Difference between revisions of "First-person-view Condition"

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[[image:First person view condition.png|150px]]
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[[Image:First person view condition.png|150px|First person view condition.png]]  
  
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<td align="left" valign="top" width="80"><b>Definition:</b></td>
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| align="left" valign="top" width="80" | '''Definition:'''
<td align="left" valign="top" width="100%">The <strong>First-person-view</strong> condition checks if the agent executing this condition is in first-person camera mode, that is, it is currently the agent with the first-person camera of the world attached to it. If the executing agent is in first-person camera mode, the condition is true. Otherwise, the condition is false.</td>
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| align="left" valign="top" width="100%" | True if the world is in first-person camera mode. False if the world is in bird's eye camera mode.
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| align="left" valign="top" width="80" | '''Parameters:'''
<td align="left" valign="top" width="80"><b>Parameters:</b></td>
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| align="left" valign="top" width="100%" | none
<td align="left" valign="top" width="100%">[[Checkbox parameter|checkbox]]</td>
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| align="left" valign="top" width="80" | '''Example:'''
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| align="left" valign="top" width="100%" | If you want to program a cursor controlled character which can be controlled by the user in first person and bird's eye camera mode. You will likely need to differentiate in which camera mode you are to implement relative or absolute rotation.&nbsp;
<td align="left" valign="top" width="80"><b>Example:</b></td>
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<td align="left" valign="top" width="100%">???which example???
 
[[Image:First person view condition example.png|500px]]</td>
 
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[[Category:AgentCubes_Conditions]]
 
[[Category:AgentCubes_Conditions]]

Latest revision as of 02:46, 20 April 2012

First person view condition.png

Definition: True if the world is in first-person camera mode. False if the world is in bird's eye camera mode.
Parameters: none
Example: If you want to program a cursor controlled character which can be controlled by the user in first person and bird's eye camera mode. You will likely need to differentiate in which camera mode you are to implement relative or absolute rotation.