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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)