C# Class Nez.Camera

Inheritance: Component
Show file Open project: prime31/Nez Class Usage Examples

Public Properties

Property Type Description
farClipPlane3D float
nearClipPlane3D float
positionZ3D float

Public Methods

Method Description
Camera ( ) : System
forceMatrixUpdate ( ) : void

this forces the matrix and bounds dirty

onEntityTransformChanged ( Transform comp ) : void
screenToWorldPoint ( Point screenPosition ) : Vector2

converts a point from screen coordinates to world

screenToWorldPoint ( Vector2 screenPosition ) : Vector2

converts a point from screen coordinates to world

setMaximumZoom ( float maxZoom ) : Camera

maximum non-scaled value (0 - float.Max) that the camera zoom can be. Defaults to 3

setMinimumZoom ( float minZoom ) : Camera

minimum non-scaled value (0 - float.Max) that the camera zoom can be. Defaults to 0.3

setPosition ( Vector2 position ) : Camera

shortcut to entity.transform.setPosition

setRotation ( float radians ) : Camera

shortcut to entity.transform.setRotation

setRotationDegrees ( float degrees ) : Camera

shortcut to entity.transform.setRotationDegrees

setZoom ( float zoom ) : Camera

sets the the zoom value which should be between -1 and 1. This value is then translated to be from minimumZoom to maximumZoom. This lets you set appropriate minimum/maximum values then use a more intuitive -1 to 1 mapping to change the zoom.

worldToScreenPoint ( Vector2 worldPosition ) : Vector2

converts a point from world coordinates to screen

zoomIn ( float deltaZoom ) : void
zoomOut ( float deltaZoom ) : void

Protected Methods

Method Description
updateMatrixes ( ) : void

Private Methods

Method Description
onSceneRenderTargetSizeChanged ( int newWidth, int newHeight ) : void

when the scene render target size changes we update the cameras origin and adjust the position to keep it where it was

Method Details

Camera() public method

public Camera ( ) : System
return System

forceMatrixUpdate() public method

this forces the matrix and bounds dirty
public forceMatrixUpdate ( ) : void
return void

onEntityTransformChanged() public method

public onEntityTransformChanged ( Transform comp ) : void
comp Transform
return void

screenToWorldPoint() public method

converts a point from screen coordinates to world
public screenToWorldPoint ( Point screenPosition ) : Vector2
screenPosition Point Screen position.
return Vector2

screenToWorldPoint() public method

converts a point from screen coordinates to world
public screenToWorldPoint ( Vector2 screenPosition ) : Vector2
screenPosition Vector2 Screen position.
return Vector2

setMaximumZoom() public method

maximum non-scaled value (0 - float.Max) that the camera zoom can be. Defaults to 3
public setMaximumZoom ( float maxZoom ) : Camera
maxZoom float Max zoom.
return Camera

setMinimumZoom() public method

minimum non-scaled value (0 - float.Max) that the camera zoom can be. Defaults to 0.3
public setMinimumZoom ( float minZoom ) : Camera
minZoom float
return Camera

setPosition() public method

shortcut to entity.transform.setPosition
public setPosition ( Vector2 position ) : Camera
position Vector2
return Camera

setRotation() public method

shortcut to entity.transform.setRotation
public setRotation ( float radians ) : Camera
radians float Radians.
return Camera

setRotationDegrees() public method

shortcut to entity.transform.setRotationDegrees
public setRotationDegrees ( float degrees ) : Camera
degrees float Degrees.
return Camera

setZoom() public method

sets the the zoom value which should be between -1 and 1. This value is then translated to be from minimumZoom to maximumZoom. This lets you set appropriate minimum/maximum values then use a more intuitive -1 to 1 mapping to change the zoom.
public setZoom ( float zoom ) : Camera
zoom float Zoom.
return Camera

updateMatrixes() protected method

protected updateMatrixes ( ) : void
return void

worldToScreenPoint() public method

converts a point from world coordinates to screen
public worldToScreenPoint ( Vector2 worldPosition ) : Vector2
worldPosition Vector2 World position.
return Vector2

zoomIn() public method

public zoomIn ( float deltaZoom ) : void
deltaZoom float
return void

zoomOut() public method

public zoomOut ( float deltaZoom ) : void
deltaZoom float
return void

Property Details

farClipPlane3D public property

far clip plane of the 3D camera projection
public float farClipPlane3D
return float

nearClipPlane3D public property

near clip plane of the 3D camera projection
public float nearClipPlane3D
return float

positionZ3D public property

z-position of the 3D camera projections. Affects the fov greatly. Lower values make the objects appear very long in the z-direction.
public float positionZ3D
return float