This reference page is linked to from the following overview topics: Object List.
#include <xsi_camera.h>
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() );
 
 | 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 | 
| CStatus | GetFrustum (double &out_Left, double &out_Right, double &out_Bottom, double &out_Top) 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 | 
Returns a list of the shaders nested under this camera.
| CRefArray GetAllImageClips | ( | ) | const | 
Returns a list of the image clips nested under this Camera.
| CStatus GetFrustum | ( | double & | out_Left, | 
| double & | out_Right, | ||
| double & | out_Bottom, | ||
| double & | out_Top | ||
| ) | const | 
Returns the camera frustum values of the near plane.
| out_Left | The left value. | 
| out_Right | The right value. | 
| out_Bottom | The bottom value. | 
| out_Top | The top value. |