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void | CharacterCameraADSVehicle (CameraHandlerComponent pCameraHandler) |
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override void | OnBlendIn () |
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override void | OnBlendOut () |
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override void | OnUpdate (float pDt, out ScriptedCameraItemResult pOutResult) |
| virtual callback - called each frame
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override void | OnAfterCameraUpdate (float pDt, bool pIsKeyframe, inout vector transformMS[4]) |
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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) |
| constructor
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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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override void | OnUpdate (float pDt, out ScriptedCameraItemResult pOutResult) |
| virtual callback - called each frame
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override void | OnActivate (ScriptedCameraItem pPrevCamera, ScriptedCameraItemResult pPrevCameraResult) |
| this overrides freelook for cameras
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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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override void | OnActivate (ScriptedCameraItem pPrevCamera, ScriptedCameraItemResult pPrevCameraResult) |
| this overrides freelook for cameras
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override void | OnBlendIn () |
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override void | OnBlendOut () |
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override void | OnUpdate (float pDt, out ScriptedCameraItemResult pOutResult) |
| virtual callback - called each frame
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void | OnAfterCameraUpdate (float pDt, bool pIsKeyframe, inout vector transformMS[4]) |
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vector | GetBaseAngles () |
| helper to blend between cameras ret[0] - up down angle ret[1] - left right angle ret[2] - roll
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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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float | GetBaseFOV () |
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void | OnActivate (ScriptedCameraItem pPrevCamera, ScriptedCameraItemResult pPrevCameraResult) |
| virtual callback - called when camera is created
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void | OnDeactivate (ScriptedCameraItem pNextCamera) |
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void | OnBlendIn () |
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void | OnBlendOut () |
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void | OnUpdate (float pDt, out ScriptedCameraItemResult pOutResult) |
| virtual callback - called each frame
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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 void | OnBlendingIn (float blendAlpha) |
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override void | OnBlendingOut (float blendAlpha) |
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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, 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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