class FoxOrbitCamera
package foxlite.extras
extends FoxFPSCamera › FoxCamera › FoxObject › FoxBasic
An extension of FoxFPSCamera that rotates around the origin instead of being
in first person.
The distance can be controlled with the mouse wheel.
Constructor
@:value({ withLightData : true, ortho : false, bgColor : 0x0, z : 0, y : 0, x : 0, dist : -5 })new(dist:Float = -5, x:Float = 0, y:Float = 0, z:Float = 0, bgColor:FlxColor = 0x0, ortho:Bool = false, withLightData:Bool = true)
Variables
@:value(0.5)distanceStep:Float = 0.5
When controlling distance with mouse wheel, this determines how much it increases and decreases
Methods
Inherited Variables
Defined by FoxFPSCamera
@:value(true)enableYMovement:Bool = true
If enabled, the camera can go up or down depending on the view angle.
@:value(true)enableKeyboardInput:Bool = true
If true, keyboard inputs wil be used.
Otherwise, you'll need to supply a direction vector via inputDir.
Note: If both keyboard and inputDir are active, the keyboard input will take priority. Useful for debugging.
@:value(true)enableControls:Bool = true
If disabled, all keyboard, inputDir and click+drag inputs will not be processed.
@:value(new Vector2())inputDir:Vector2 = new Vector2()
Custom input movement for the camera, set:
- x: -1...1 to strafe left and right
- y: -1...1 to move forwards or backwards
Defined by FoxCamera
@:value([new FoxRenderPass([0], "default")])passes:Array<FoxRenderPass> = [new FoxRenderPass([0], "default")]
Any custom pass you want for this camera, add them here.
By default, there's one pass that will render everything in group 0 on the "default" render target.
Warning! If you create two cameras, make sure to change the output or else it'll overwrite the previous camera render!
@:value(FlxPoint.get(0, 0))projectionOrigin:FlxPoint = FlxPoint.get(0, 0)
Origin of the screen to where a perspective or isometric view would rotate
@:value(new Matrix3D())__prevViewMatrix:Matrix3D = new Matrix3D()
This is the view matrix from a previous frame, used for motion vector calculations
@:value(true)doFrustumCulling:Bool = true
If enabled, this camera will calculate its frustum planes and determine if models are inside it, culling what's outside the view and improving performance.
This is much needed for big worlds and/or small details that are not needed when off-screen
lightData:FoxLightData
The light data associated with this camera.
This handles all dynamic lighting that's visible by this camera, including ambient light.
Normally, this is handled by the camera itself and the lights on the scene, so you don't need to touch this unless you know what you're doing!
Defined by FoxObject
parent:FoxObject
If set, will adapt parent transform. Make sure the parent has a higher priority so it updates in order
@:value(EulerOrder.ZYX)rotationOrder:EulerOrder = EulerOrder.ZYX
This controls the way this object is rotated (via rotation)
The rotation is applied per-axis sequentially, meaning the way one axis rotate can influence the next rotation.
By default, the Z axis rotates first, this makes the object roll.
Then the Y axis is rotated next, this orients the rolled object horizontally, think of it as a swiveling floor fan.
And last, the X axis is rotated, this has the effect of tilting the Y rotation.
This is done in this order so there is no gimbal-lock when converting euler angles from quaternions. However, this order affects camera rotations.
Custom camera controllers should use ZXY order instead so no tilting occurs.
@:value(new Matrix3D())transform:Matrix3D = new Matrix3D()
This is the global transform for this Object, it encodes position, rotation and scale in a 4x4 matrix
Defined by FoxBasic
animation:FoxAnimationPlayer
An animation controller for this basic. Although properties have to be manually linked, this is intended to be a general-purpose animator for this object
Inherited Methods
Defined by FoxFPSCamera
Defined by FoxCamera
getScreenPoint(point:Vector3D):Vector3D
Projects a world-space 3D point to Normalized Device Coordinate (NDC, aka Screen-Space Position).
Note: the center is at (0,0) instead of (0.5, 0.5). If you need flixel coordinates, use toFlixelScreenPoint()
Note 2: The values are unclamped! Make sure to clamp them if needed.
toFlixelScreenPoint(point:Vector3D, screenWidth:Float, screenHeight:Float, ?output:FlxPoint):FlxPoint
inlinegetFlixelScreenPoint(position:Vector3D, screenWidth:Float, screenHeight:Float):FlxPoint
Shortcut method, calls getScreenPoint() and then toFlixelScreenPoint()
Also returns a FlxPoint instead
getWorldSpace(point:Vector3D):Vector3D
Re-projects a screen-space point to world space, useful for point and click in 3D with raycast.
Defined by FoxObject
@:value({ z : 0, y : 0, x : 0 })setAngle(x:Float = 0, y:Float = 0, z:Float = 0):Void
Same as setRotation() but for angle degrees.
getAngle(?output:Vector3D):Vector3D
Gets the object's rotation as degrees, as a Vector3D
Parameters:
output | (Optional) the output vector to store the angles without allocating a new one |
|---|
Returns:
a Vector3D containing angleX, angleY and angleZ
@:value({ w : 1, z : 0, y : 0, x : 0 })setRotationQuaternion(x:Float = 0, y:Float = 0, z:Float = 0, w:Float = 1):Vector3D
Sets the object's rotation from a Quaternion, which is needed for accurate rotation representation when interpolating.
How dows it work? hell if i know
copyComponentsFrom(object:FoxObject):Void
Copies position, rotation and scale from another FoxObject,
so the other object's components doesn't affect this one when changing them
Defined by FoxBasic
physicsUpdate(dt:Float):Void
Called when a physics frame occurs, this is a constant update regardless of framerate for a consistant physics simulation.
draw(camera:FoxCamera):Void
Intended for transforms, actual drawing happens in the camera render pass
pushDrawData(scene:FoxScene):Void
This function gets called when the scene starts building draw groups.
It should call the scene's addToDrawGroups() function for every drawable of this object.
Override this with your custom draw data function.
Note: Internal use only, it is a performance critical operation, keep it fast.
computeBounds(output:BoundingBox):Void
Gets the bounding box of all meshes and models inside groups
In FoxBasic this is just a template, do the actual implementation in
your models and groups
Parameters:
output | the Bounding Box where to store the result |
|---|
testAndCull(camera:FoxCamera):Void
Performs frustum culling by checking the bounding box against a camera frustum
isVisible():Bool
Template function that returns the final visibility for the basic. Frustum culling can affect this.
isActive():Bool
Template function that returns the final activated state for the basic. Frustum culling can affect this.