Camera Class |
Namespace: GeonBit.ECS.Components.Graphics
public class Camera : BaseComponent
The Camera type exposes the following members.
Name | Description | |
---|---|---|
_GameObject |
Get the game object this component is attached to.
(Inherited from BaseComponent.) | |
Backward |
Get a vector representing camera current backward direction.
| |
CameraType |
Set / get camera type.
| |
Enabled |
Is this component currently enabled.
(Inherited from BaseComponent.) | |
FarPlane |
Far clip plane distance.
| |
ForceScreenSize |
If defined, this will be used as screen size (affect aspect ratio in perspective camera,
and view size in Orthographic camera. If not set, default screen size will be used.
| |
Forward |
Get a vector representing camera current forward direction.
| |
IsActiveCamera |
Get if this camera is the active camera in its scene.
Note: it doesn't mean that the scene this camera belongs to is currently active.
| |
Name |
Get / set the name of this component.
(Inherited from IComponent.) | |
NearPlane |
Near clip plane distance.
| |
Position |
Get camera current position.
| |
Projection |
Get camera projection matrix.
| |
View |
Get camera view matrix.
| |
ViewFrustum |
Get camera view frustum.
|
Name | Description | |
---|---|---|
Clone |
Clone this component.
(Overrides BaseComponentClone.) | |
CollisionEnd |
Called when this physical body stop colliding with another body.
(Inherited from BaseComponent.) | |
CollisionProcess |
Called while this physical body is colliding with another body.
(Inherited from BaseComponent.) | |
CollisionStart |
Called when this physical body start colliding with another body.
(Inherited from BaseComponent.) | |
Destroy |
Destroy this component.
(Inherited from BaseComponent.) | |
Equals | Determines whether the specified object is equal to the current object. (Inherited from Object.) | |
FixedUpdate |
Just like Update(), but called every constant amount of time regardless of FPS and Vsync.
(Inherited from BaseComponent.) | |
GetHashCode | Serves as the default hash function. (Inherited from Object.) | |
GetImplementedFrameBasedEvents |
Get a list of frame-based events this component implements.
(Inherited from BaseComponent.) | |
GetMouseRay |
Get the 3d ray that starts from camera position and directed at current mouse position.
| |
GetRay(Vector2) |
Get the 3d ray that starts from camera position and directed at a given 2d position.
| |
GetRay(Vector3) |
Get the 3d ray that starts from camera position and directed at a given 3d position.
| |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
HasMethodImplemented |
Return if this component has a method implemented.
(Inherited from BaseComponent.) | |
Heartbeat |
An event that triggers every X miliseconds (defined per GameObject instance).
(Inherited from BaseComponent.) | |
RemoveFromParent |
Remove this component from parent.
(Inherited from BaseComponent.) | |
SendMessage |
Send message to this component.
(Inherited from BaseComponent.) | |
SetAsActive |
Set this camera as the currently active camera.
| |
ToString | Returns a string that represents the current object. (Inherited from Object.) | |
Update |
Update this component (called every frame parent is active).
(Inherited from BaseComponent.) | |
UpdateCameraView |
Update camera view matrix.
|
Name | Description | |
---|---|---|
AsDebug |
If true, it means this component was added to its parent in debug mode.
(Inherited from BaseComponent.) | |
LookAt |
If set, camera will always look at this point, regardless of scene node rotation.
| |
LookAtTarget |
Set a target that the camera will always look at, regardless of scene node rotation.
Note: this override the LookAt position, even if set.
| |
LookAtTargetOffset |
If 'LookAtTarget' is used, this vector will be offset from target position.
For example, if you want the camera to look at 5 units above target, set this to Vector3(0, 5, 0).
|