Arma Reforger Script API
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Public Member Functions | |
void | CharacterCamera3rdPersonBase (CameraHandlerComponent pCameraHandler) |
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 | |
override float | GetBaseFOV () |
int | GetActiveShoulder () |
Get active shoulder state used to remember the state when switched back from another camera. | |
override float | GetShoulderDistance () |
Public Member Functions inherited from CharacterCameraBase | |
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) |
override void | OnUpdate (float pDt, out ScriptedCameraItemResult pOutResult) |
virtual callback - called each frame | |
override void | OnActivate (ScriptedCameraItem pPrevCamera, ScriptedCameraItemResult pPrevCameraResult) |
this overrides freelook for cameras | |
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 | |
Public Member Functions inherited from ScriptedCameraItem | |
void | ScriptedCameraItem (CameraHandlerComponent pCameraHandler) |
override void | OnActivate (ScriptedCameraItem pPrevCamera, ScriptedCameraItemResult pPrevCameraResult) |
this overrides freelook for cameras | |
override void | OnBlendIn () |
override void | OnBlendOut () |
override void | OnUpdate (float pDt, out ScriptedCameraItemResult pOutResult) |
virtual callback - called each frame | |
void | OnAfterCameraUpdate (float pDt, bool pIsKeyframe, inout vector transformMS[4]) |
vector | GetBaseAngles () |
helper to blend between cameras ret[0] - up down angle ret[1] - left right angle ret[2] - roll | |
override void | SetBaseAngles (out vector angles) |
Sets the camera angles in DEG, useful when switching between cameras and changing orientation of the character. | |
float | GetBaseFOV () |
Public Member Functions inherited from BaseScriptedCameraItem | |
void | OnActivate (ScriptedCameraItem pPrevCamera, ScriptedCameraItemResult pPrevCameraResult) |
virtual callback - called when camera is created | |
void | OnDeactivate (ScriptedCameraItem pNextCamera) |
void | OnBlendIn () |
void | OnBlendOut () |
void | OnUpdate (float pDt, out ScriptedCameraItemResult pOutResult) |
virtual callback - called each frame | |
void | SetBaseAngles (out vector angles) |
Sets the camera angles in DEG, useful when switching between cameras and changing orientation of the character. | |
Static Public Attributes | |
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 | |
Additional Inherited Members | |
Protected Member Functions inherited from CharacterCameraBase | |
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. | |
Static Protected Attributes inherited from CharacterCameraBase | |
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 |
void CharacterCamera3rdPersonBase.CharacterCamera3rdPersonBase | ( | CameraHandlerComponent | pCameraHandler | ) |
int CharacterCamera3rdPersonBase.GetActiveShoulder | ( | ) |
Get active shoulder state used to remember the state when switched back from another camera.
override float CharacterCamera3rdPersonBase.GetBaseFOV | ( | ) |
Implements ScriptedCameraItem.
override float CharacterCamera3rdPersonBase.GetShoulderDistance | ( | ) |
Implements CharacterCameraBase.
override void CharacterCamera3rdPersonBase.OnActivate | ( | ScriptedCameraItem | pPrevCamera, |
ScriptedCameraItemResult | pPrevCameraResult | ||
) |
this overrides freelook for cameras
virtual callback - called when camera is created
Implements CharacterCameraBase.
override void CharacterCamera3rdPersonBase.OnUpdate | ( | float | pDt, |
out ScriptedCameraItemResult | pOutResult | ||
) |
virtual callback - called each frame
update fov
yaw pitch roll vector
apply to rotation matrix
base bone pos
shoulder pos
apply shoulder dist
apply velocity
store distance
Implements CharacterCameraBase.
Implemented in CharacterCamera3rdPersonClimb, CharacterCamera3rdPersonCrouch, CharacterCamera3rdPersonErc, CharacterCamera3rdPersonFloat, and CharacterCamera3rdPersonProne.
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right limit
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left limit
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up limit
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down limit
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true - shoulder is in local space
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local space offset
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model space offset
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distance from start
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velocity for CD filter
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which shoulder is active? (1 - right, -1 left)
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shoulder camera widths
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LS Y offset of the camera in the past.
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runtime config
main bone
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