# CFX::GET_CAM_MATRIX

- **Hash:** `0x8F57A89D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetCamMatrix`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_CAM_MATRIX

## Signature

```c
void GET_CAM_MATRIX(Cam camera, Vector3* rightVector, Vector3* forwardVector, Vector3* upVector, Vector3* position);
```

## Parameters

- `camera` (`Cam`)
- `rightVector` (`Vector3*`)
- `forwardVector` (`Vector3*`)
- `upVector` (`Vector3*`)
- `position` (`Vector3*`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Returns the world matrix of the specified camera. To turn this into a view matrix, calculate the inverse.

## Usage

### Lua

```lua
local rightVector, forwardVector, upVector, position = GetCamMatrix(camera)

-- always available, by hash
local rightVector, forwardVector, upVector, position = Citizen.InvokeNative(0x8f57a89d, camera, Citizen.PointerValueVector(), Citizen.PointerValueVector(), Citizen.PointerValueVector(), Citizen.PointerValueVector())
```

### JavaScript

```js
const [rightVector, forwardVector, upVector, position] = GetCamMatrix(camera);

// by hash
const [rightVector, forwardVector, upVector, position] = Citizen.invokeNative('0x8f57a89d', camera, Citizen.pointerValueVector(), Citizen.pointerValueVector(), Citizen.pointerValueVector(), Citizen.pointerValueVector());
```

### C#

```csharp
var rightVector = new OutputArgument();
var forwardVector = new OutputArgument();
var upVector = new OutputArgument();
var position = new OutputArgument();
Function.Call((Hash)0x8f57a89d, camera, rightVector, forwardVector, upVector, position);
// rightVector.GetResult<Vector3>()
// forwardVector.GetResult<Vector3>()
// upVector.GetResult<Vector3>()
// position.GetResult<Vector3>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: Cfx.re native reference.*
