setFreeCamera
Definition
-- @/lua/ge/server/commands.lua:37
-- function used by C++ side, if you rename or move, you need to edit C++ side too
local function setFreeCamera()
core_camera.setByName(0, 'free')
core_camera.setPosition(0, core_camera.getPosition())
core_camera.setRotation(0, core_camera.getQuat())
core_camera.resetCamera(0)
end
Callers
@/lua/ge/extensions/editor/tech/roadArchitect/staticMeshMgr.lua
local gRot = quatFromDir(auditionVec - gView)
commands.setFreeCamera()
core_camera.setPosRot(0, gView.x, gView.y, gView.z, gRot.x, gRot.y, gRot.z, gRot.w)
@/lua/ge/extensions/editor/util/transformUtil.lua
if not commands.isFreeCamera() then
commands.setFreeCamera()
end
if not commands.isFreeCamera() then
commands.setFreeCamera()
end
if not commands.isFreeCamera() then
commands.setFreeCamera()
end
@/lua/ge/extensions/freeroam/dragRace.lua
if enableResults then
commands.setFreeCamera()
commands.setFreeCameraTransformJson(camTransforms[level])
@/lua/ge/extensions/editor/toolUtilities/util.lua
-- Move the camera to the appropriate pose.
commands.setFreeCamera()
core_camera.setPosRot(0, midX, midY, height, camLookDownRot.x, camLookDownRot.y, camLookDownRot.z, camLookDownRot.w)
@/lua/ge/extensions/editor/camPathEditor.lua
local rot = marker.rot
commands.setFreeCamera()
core_camera.setPosRot(0, pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
local rot = marker.rot
commands.setFreeCamera()
core_camera.setPosRot(0, pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraRotation.lua
if not commands.isFreeCamera() then
commands.setFreeCamera()
end
@/lua/ge/extensions/core/vehicle/partmgmt.lua
-- Set up camera
commands.setFreeCamera()
core_camera.setFOV(0, 35)
@/lua/ge/extensions/core/ropeVisualTest.lua
-- Ensure free camera mode
commands.setFreeCamera()
@/lua/ge/server/commands.lua
if not wasFreeCamera then
setFreeCamera()
end
if not playerVehicle then return end
setFreeCamera()
core_camera.setPosition(player, playerVehicle:getPosition())
else
setFreeCamera()
ui_message("ui.camera.freecam", 10, "cameramode")
local function setFreeCameraTransformJson(json)
setFreeCamera()
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
commands.setFreeCamera()
currentIndex = 2
tbFunctions.unDrive = function()
commands.setFreeCamera()
tb.showMarkers(true)
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraPosition.lua
if not commands.isFreeCamera() then
commands.setFreeCamera()
end
@/lua/ge/extensions/flowgraph/nodes/scene/camera/cameraAutoRotate.lua
if not commands.isFreeCamera() then
commands.setFreeCamera()
end
@/lua/ge/extensions/core/vehicles.lua
if be:getEnterableObjectCount() == 0 then
commands.setFreeCamera() -- reuse current vehicle camera position for free camera, before removing vehicle
end
if vehicle then
commands.setFreeCamera() -- reuse current vehicle camera position for free camera, before removing vehicles
end
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
-- simTimeAuthority.pause(false) -- uncomment this to stop the simulation when this issue happens
-- commands.setFreeCamera(); core_camera.setPosRot(0, self.pos.x, self.pos.y, self.pos.z, 0, 0, 0, 1) -- uncomment this to move the camera to the vehicle
end
@/lua/ge/extensions/gameplay/garageMode.lua
core_camera.speedFactor = 1
commands.setFreeCamera()
core_camera.setFOV(0, defaultFov)
@/lua/ge/extensions/freeroam/freeroam.lua
if not getPlayerVehicle(0) then
commands.setFreeCamera()
end
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraFOV.lua
if not commands.isFreeCamera() then
commands.setFreeCamera()
end
@/lua/ge/extensions/editor/toolUtilities/meshAuditionMgr.lua
local gRot = quatFromDir(auditionVec - gView)
commands.setFreeCamera()
core_camera.setPosRot(0, gView.x, gView.y, gView.z, gRot.x, gRot.y, gRot.z, gRot.w)
@/lua/ge/extensions/tech/techCore.lua
commands.setFreeCamera()
core_camera.setPosRot(0, pos[1], pos[2], pos[3], rot.x, rot.y, rot.z, rot.w)
@/lua/ge/extensions/freeroam/bigMapMode.lua
if previousFreeCamData or not playerVehicle then
commands.setFreeCamera()
if previousFreeCamData then
@/lua/ge/extensions/scenario/scenarios.lua
if cameraMark then
commands.setFreeCamera()
local pos = cameraMark:getPosition()
@/lua/ge/extensions/flowgraph/nodes/scene/camera/getCameraFOV.lua
if not commands.isFreeCamera() then
commands.setFreeCamera()
end
@/lua/ge/extensions/editor/tech/roadArchitect/groups.lua
local gRot = quatFromDir(auditionVec - gView)
commands.setFreeCamera()
core_camera.setPosRot(0, gView.x, gView.y, gView.z, gRot.x, gRot.y, gRot.z, gRot.w)
-- Move the camera to the appropriate pose.
