Arma Reforger Script API
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Public Member Functions | |
void | CharacterCamera3rdPersonProne (CameraHandlerComponent pCameraHandler) |
override void | OnUpdate (float pDt, out ScriptedCameraItemResult pOutResult) |
virtual callback - called each frame | |
void | HandleFreelook (float pDt, inout ScriptedCameraItemResult pOutResult) |
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void | CharacterCamera3rdPersonBase (CameraHandlerComponent pCameraHandler) |
override void | OnActivate (ScriptedCameraItem pPrevCamera, ScriptedCameraItemResult pPrevCameraResult) |
this overrides freelook for cameras | |
override float | GetBaseFOV () |
int | GetActiveShoulder () |
Get active shoulder state used to remember the state when switched back from another camera. | |
override float | GetShoulderDistance () |
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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 | 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 () |
void | OnAfterCameraUpdate (float pDt, bool pIsKeyframe, inout vector transformMS[4]) |
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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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int | m_iBoneIndex = -1 |
runtime config | |
vector | m_CameraOffsetMS |
model space offset | |
vector | m_CameraOffsetLS |
local space offset | |
float | m_fDistance |
distance from start | |
float | m_fShoulderWidth |
shoulder camera widths | |
bool | m_bShoulderInLS |
true - shoulder is in local space | |
float | m_fLeanDistance |
vector | m_vMaxVelocity = "2 2 2" |
float | m_fBobScale |
int | m_fShoulderLRPrefered = 1 |
float | m_fShoulderLROffset |
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float | m_fLeaningOffset |
float | m_fCameraLRShoulderVel |
float | m_fLeaningOffsetVel |
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vector | m_v3rd_VelocityAdd = vector.Zero |
float | m_fYoffsetPrevFrame = 0.0 |
LS Y offset of the camera in the past. | |
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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 |
void CharacterCamera3rdPersonProne.CharacterCamera3rdPersonProne | ( | CameraHandlerComponent | pCameraHandler | ) |
void CharacterCamera3rdPersonProne.HandleFreelook | ( | float | pDt, |
inout ScriptedCameraItemResult | pOutResult ) |
override void CharacterCamera3rdPersonProne.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 CharacterCamera3rdPersonBase.