Arma Reforger Script API
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Public Member Functions | |
override void | OnActivate (ScriptedCameraItem pPrevCamera, ScriptedCameraItemResult pPrevCameraResult) |
this overrides freelook for cameras | |
override void | OnUpdate (float pDt, out ScriptedCameraItemResult pOutResult) |
virtual callback - called each frame | |
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void | CharacterCamera1stPersonVehicle (CameraHandlerComponent pCameraHandler) |
override void | OnAfterCameraUpdate (float pDt, bool pIsKeyframe, inout vector transformMS[4]) |
override float | GetBaseFOV () |
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void | CharacterCamera1stPerson (CameraHandlerComponent pCameraHandler) |
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void | CharacterCameraBase (CameraHandlerComponent pCameraHandler) |
constructor | |
float | UpdateUDAngle (out float pAngle, float pMin, float pMax, float pDt) |
float | UpdateLRAngle (float pAngle, float pMin, float pMax, float pDt) |
void | ForceFreelook (bool state) |
int | GetShoulderLastActive () |
Get last 3rd person shoulder state. | |
float | GetShoulderDistance () |
float | GetInterpolatedUDTransformAngle (float pDt) |
void | AddPitchRoll (vector yawPitchRoll, float pitchFactor, float rollFactor, inout vector transformMS[4]) |
override void | SetBaseAngles (out vector angles) |
Sets the camera angles in DEG, useful when switching between cameras and changing orientation of the character. | |
override vector | GetBaseAngles () |
helper to blend between cameras ret[0] - up down angle ret[1] - left right angle ret[2] - roll | |
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void | ScriptedCameraItem (CameraHandlerComponent pCameraHandler) |
override void | OnBlendIn () |
override void | OnBlendOut () |
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void | OnDeactivate (ScriptedCameraItem pNextCamera) |
Additional Inherited Members | |
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static const float | CONST_UD_MIN = -89.0 |
down limit | |
static const float | CONST_UD_MAX = 89.0 |
up limit | |
static const float | CONST_LR_MIN = -160.0 |
left limit | |
static const float | CONST_LR_MAX = 160.0 |
right limit | |
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void | AddVehiclePitchRoll (IEntity vehicle, float pDt, inout vector transformMS[4]) |
TNodeId | GetCameraBoneIndex () |
Since camera bone is animated only in certain situations we want to provide camera bone whenever it is requested by animation otherwise we provide head bone to reduce amount of work animators need to do in order to make camera bone following head bone. | |
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IEntity | m_OwnerVehicle |
float | m_fAngleFirstPerson |
float | m_fAngleFirstPersonScale |
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vector | m_OffsetLS |
position offset | |
bool | m_ApplyHeadBob |
bool | m_bCameraTransition = false |
CompartmentAccessComponent | m_pCompartmentAccess |
bool | m_UseLookPositionOverrideLS = false |
vector | m_LookPositionOverrideLS |
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float | m_fUpDownAngle |
runtime values | |
float | m_fUpDownAngleAdd |
up down angle in rad | |
float | m_fLeftRightAngle = 0.0 |
left right angle in rad | |
float | m_fFOV |
float | m_fLRAngleVel |
float | m_fUDAngleVel |
float | m_fTransformUDAngleVel |
float | m_fTransformUDAngle |
bool | m_bForceFreeLook |
bool | m_bLRAngleNoLimit |
bool | m_bIgnoreCharacterPitch |
float | m_fFOVFilter |
float | m_fFOVFilterVel |
int | m_fShoulderLastActive = 1 |
saved active shoulder for 3rd person cam (1 - right, -1 left) | |
float | m_fRollFactor |
float | m_fRollSmooth |
float | m_fRollSmoothVel |
float | m_fPitchFactor |
float | m_fPitchSmooth |
float | m_fPitchSmoothVel |
ChimeraCharacter | m_OwnerCharacter |
SCR_CharacterControllerComponent | m_ControllerComponent |
CharacterInputContext | m_Input |
SCR_CharacterCameraHandlerComponent | m_CharacterCameraHandler |
CharacterAnimationComponent | m_CharacterAnimationComponent |
CharacterHeadAimingComponent | m_CharacterHeadAimingComponent |
CharacterCommandWeapon | m_CommandWeapons |
CompartmentAccessComponent | m_CompartmentAccessComponent |
CharacterCommandHandlerComponent | m_CmdHandler |
float | m_fShakeProgress |
float | m_fShakeVelocity |
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CameraHandlerComponent | m_CameraHandler |
data | |
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static TNodeId | sm_iCameraBoneIndex = -1 |
static TNodeId | sm_iHeadBoneIndex = -1 |
static TNodeId | s_iNeckBoneIndex = -1 |
static AnimationTagID | sm_TagFPCamera = -1 |
static AnimationTagID | sm_TagLyingCamera = -1 |
static AnimationTagID | sm_TagItemUpdateCols = -1 |
static AnimationTagID | sm_TagADSTransitionOut = -1 |
static AnimationTagID | sm_TagADSTransitionIn = -1 |
override void CharacterCamera1stPersonVehicleTransition.OnActivate | ( | ScriptedCameraItem | pPrevCamera, |
ScriptedCameraItemResult | pPrevCameraResult ) |
this overrides freelook for cameras
virtual callback - called when camera is created
Implements CharacterCamera1stPersonVehicle.
override void CharacterCamera1stPersonVehicleTransition.OnUpdate | ( | float | pDt, |
out ScriptedCameraItemResult | pOutResult ) |