InterpolateCameraLookAt

InterpolateCameraLookAt

Description:
Function InterpolateCameraLookAt interpolate a player's camera's 'look at' point between two coordinates with a set speed. Can be be used with InterpolateCameraPos.
Function InterpolateCameraLookAt was added in 0.3e and will not work in earlier versions!
Use TogglePlayerSpectating to make objects stream in for the player while the camera is moving. You can reset the camera behind the player with SetCameraBehindPlayer.


Parameters:
(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT)
int playerid The ID of the player the camera should be moved for.
float FromX The X position the camera should start to move from.
float FromY The Y position the camera should start to move from.
float FromZ The Z position the camera should start to move from.
float ToX The X position the camera should move to.
float ToY The Y position the camera should move to.
float ToZ The Z position the camera should move to.
int time Time in milliseconds to complete interpolation.
int cut The 'jumpcut' to use. Defaults to CAMERA_CUT (pointless). Set to CAMERA_MOVE for interpolation.


Return Values:
This function does not return any specific values.


Examples:
public OnPlayerCommandText(playerid, cmdtext[])
{
    if(!strcmp(cmdtext, "/rotateme", true))
    {
        TogglePlayerSpectating(playerid, 1);
        InterpolateCameraLookAt(playerid, 50.0, 50.0, 10.0, -50.0, 50.0, 10.0, 10000, CAMERA_MOVE);
        //                                 x1    y1    z1     x2    y2    z2
        // The camera starts off looking at (x1, y1, z1). It will then rotate and after
        // 10000 milliseconds (10 seconds) it will be looking at (x2, y2, z2).
        return 1;
    }
    return 0;
}


Related Functions
The following functions may be useful, as they are related to this function in one way or another.