gets projection matrix |
| ViewMatrix | Gets view matrix when camera in real position |
| ViewportOffset | Gets camera viewport offset |
| ViewportSize | Gets camera viewport size |
| WorldMatrix | Gets camera world matrix |
| FieldOfViewAngleForNearObjects | Obsolete |
| FovWithZoomForNearObjects | Obsolete |
| ProjectionMatrixForNearObjects | Obsolete |
Methods
| Member | Description |
|---|---|
| GetDistanceWithFOV(Vector3D) | Gets distance from point. Equals to Distance(Vector3D, Vector3D) |
| IsInFrustum(ref BoundingBoxD) | Checks if specified bounding box is in actual bounding frustum IMPORTANT: If you observe bad result of this test, check how you transform your bounding box. Don't use BoundingBox.Transform. Instead transform box manualy and then create new box. |
| IsInFrustum(ref BoundingSphereD) | Checks if specified bounding sphere is in actual bounding frustum IMPORTANT: If you observe bad result of this test, check how you transform your bounding sphere. Don't use BoundingSphere.Transform. Instead transform sphere center manualy and then create new sphere. |
| IsInFrustum(BoundingBoxD) | Checks if specified bounding box is in actual bounding frustum IMPORTANT: If you observe bad result of this test, check how you transform your bounding box. Don't use BoundingBox.Transform. Instead transform box manualy and then create new box. |
| WorldLineFromScreen(Vector2) | Gets normalized world space line from screen space coordinates. |
| WorldToScreen(ref Vector3D) | Gets screen coordinates of 3d world pos in 0 - 1 distance where 1.0 is screen width(for X) or height(for Y). WARNING: Y is from bottom to top. |