◆ getForward()
vec3 coat.Camera.getForward |
( |
| ) |
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static |
get the forward direction
- Returns
- the direction
◆ getPivot()
vec3 coat.Camera.getPivot |
( |
| ) |
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static |
get the camera pivot position
- Returns
- the position
◆ getPosition()
vec3 coat.Camera.getPosition |
( |
| ) |
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static |
get the camera position
- Returns
- the camera position
◆ getRight()
vec3 coat.Camera.getRight |
( |
| ) |
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static |
get the camera right direction
- Returns
- the direction
◆ getScreenToWorldSpace()
vec3 coat.Camera.getScreenToWorldSpace |
( |
vec3 | screen_pos | ) |
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|
static |
convert the screen position to the world position
- Parameters
-
screen_pos | the screen position (pass z that you got using getWorldToScreenSpace) |
- Returns
- the world position
◆ getUp()
vec3 coat.Camera.getUp |
( |
| ) |
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static |
get the camera up direction
- Returns
- the direction
◆ getWorldToScreenSpace()
vec3 coat.Camera.getWorldToScreenSpace |
( |
vec3 | world_pos | ) |
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|
static |
convert the world position to the screen position
- Parameters
-
world_pos | the world position |
- Returns
- the screen position
◆ isOrtho()
bool coat.Camera.isOrtho |
( |
| ) |
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static |
return true if the camera is in the ortho mode
- Returns
- the ortho mode state
◆ rotateToGradually()
coat.Camera.rotateToGradually |
( |
vec3 | destination_dir | ) |
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static |
align the camera along the view
- Parameters
-
destination_dir | the view direction |
◆ setCamera()
coat.Camera.setCamera |
( |
vec3 | position, |
|
|
vec3 | lookAt, |
|
|
float | fovY, |
|
|
vec3 | up = vec3.Zero ) |
|
static |
◆ setOrtho()
coat.Camera.setOrtho |
( |
bool | ortho | ) |
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|
static |
switch the camera to the ortho or perspective mode
- Parameters
-
ortho | set true if need ortho mode, false if need perspective mode |
◆ setPivot()
coat.Camera.setPivot |
( |
vec3 | pivot | ) |
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|
static |
set the camera pivot position
- Parameters
-
The documentation for this class was generated from the following file: