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Classes


Class camera


Extends entity.
camera
Defined in: camera.js.

Class Summary
Constructor Attributes Constructor Name and Description
 
camera()
A rendering target and manipulation object.
Field Summary
Field Attributes Field Name and Description
 
Whether the engine should handle clearing the framebuffer for you when using this camer as a render target.
 
Height of the camera's output framebuffer
 
Type of the camera.
 
Width of the camera's output framebuffer
Fields borrowed from class entity:
globalX, globalY, globalZ, id, isDrawing, isStepping, name, node
Method Summary
Method Attributes Method Name and Description
 
Copies the current back visual of the camera as an image asset.
 
Copies the current front visual of the camera as an image asset.
 
Forces clearing of the results of drawing stored within the Camera.
 
setRenderResolution(width, height)
Sets the width and height of the camer'as internal framebuffer.
 
setTarget(pos)
Sets the camera's facing target.
 
transformScreenToWorld(pointScreen, disance)
Converts a point representing a pixel on a display to a point in world space.
 
Converts a point in transformed space to a pixel position on the camera's framebuffer.
Methods borrowed from class entity:
addComponent, attach, contains, createChild, detach, draw, drawDuration, findChildByName, getAllSubEntities, getChildren, getComponents, getNumChildren, getParent, getPriority, hasParent, queryComponent, remove, removeComponent, setPriority, setPriorityFirst, setPriorityLast, step, stepDuration, valid
Class Detail
camera()
A rendering target and manipulation object. The camera is the symbolic viewing port for sandboxe. It acts as the bridge between the rendered scene and the viewer. Any number of cameras can be maintained, but only one may be used at a time. See sandboxe.graphics.setCamera2d ,sandboxe.graphics.setCamera3d ,sandboxe.graphics.setRenderCamera
Field Detail
autoRefresh
Whether the engine should handle clearing the framebuffer for you when using this camer as a render target. Unless you're doing something very special, the default of 'true' is good.

height
Height of the camera's output framebuffer

type
Type of the camera. See sandboxe.camera.type.

width
Width of the camera's output framebuffer
Method Detail
{asset} copyBackVisual()
Copies the current back visual of the camera as an image asset. In a double-buffered environment, the back buffer is usually the previous complete frame that is currently visible on the screen. Note that when done, the asset should be removed. See sandboxe.assets
Returns:
{asset} The image asset of the back visual.

{asset} copyFrontVisual()
Copies the current front visual of the camera as an image asset. In a double-buffered environment, the front buffer is usually the currently incomplete frame that is painted to as the scene is drawn. Note that when done, the asset should be removed. See sandboxe.assets
Returns:
{asset} The image asset of the front visual.

refresh()
Forces clearing of the results of drawing stored within the Camera.

setRenderResolution(width, height)
Sets the width and height of the camer'as internal framebuffer. The frameuffer is effectively the image representing the results of drawing operations.
Parameters:
{Number} width
The new width in device units.
{Number} height
The new height in device units.

setTarget(pos)
Sets the camera's facing target. When called, the camera will orient itseld so that the center of its view "looks" at the given position.
Parameters:
{vector} pos
Position to look at

transformScreenToWorld(pointScreen, disance)
Converts a point representing a pixel on a display to a point in world space..
Parameters:
{vector} pointScreen
The point to convert.
{Number} disance
The distance to project the Vector to. In the case of a 3D perspective camera: Since the source is 2D, the Z value is ignored. However, when projecting, since there is no source Z value, The actual depth from the Camera's point of view is undefined when projecting, so a distance from the viewpoint is needed.

transformWorldToScreen(point)
Converts a point in transformed space to a pixel position on the camera's framebuffer.
Parameters:
{vector} point
The source point to project onto the camera.

Documentation generated by JsDoc Toolkit 2.4.0 on Sun Feb 03 2019 18:30:56 GMT-0500 (EST)