The Camera object represents a Softimage camera in a scene.
You can create a Camera with X3DObject::AddCamera. A new camera always has its interest located at the origin of the scene's 3D world.
using namespace XSI; Application app; Model root = app.GetActiveSceneRoot(); CameraRig myCamRig; root.AddCameraRig( L"Camera", L"", myCamRig ); Camera myCam(myCamRig.GetCamera()); X3DObject myCamInterest(myCam.GetInterest()); CString strCamName( myCam.GetName() ); app.LogMessage( L"Camera interest" ); app.LogMessage( strCamName + L".interest.name: " + myCam.GetInterest().GetName() ); app.LogMessage( strCamName + L"'s near parameter: " + myCam.GetParameterValue(CString(L"near")).GetAsText() ); app.LogMessage( strCamName + L"'s far parameter: " + myCam.GetParameterValue(CString(L"far")).GetAsText() ); app.LogMessage( strCamName + L"'s orthoheight parameter: " + myCam.GetParameterValue(CString(L"orthoheight")).GetAsText() ); app.LogMessage( strCamName + L"'s fov parameter: " + myCam.GetParameterValue(CString(L"fov")).GetAsText() );
#include <xsi_camera.h>
Public Member Functions |
|
Camera () | |
~Camera () | |
Camera (const CRef &in_ref) | |
Camera (const Camera &in_obj) | |
bool | IsA (siClassID in_ClassID) const |
siClassID | GetClassID () const |
Camera & | operator= (const Camera &in_obj) |
Camera & | operator= (const CRef &in_ref) |
CRefArray | GetShaders () const |
siShaderParameterType | GetShaderInputType (const CString &in_paramscriptname) const |
CRefArray | FindShaders (const CString &in_filtername) const |
CRefArray | GetAllShaders () const |
CRefArray | GetAllImageClips () const |
bool IsA | ( | siClassID | in_ClassID | ) | const [virtual] |
Returns true if this object supports the functionality of a specified class. For example, a Camera is a type of SceneItem, so a Group object supports SceneItem functionality.
in_ClassID | Test if this object supports this class. |
Reimplemented from Directed.
siClassID GetClassID | ( | ) | const [virtual] |
CRefArray GetShaders | ( | ) | const |
Returns an array of references to the Shader objects connected to this camera.
siShaderParameterType GetShaderInputType | ( | const CString & | in_paramscriptname | ) | const |
Returns the input type of a parameter. Before you connect a Shader to the parameter, use Parameter::GetCapabilities to make sure that the parameter supports the siTexturable capability.
in_paramscriptname | The script name of a parameter. |
Returns all shaders that match a filter. For example, you can write a custom filter that matches shaders with texturespace and colormap parameters, and then use this custom filter with this function.
in_filtername | The name of a shader Filter (for example, siShaderFilter). |
CRefArray GetAllShaders | ( | ) | const |
CRefArray GetAllImageClips | ( | ) | const |
Returns a list of the image clips nested under this Camera.