sc_world_v1.camera
The camera you see through: *out_pos in the world frame (metres), *out_rot_xyzw the same frame’s rotation (x, y, z, w), *out_zone_id the zone your player is in (so you can convert with teleport.spatial). No fov (see above). Any pointer may be NULL to skip it, not all. SCO_NOT_FOUND: you haven’t spawned yet. SCO_UNAVAILABLE: game.world.camera isn’t ready. SCO_FAILED: the game faulted. Outputs are zeroed on failure.
Signature
Section titled “Signature”sco_result (*)(double *, double *, uint64_t *)Service and availability
Section titled “Service and availability”| Property | Value |
|---|---|
| Symbol | sc_world_v1.camera |
| Record ID | sc-world-v1-camera |
| Service | game.world |
| Table | sc_world_v1 |
| Version macro | SC_WORLD_VERSION_1_1 |
| Packed table version | 65537 |
| Since / availability | size >= 24; 1.0 |
| Complete member extent (x64 bytes) | 24 |
| Table size (x64 bytes) | 40 |
Parameters and buffers
Section titled “Parameters and buffers”sco_result (*camera)(double out_pos[3], double out_rot_xyzw[4], uint64_t* out_zone_id);
The camera you see through: *out_pos in the world frame (metres), *out_rot_xyzw the same frame’s rotation (x, y, z, w), *out_zone_id the zone your player is in (so you can convert with teleport.spatial). No fov (see above). Any pointer may be NULL to skip it, not all. SCO_NOT_FOUND: you haven’t spawned yet. SCO_UNAVAILABLE: game.world.camera isn’t ready. SCO_FAILED: the game faulted. Outputs are zeroed on failure.
Results and failures
Section titled “Results and failures”Absent table: query_service NOT_FOUND; missing operation capability: UNAVAILABLE; BAD_ARG for invalid required outputs. Additional failures/output state unspecified unless described in the buffer contract.
Absent capability
Section titled “Absent capability”Absent table: query_service NOT_FOUND
Ownership
Section titled “Ownership”Caller buffers; no allocation crosses boundary; queries do not own entities. Internal allocation unspecified.
Thread affinity
Section titled “Thread affinity”Game thread only (WRONG_THREAD elsewhere); last_error any thread. Recursive reentrancy unspecified.
Callback context
Section titled “Callback context”unspecified
Reentrancy
Section titled “Reentrancy”unspecified
Cleanup and cancellation
Section titled “Cleanup and cancellation”No cancellation entrypoint; synchronous query.
Language mappings
Section titled “Language mappings”Status labels are copied verbatim from the catalogue: direct is native access; typed-wrapper is wrapper-backed; restricted is a subset/adaptation; unsupported means no supported route is established. No status implies universal safety.
| Language | Catalogue status | Source evidence / wrapper tokens |
|---|---|---|
| c | direct | include/sc_world.h(*camera) |
| cpp | typed-wrapper | include/scosdk/game/world.hppreturn t_->camera(pos, rot, &zone); |
| csharp | typed-wrapper | sdk/csharp/Sco.Sdk/Game/World.csScoResult r = _t->camera(pos, rot, &zone); |
| lua | typed-wrapper | plugins/lua/sco_lua_game.cconst sco_result r = GAME_MEMBER(w, sc_world_v1, camera) ? w->camera(pos, rot, &zone) : SCO_UNAVAILABLE; |
Examples
Section titled “Examples”None identified in the catalogue; this is not proof none can exist.
- tests/abi_game_world.c
- tests/test_app.cpp
- tests/test_lua.cpp
- tests/test_sdk.cpp
- sdk/csharp/Sco.Sdk.Tests/GameFakeHost.cs
- tools/test.sh
- sdk/csharp/Sco.Sdk.Tests/GameLayout.cs
ABI pins prove layout, not semantic behavior or a live game session.