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Changes between Initial Version and Version 1 of ~archive/CameraMan


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Timestamp:
Oct 1, 2007, 11:03:59 PM (17 years ago)
Author:
bknecht
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  • ~archive/CameraMan

    v1 v1  
     1= Howto Scriptable Camera =
     2{{{
     3#!html
     4<div style="border:1px outset #8c5b00;padding: 0.5em 1em 0.5em 1em;background: #ffe17b;-moz-border-radius:10px"><table style="width:100%"><tr><td align="left">
     5}}}
     6[[Image(icons:archive.png, 50)]]
     7{{{
     8#!html
     9</td><td align="center"><b>This is an archived page!</b><br/>This page is very old and the content is not up to date.<br/>Not everything (if any) which is written here will be in the final game!</td><td align="right">
     10}}}
     11[[Image(icons:archive.png, 50)]]
     12{{{
     13#!html
     14</td></tr></table></div>
     15}}}
     16
     17To use it, just use the CameraMan class.
     18The basic principle is that the camera is always attached
     19to something.
     20
     21There are two different attach modes:
     22
     23 * attaching it to a world entity
     24        and that's it! The camera follows it.
     25
     26 * attaching it to a virtual pnode
     27        This mode is used to move the camera independently.
     28        Internal it's done by moving the virtual pnode.
     29
     30To attach the cam to a pnode use
     31{{{
     32attach(pnode*)
     33}}}
     34To detach the cam (that means to attach it to the virtual
     35pnode) use
     36{{{
     37detach().
     38}}}
     39
     40
     41The CameraMan helps you to manage your cameras.
     42Every method with the key word '''Curr''' in its name
     43will apply the change on the current cam ;)
     44
     45If you want to apply some changes on an inactive
     46camera just forget the '''Curr''' key word and put instead
     47the number of the cam you wish to modify into the
     48argument of the method you're using.
     49
     50== Example: ==
     51
     52If you want to tell the current camera to look at a
     53specific pnode you'll just have to use
     54{{{
     55changeCurrTarget(pnode*)
     56}}}
     57
     58You can change the target of any camera. just put the camera number into the method's argument.
     59{{{
     60changeTarget(Pnode*, cameraNumber)
     61}}}
     62
     63'''Note:''' The camera numbers are given in the order of creating it. The first camera which is attached to the playable by default is number 0. Nothing should happen if you try to use a camera number which doesn't exists ;)
     64
     65
     66There are more nice methods in the CameraMan class. For example to create a new cam, set a cam as the current cam etc.
     67
     68http://doc.orxonox.net for more information
     69or cameraman.h
     70
     71