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void | CharacterCameraADS (CameraHandlerComponent pCameraHandler) |
| how far back can camera move with weapon
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override void | OnDeactivate (ScriptedCameraItem pNextCamera) |
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override void | OnBlendIn () |
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override void | OnBlendOut () |
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override void | OnActivate (ScriptedCameraItem pPrevCamera, ScriptedCameraItemResult pPrevCameraResult) |
| this overrides freelook for cameras
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override void | OnUpdate (float pDt, out ScriptedCameraItemResult pOutResult) |
| virtual callback - called each frame
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bool | IsProneStance () |
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bool | IsProneADS () |
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void | CharacterCameraBase (CameraHandlerComponent pCameraHandler) |
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float | UpdateUDAngle (out float pAngle, float pMin, float pMax, float pDt) |
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float | UpdateLRAngle (float pAngle, float pMin, float pMax, float pDt) |
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void | ForceFreelook (bool state) |
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int | GetShoulderLastActive () |
| Get last 3rd person shoulder state.
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float | GetShoulderDistance () |
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float | GetInterpolatedUDTransformAngle (float pDt) |
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void | AddPitchRoll (vector yawPitchRoll, float pitchFactor, float rollFactor, inout vector transformMS[4]) |
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override void | SetBaseAngles (out vector angles) |
| Sets the camera angles in DEG, useful when switching between cameras and changing orientation of the character.
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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) |
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void | OnAfterCameraUpdate (float pDt, bool pIsKeyframe, inout vector transformMS[4]) |
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float | GetBaseFOV () |
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float | GetSightsADSActivationPercentage () |
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float | GetSightsADSDeactivationPercentage () |
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void | OnBlendingIn (float blendAlpha) |
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void | OnBlendingOut (float blendAlpha) |
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void | SolveCameraHeadAttach (ADSCameraData cameraData, out ScriptedCameraItemResult pOutResult) |
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void | SolveNewMethod (ADSCameraData cameraData, out ScriptedCameraItemResult pOutResult, float pDt, bool allowInterpolation) |
| Stable ADS camera solver that used RightHandProp as camera root.
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void | SolveCameraHandAttach (ADSCameraData cameraData, out ScriptedCameraItemResult pOutResult, float pDt, bool allowInterpolation) |
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void | SolveCamera2DSight (ADSCameraData cameraData, float pDt, out ScriptedCameraItemResult pOutResult) |
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void | AddVehiclePitchRoll (IEntity vehicle, float pDt, inout vector transformMS[4]) |
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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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◆ CharacterCameraADS()
how far back can camera move with weapon
- Parameters
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◆ GetSightsADSActivationPercentage()
float CharacterCameraADS.GetSightsADSActivationPercentage |
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◆ GetSightsADSDeactivationPercentage()
float CharacterCameraADS.GetSightsADSDeactivationPercentage |
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◆ IsProneADS()
bool CharacterCameraADS.IsProneADS |
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◆ IsProneStance()
bool CharacterCameraADS.IsProneStance |
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◆ OnActivate()
this overrides freelook for cameras
virtual callback - called when camera is created
Implements CharacterCameraBase.
◆ OnBlendIn()
override void CharacterCameraADS.OnBlendIn |
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◆ OnBlendingIn()
void CharacterCameraADS.OnBlendingIn |
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float | blendAlpha | ) |
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◆ OnBlendingOut()
void CharacterCameraADS.OnBlendingOut |
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float | blendAlpha | ) |
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◆ OnBlendOut()
override void CharacterCameraADS.OnBlendOut |
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◆ OnDeactivate()
◆ OnUpdate()
virtual callback - called each frame
update angles
update fov
yaw pitch roll vector
Prepare data
Fetch sights transformation
Recalculate FOV
Fetch zeroing data
Implements CharacterCameraBase.
Implemented in CharacterCameraADSVehicle.