commands.setFreeCamera()
core_camera.setPosRot(0, midX, midY, height, rot.x, rot.y, rot.z, rot.w)
@/lua/ge/extensions/core/snapshot.lua
local function load(data)
commands.setFreeCamera()
core_camera.setPosRot(0, data.camPos[1], data.camPos[2], data.camPos[3], data.camRot[1], data.camRot[2], data.camRot[3], data.camRot[4])
local function save(data)
commands.setFreeCamera()
core_camera.setPosRot(0, data.camPos[1], data.camPos[2], data.camPos[3], data.camRot[1], data.camRot[2], data.camRot[3], data.camRot[4])
@/lua/ge/extensions/core/camera.lua
log("E", "", "Vehicle cam \""..dumps(vdata.focusedCamName).."\" not found. Fallback cam \""..dumps(fallbackCamName).."\" not found either. Falling back to free camera")
commands.setFreeCamera()
end
@/lua/ge/extensions/editor/api/camera.lua
elseif type == editor.CameraType_Free then
commands.setFreeCamera()
end
@/lua/ge/extensions/flowgraph/nodes/scene/camera/cameraCircle.lua
if not commands.isFreeCamera() then
commands.setFreeCamera()
end
@/lua/vehicle/recovery.lua
rewindPosition = true
obj:queueGameEngineLua('be:queueObjectLua('..tostring(obj:getId())..', "if recovery.getFreeCamActiveFlag() ~= nil then recovery.setFreeCamActiveFlag(" .. tostring(commands.isFreeCamera()) .. ") end") commands.setFreeCamera()')
snapshotTimeSmoother:set(1)
@/lua/ge/extensions/editor/trafficManager.lua
end
commands.setFreeCamera()
end
@/lua/ge/extensions/editor/scriptAIEditor.lua
local rot = quatFromDir(vec3(0, 0, -1))
commands.setFreeCamera()
core_camera.setPosRot(0, midX, midY, height, rot.x, rot.y, rot.z, rot.w)
@/lua/ge/extensions/core/paths.lua
if core_camera.getActiveCamName() == "path" then
commands.setFreeCamera()
end
@/lua/ge/extensions/core/loadMapCmd.lua
commands.setFreeCamera()
core_camera.setPosRot(0, args.camPos[1], args.camPos[2], args.camPos[3], args.camRot[1], args.camRot[2], args.camRot[3], args.camRot[4])
@/lua/ge/extensions/editor/tech/roadArchitect/profiles.lua
oldPos, oldRot = core_camera.getPosition(), core_camera.getQuat() -- Store the current camera position so we can return to it later.
commands.setFreeCamera()
core_camera.setPosRot(0, pView.x, pView.y, pView.z, pRot.x, pRot.y, pRot.z, pRot.w) -- Move the camera to the profile pose.
@/gameplay/missionTypes/cannon/customNodes/cannonBallDistNode.lua
if not commands.isFreeCamera() then
commands.setFreeCamera()
core_camera.setFOV(0, self.pinIn.FOV.value)
@/lua/ge/extensions/editor/tech/roadArchitect/roads.lua
-- Move the camera to the appropriate pose.
commands.setFreeCamera()
core_camera.setPosRot(0, midX, midY, height, rot.x, rot.y, rot.z, rot.w)
local gRot = quatFromDir(auditionVec - gView)
commands.setFreeCamera()
core_camera.setPosRot(0, gView.x, gView.y, gView.z, gRot.x, gRot.y, gRot.z, gRot.w)
@/ui/modules/photomode/photomode.js
bngApi.engineLua("photoModeOpen = true"); // yes, this is horrible
bngApi.engineLua("if core_camera.getActiveCamName() ~= 'path' then commands.setFreeCamera() end")
bngApi.engineLua("MoveManager.rollRelative = 0; core_camera.savedCameraFov = core_camera.getFovDeg()")
@/lua/ge/extensions/editor/tech/roadArchitect/junctions.lua
-- Move the camera to the appropriate pose.
commands.setFreeCamera()
core_camera.setPosRot(0, midX, midY, height, rot.x, rot.y, rot.z, rot.w)