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Hierarchy

  • Camera

Index

Constructors

constructor

  • new Camera(handle: number): Camera

Properties

Private handle

handle: number

Private Readonly shakeNames

shakeNames: string[] = ...

Accessors

DepthOfFieldStrength

  • set DepthOfFieldStrength(strength: number): void

Direction

  • Gets the direction the camera is facing. Same as ForwardVector

    Returns Vector3

  • Gets the direction the camera is facing. Same as ForwardVector

    Parameters

    Returns void

FarClip

  • get FarClip(): number
  • set FarClip(farClip: number): void

FarDepthOfField

  • get FarDepthOfField(): number
  • set FarDepthOfField(farDepthOfField: number): void

FieldOfView

  • get FieldOfView(): number
  • set FieldOfView(fieldOfView: number): void

ForwardVector

IsActive

  • get IsActive(): boolean
  • set IsActive(active: boolean): void

IsInterpolating

  • get IsInterpolating(): boolean

IsShaking

  • get IsShaking(): boolean

MotionBlurStrength

  • set MotionBlurStrength(strength: number): void

NearClip

  • get NearClip(): number
  • set NearClip(nearClip: number): void

NearDepthOfField

  • set NearDepthOfField(nearDepthOfField: number): void
  • Parameters

    • nearDepthOfField: number

    Returns void

Position

Rotation

ShakeAmplitude

  • set ShakeAmplitude(amplitude: number): void

Methods

attachTo

delete

  • delete(): void

detach

  • detach(): void

exists

  • exists(): boolean

interpTo

  • interpTo(to: Camera, duration: number, easePosition: boolean, easeRotation: boolean): void
  • Parameters

    • to: Camera
    • duration: number
    • easePosition: boolean
    • easeRotation: boolean

    Returns void

playAnim

  • playAnim(animName: string, animDict: string, position: Vector3, rotation: Vector3): Promise<void>

pointAt

shake

stopPointing

  • stopPointing(): void

stopShaking

  • stopShaking(): void

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