◆ SolveCamera2DSight()
clamp fov so sights FOV is never greater than current fov?
sights transform relative to hand bone
sights in relation to hand
apply position
setup camera props
◆ SolveCameraHandAttach()
In some cases this compensation is needed (sloped surfaces)
Sights transform relative to the head
Fetch desired portion of recoil
Local head plane offset by the recoil portion
Project sights onto head plane
Get end position rel. to hand
Apply props
◆ SolveCameraHeadAttach()
In some cases this compensation is needed (sloped surfaces)
Sights transform relative to the head
Fetch desired portion of recoil
Local head plane offset by the recoil portion
Set matrix rotation
Project sights onto head plane
Apply props
◆ SolveNewMethod()
Stable ADS camera solver that used RightHandProp as camera root.
Fetch desired portion of recoil
◆ CAMERA_INTERP
const float CharacterCameraADS.CAMERA_INTERP = 0.6 |
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◆ CAMERA_RECOIL_LIMIT
const float CharacterCameraADS.CAMERA_RECOIL_LIMIT = 0.25 |
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Maximum amount of recoil applied to camera from weapon in meters.
◆ CONST_LR_MAX
const float CharacterCameraADS.CONST_LR_MAX = 160.0 |
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◆ CONST_LR_MIN
const float CharacterCameraADS.CONST_LR_MIN = -160.0 |
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◆ CONST_TRANSLATIONZ_MIN
const float CharacterCameraADS.CONST_TRANSLATIONZ_MIN = -0.1 |
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◆ CONST_UD_MAX
const float CharacterCameraADS.CONST_UD_MAX = 89.0 |
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◆ CONST_UD_MIN
const float CharacterCameraADS.CONST_UD_MIN = -89.0 |
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◆ m_AimingComponent
◆ m_BinocularSight
◆ m_bLastSightsBlend
bool CharacterCameraADS.m_bLastSightsBlend |
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◆ m_bWasStabilizedLastFrame
bool CharacterCameraADS.m_bWasStabilizedLastFrame = false |
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◆ m_fADSToFPSDeg
float CharacterCameraADS.m_fADSToFPSDeg |
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freelook degrees for transitioning into fps pos
◆ m_fFreelookBlendAlpha
float CharacterCameraADS.m_fFreelookBlendAlpha |
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◆ m_fFreelookFOV
float CharacterCameraADS.m_fFreelookFOV |
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◆ m_fLastSightFOV
float CharacterCameraADS.m_fLastSightFOV |
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◆ m_fLastSightsBlendDuration
float CharacterCameraADS.m_fLastSightsBlendDuration = 0.15 |
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◆ m_fLastSightsBlendTime
float CharacterCameraADS.m_fLastSightsBlendTime |
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◆ m_fLastSightStFOV
float CharacterCameraADS.m_fLastSightStFOV |
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◆ m_fStabilizerAlpha
float CharacterCameraADS.m_fStabilizerAlpha = 0.0 |
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◆ m_fStabilizerAlphaVel
float CharacterCameraADS.m_fStabilizerAlphaVel = 0.0 |
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◆ m_iHandBoneIndex
int CharacterCameraADS.m_iHandBoneIndex |
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◆ m_iHeadBoneIndex
int CharacterCameraADS.m_iHeadBoneIndex |
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◆ m_iJumpAnimTagId
AnimationTagID CharacterCameraADS.m_iJumpAnimTagId |
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◆ m_LastSightsComponent
◆ m_lastStablePos
vector CharacterCameraADS.m_lastStablePos |
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◆ m_LastWeaponComponent
◆ m_OffsetLS
vector CharacterCameraADS.m_OffsetLS |
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◆ m_pCameraData
◆ m_vLastSightMS
vector CharacterCameraADS.m_vLastSightMS[4] |
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◆ m_vLastSightStMS
vector CharacterCameraADS.m_vLastSightStMS[4] |
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◆ m_WeaponManager
The documentation for this interface was generated from the following file:
- Game/Character/Cameras/ADS/CharacterCameraADS.c