= The jME3 Camera :revnumber: 2.0 :revdate: 2020/07/27 :keywords: camera, documentation [NOTE] ==== By default, the mouse pointer is invisible, and the mouse is set up to control the camera rotation. ==== == Default Camera The default com.jme3.renderer.Camera object is `cam` in com.jme3.app.Application. The camera object is created with the following defaults: * Width and height are set to the current Application's settings.getWidth() and settings.getHeight() values. * Frustum Perspective: ** Frame of view angle of 45° along the Y axis ** Aspect ratio of width divided by height ** Near view plane of 1 wu ** Far view plane of 1000 wu * Start location at (0f, 0f, 10f). * Start direction is looking at the origin. [cols="2", options="header"] |=== a|Method a|Usage a|cam.getLocation(), setLocation() a|The camera position a|cam.getRotation(), setRotation() a|The camera rotation a|cam.getLeft(), setLeft() a|The left axis of the camera a|cam.getUp(), setUp() a|The up axis of the camera, usually Vector3f(0,1,0) a|cam.getDirection() a|The vector the camera is facing a|cam.getAxes(), setAxes(left,up,dir) a|One accessor for the three properties left/up/direction. a|cam.getFrame(), setFrame(loc,left,up,dir) a|One accessor for the four properties location/left/up/direction. a|cam.resize(width, height, fixAspect) a|Resize an existing camera object while keeping all other settings. Set fixAspect to true to adjust the aspect ratio (?) a|cam.setFrustum( near, far, left, right, top, bottom ) a|The frustum is defined by the near/far plane, left/right plane, top/bottom plane (all distances as float values) a|cam.setFrustumPerspective( fovY, aspect ratio, near, far) a|The frustum is defined by view angle along the Y axis (in degrees), aspect ratio, and the near/far plane. a|cam.lookAt(target,up) a|Turn the camera to look at Coordinate target, and rotate it around the up axis. a|cam.setParallelProjection(false) a|Normal perspective a|cam.setParallelProjection(true) a|Parallel projection perspective a|cam.getScreenCoordinates(worldPos) a|Converts the given position from world space to screen space. |=== [TIP] ==== After you change view port, frustum, or frame, call `cam.update();` ==== == FlyBy Camera The `flyCam` class field gives you access to an AppState that extends the default camera in `com.jme3.app.SimpleApplication` with more features. The input manager of the `com.jme3.input.FlyByCamera` AppState is preconfigured to respond to the WASD keys for walking forwards and backwards, and strafing to the sides; move the mouse to rotate the camera ("`Mouse Look`"), scroll the mouse wheel for zooming in or out. The QZ keys raise or lower the camera vertically. [source] ---- Q W up forw A S D --> left back right Z down ---- [cols="2", options="header"] |=== a|Method a|Usage a|flyCam.setEnabled(true); a|Activate the flyby cam a|flyCam.setMoveSpeed(10); a|Control the move speed a|flyCam.setRotationSpeed(10); a|Control the rotation speed a|flyCam.setDragToRotate(true) a|Forces the player to keep mouse button pressed to rotate camera, typically used for Applets. If false (default), all mouse movement will be captured and interpreted as rotations. |=== The FlyByCamera is active by default, but you can change all these defaults for your game. == Chase Camera jME3 also supports an optional Chase Cam that can follow a moving target Spatial (`com.jme3.input.ChaseCamera`). When you use the chase cam, the player clicks and hold the mouse button to rotate the camera around the camera target. You can use a chase cam if you need the mouse pointer visible in your game. [source,java] ---- flyCam.setEnabled(false); ChaseCamera chaseCam = new ChaseCamera(cam, target, inputManager); ---- [cols="2", options="header"] |=== a|Method a|Usage a|chaseCam.setSmoothMotion(true); a|Interpolates a smoother acceleration/deceleration when the camera moves. a|chaseCam.setChasingSensitivity(5f) a|The lower the chasing sensitivity, the slower the camera will follow the target when it moves. a|chaseCam.setTrailingSensitivity(0.5f) a|The lower the trailing sensitivity, the slower the camera will begin to go after the target when it moves. Default is 0.5; a|chaseCam.setRotationSensitivity(5f) a|The lower the sensitivity, the slower the camera will rotate around the target when the mouse is dragged. Default is 5. a|chaseCam.setTrailingRotationInertia(0.1f) a|This prevents the camera to stop too abruptly when the target stops rotating before the camera has reached the target's trailing position. Default is 0.1f. a|chaseCam.setDefaultDistance(40); a|The default distance to the target at the start of the application. a|chaseCam.setMaxDistance(40); a|The maximum zoom distance. Default is 40f. a|chaseCam.setMinDistance(1); a|The minimum zoom distance. Default is 1f. a|chaseCam.setMinVerticalRotation(-FastMath.PI/2); a|The minimal vertical rotation angle of the camera around the target. Default is 0. a|chaseCam.setDefaultVerticalRotation(-FastMath.PI/2); a|The default vertical rotation angle of the camera around the target at the start of the application. a|chaseCam.setDefaultHorizontalRotation(-FastMath.PI/2); a|The default horizontal rotation angle of the camera around the target at the start of the application. |=== To disable rotation and zooming of chase camera by mouse you can use following methods. [source,java] ---- //to disable rotation inputManager.deleteMapping(CameraInput.CHASECAM_TOGGLEROTATE); //to disable zoom out inputManager.deleteMapping(CameraInput.CHASECAM_ZOOMOUT); //to disable zoom in inputManager.deleteMapping(CameraInput.CHASECAM_ZOOMIN); ----