moveCamera3D
Canonical ID: scene3d.moveCamera. Nederlands: beweegCamera3D.
The camera is your viewpoint. Its heading is the horizontal direction it faces. A collider is an invisible shape used to check for obstacles; here it is a ball with radius 0.2. Wall sliding means an unblocked part of your movement can continue along a wall. A movement component is one part, such as the change along x.
Moves horizontally relative to camera heading, regardless of pitch (the up-or-down angle). Positive forward follows the heading; negative moves backward. Positive sideways moves right. A radius-0.2 camera collider tests solid objects through bounded small steps, applying X then Z for wall sliding. A blocked component stays at its previous position. There is no gravity, jumping, velocity, or hidden animation task.
See 3D words and camera rules.
Signature
moveCamera3D(forward)
moveCamera3D(forward, sideways)
Arguments
| Parameter | Type | Requirement |
|---|---|---|
forward |
Number | Finite signed distance, absolute value at most 10 per call. |
sideways |
Number, optional | Same distance bound; default 0. |
Return value
None.
Example
# language: en
clear3D("black")
box3D("wall", 4, 3, 0.5)
camera3D(0, 0, 3)
moveCamera3D(5)
say aim3D(10)
draw3D()
The solid wall blocks forward movement; aiming still returns wall.
Notes and common mistakes
Use the function name for your source language. Its canonical ID is a shared documentation label; you do not type that ID as a call. Giving your own variable or function the same name can hide the built-in. Supply the documented arguments and value types. Pliro reports mismatches when checking can detect them, or when the call runs.
A host is the app or environment running your program. To see a drawing, it needs a renderer, the part that draws on screen. The command-line command pliro run shows text but does not draw these graphics. The host support table explains which effects work in the IDE, browser, native app, and phone preview. A native build reports an unsupported capability instead of leaving it out.
In 3D, +Y points up. Yaw is the left-or-right angle; at zero the camera faces -Z. The world holds at most 256 objects. Changes appear when you call draw3D. An invalid call leaves the world unchanged. Editing requires an existing object name; creating objects and removing an absent name are exceptions. Use the portable color names or hex codes; transparent colors are unavailable here. Version 1 of the phone preview’s communication format does not carry 3D scenes. See the 3D guide for the coordinate rules.
Related entries
clear3D · box3D · sphere3D · cylinder3D · position3D · Programming guides · Host support · Calls and arguments
