Difference between revisions of "CamOrient"
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It sets the camera to a certain position according to a ship, in given time, the turnings are to be understood relative to the ship’s fore-axis. After the operation, the ship will be the looked ship. It doesn’t set roll=0, but it leaves the actual roll. | It sets the camera to a certain position according to a ship, in given time, the turnings are to be understood relative to the ship’s fore-axis. After the operation, the ship will be the looked ship. It doesn’t set roll=0, but it leaves the actual roll. | ||
− | Heading : in degrees, 180 -> you will look from behind the ship when time ends | + | Heading : in degrees, ex:180 -> you will look from behind the ship when time ends, turning around Z axis |
− | Pitch : | + | Pitch : in degrees, ex:90 -> you will look under the ship when time ends, turning around Y axis |
Distance : distance from which you will see the "ship" | Distance : distance from which you will see the "ship" |
Latest revision as of 00:18, 15 August 2009
CamOrient(ship, heading, pitch, distance, time);
It sets the camera to a certain position according to a ship, in given time, the turnings are to be understood relative to the ship’s fore-axis. After the operation, the ship will be the looked ship. It doesn’t set roll=0, but it leaves the actual roll.
Heading : in degrees, ex:180 -> you will look from behind the ship when time ends, turning around Z axis
Pitch : in degrees, ex:90 -> you will look under the ship when time ends, turning around Y axis
Distance : distance from which you will see the "ship"