Revision Difference
Camera#551284
<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.
You should your camera code in a method called every frame - like `FrameSimulate`.
You should put your camera code in a method called every frame - like `FrameSimulate`.
## Examples
### Basic Camera
```
/// <summary>
/// Get the View as Angles used in <see cref="BuildInput"/> and <see cref="FrameSimulate"/>
/// </summary>
[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;
// Hide the player from the camera
Camera.FirstPersonViewer = this;
Camera.ZNear = 1f;
Camera.ZFar = 5000.0f;
}
```
### Orthographic Camera
```
public override void FrameSimulate( IClient cl )
{
base.FrameSimulate( cl );
Camera.Main.Ortho = true;
Camera.Main.OrthoWidth = 100f;
Camera.Main.OrthoHeight = 100f;
}
```