Lua Class - camera

camera is a class in the Teverse Lua API that contains 3 properties, 3 methods and 0 events.

This class cannot be constructed, it is managed by Teverse.

In Teverse, the user views the 3D scene through a camera. You can control the camera's position, orientation and field of view to alter what part of the scene the user can see.

Currently, there can only be one camera in the scene and cameras can not be instantiated in Teverse. However, we are planning to allow developers to create instances of Cameras in the future.

With our Lua API, you can access the camera singleton through teverse.scene.camera. It is important to note that your tevapp manifest should have permissions to access the scene singleton on the client side.

teverse.scene.camera:screenToWorld accepts an absolute vector2 that specifies a location on the screen. This method then returns a three dimensional vector3 that's relative to the camera's position. This 3D vector behaves as a look vector from the camera to the cursor that you can use for raycasting.

To cast a ray from the camera's "eye" to the user's mouse cursor, you should increase the distance of screenToWorld by multiplying it by a large number before adding the result to the camera's position. Remember that the result from screenToWorld in Teverse is a relative vector! An example snippet is shown below:

local camera = teverse.scene.camera
local mPos = camera:screenToWorld(teverse.input.mousePosition)
local obj, pos, normal = teverse.scene:raycastOne(camera.position, camera.position + (mPos * 10000))

Should you want to convert a guiCoord to a vector2 when using this screenToWorld method, you can do something similiar to the snippet shown below:

local coord = guiCoord(0.5, 0, 0.5, 0)
local vec2 = coord:get2D(teverse.input.screenSize)
local mPos = teverse.scene.camera:screenToWorld(vec2)
Properties
number fov

field of view

CODE SAMPLE
camera.fov = 1.0
print(camera.fov) --> 1.0
vector3 position

CODE SAMPLE
camera.position = vector3(10, 10, 10)
print(camera.position) --> vector3(10, 10, 10)
quaternion rotation

CODE SAMPLE
camera.rotation = quaternion
print(camera.rotation) --> quaternion
Methods
lookAt( vector3 vector )

Points the camera towards the provided vector

CODE SAMPLE
camera:lookAt(vector3(10, 10, 10)) --> 
vector3 screenToWorld( vector2 screenPos )

Returns a 3d vector

CODE SAMPLE
camera:screenToWorld(vector2(10, 10)) --> vector3(10, 10, 10)
vector2, number worldToScreen( vector3 wPos )

Returns a 2d screen space vector and a number representing depth

CODE SAMPLE
camera:worldToScreen(vector3(10, 10, 10)) --> vector2(10, 10),  number
Events

Some sections of our docs are maintained on github.