Revision Difference
Camera#551236
<cat>Code.Camera</cat>
<title>Camera</title>
# Introduction
You can control the game camera by referencing the global clientside variable `Camera`. It is accessible and changeable anywhere in the game loop clientside.
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## Help, I'm Upgrading⤶
If you are currently transitioning from the old way of doing things to the new way, here are some pointers⤶
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- `FrameSimulate( Client cl )` changed to `FrameSimulate( IClient cl )`⤶
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- `Game.UserPreference.FieldOfView` changed to `Game.Preferences.FieldOfView`⤶
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- `EyePosition` changed to `AimRay.Position`⤶
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# Usage⤶
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It is recommended to put your camera code in an event called every frame such as `[GameEvent.Client.Frame]` or `[GameEvent.Client.PostCamera]` (see [Event System](EventSystem) for more info) - or a method such as `FrameSimulate`:⤶
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<example>⤶
<description>Implementing a simple Camera to look around</description>⤶
<code>⤶
...⤶
You can control the game camera by referencing the global clientside variable `Camera`. It is accessible and changeable anywhere in the game loop clientside.
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You should your camera code in a method called every frame - like `FrameSimulate`.⤶
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## Examples⤶
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### Basic Camera⤶
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```⤶
/// <summary>
/// Get's the View as Angles used in <see cref="BuildInput"/> and <see cref="FrameSimulate"/>
/// Get the View as Angles used in <see cref="BuildInput"/> and <see cref="FrameSimulate"/>
/// </summary>
[ClientInput]⤶
public Angles ViewAngles { get; set; }⤶
[ClientInput] public Angles ViewAngles { get; set; }⤶
/// <summary>
/// Allows to query the input and perform operations with it
/// </summary>
public override void BuildInput()
{
InputDirection = Input.AnalogMove;
var look = Input.AnalogLook;
var viewAngles = ViewAngles;
viewAngles += look;
ViewAngles = viewAngles.Normal;
}
/// <summary>
/// Called every frame on the client
/// </summary>
public override void FrameSimulate( IClient cl )
{
base.FrameSimulate( cl );
// Update rotation every frame, to keep things smooth
Camera.Rotation = ViewAngles.ToRotation();
Camera.Position = AimRay.Position;
Camera.FieldOfView = Game.Preferences.FieldOfView;
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// Hide the player from the camera⤶
Camera.FirstPersonViewer = this;
Camera.ZNear = 1f;
Camera.ZFar = 5000.0f;
}
...⤶
</code>⤶
</example>⤶
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<note>⤶
`Camera.FirstPersonViewer` will not hide the pawn if `EnableHideInFirstPerson = true` is not set. ⤶
</note>⤶
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# Using orthographic camera⤶
```csharp⤶
public override void FrameSimulate( IClient cl )⤶
{⤶
base.FrameSimulate( cl );⤶
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//setting up orthographic camera⤶
Camera.Main.Ortho = true; ⤶
Camera.Main.OrthoWidth = 100f;⤶
Camera.Main.OrthoHeight = 100f;⤶
}⤶
```⤶
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### Orthographic Camera⤶
```
public override void FrameSimulate( IClient cl )⤶
{⤶
base.FrameSimulate( cl );⤶
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Camera.Main.Ortho = true; ⤶
Camera.Main.OrthoWidth = 100f;⤶
Camera.Main.OrthoHeight = 100f;⤶
}⤶
```⤶