Vixen
02b45cc4
csharp
public enum CameraBinding

Which frame of reference a follow offset is expressed in.

No guide page documents this yet — the page shows what the code says about itself.

Remarks

The choice decides two things at once — where the camera ends up, and which axes the damping times apply to — and they are the same choice on purpose. "Two seconds of damping behind the car and none at all sideways" is only a sentence that means something if the offset and the damping agree about which way "behind" is.

Fields and properties (4)

  • World

    World axes. The camera keeps a fixed offset in world space, so the target may turn underneath it without the view swinging round — an isometric or a side-on game.

  • TargetRotation

    The target's own axes, roll included. The camera is welded to the target's frame, which is what a cockpit or a chase camera in a barrel roll wants and what everything else does not.

  • TargetHeading

    The target's heading — its facing flattened onto the horizontal plane. The camera swings round to stay behind a turning subject without ever leaving the level, which is the third-person default.

  • SimpleFollow

    The direction the camera already lies in. Only the distance and height of the offset are kept, so the camera trails the target without ever being pushed round by it — the "lazy" follow that never fights a player who is orbiting with the stick.

Used by (5)

  • FollowBodyVixen.Engine
  • TypeRegistrationVixen.Engine
  • VirtualCameraSystemVixen.Engine
  • VirtualCameraTestsVixen.Engine.Tests
  • Vixen_Engine_Cameras_FollowBodySerializerVixen.Engine