C:/quickbuild-1.2.13/working/root/Docs/TGEA_Offline_Docs/checkouts/engine/source/T3D/gameFunctions.h File Reference

#include "platform/platform.h"
#include "math/mPoint3.h"
#include "math/mMatrix.h"

Functions

void GameRenderWorld ()
 Actually renders the world.
void GameRenderFilters (const CameraQuery &camq)
 Renders overlays such as damage flashes, white outs, and water masks.
bool GameProcessCameraQuery (CameraQuery *query)
 Does the same thing as GameGetCameraTransform, but fills in other data including information about the far and near clipping planes.
bool GameGetCameraTransform (MatrixF *mat, Point3F *velocity)
 Gets the position, rotation, and velocity of the camera.
F32 GameGetCameraFov ()
 Gets the camera field of view angle.
void GameSetCameraFov (F32 fov)
 Sets the field of view angle of the camera.
void GameSetCameraTargetFov (F32 fov)
 Sets where the camera fov will be change to.
void GameUpdateCameraFov ()
 Update the camera fov to be closer to the target fov.


Function Documentation

void GameRenderWorld (  ) 

Actually renders the world.

This is the function that will render the scene ONLY - new guis, no damage flashes.

void GameRenderFilters ( const CameraQuery camq  ) 

Renders overlays such as damage flashes, white outs, and water masks.

These are usually a color applied over the entire screen.

bool GameProcessCameraQuery ( CameraQuery query  ) 

Does the same thing as GameGetCameraTransform, but fills in other data including information about the far and near clipping planes.

bool GameGetCameraTransform ( MatrixF mat,
Point3F velocity 
)

Gets the position, rotation, and velocity of the camera.

F32 GameGetCameraFov (  ) 

Gets the camera field of view angle.

void GameSetCameraFov ( F32  fov  ) 

Sets the field of view angle of the camera.

void GameSetCameraTargetFov ( F32  fov  ) 

Sets where the camera fov will be change to.

This is for non-instantaneous zooms/retractions.

void GameUpdateCameraFov (  ) 

Update the camera fov to be closer to the target fov.