Arma Reforger Script API
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CharacterCameraBase Interface Reference
Inheritance diagram for CharacterCameraBase:
ScriptedCameraItem BaseScriptedCameraItem CharacterCamera1stPerson CharacterCamera3rdPersonBase CharacterCamera3rdPersonVehicle CharacterCameraADS CharacterCameraDebug CharacterCamera1stPersonBoneTransform CharacterCamera1stPersonReady CharacterCamera1stPersonTurret CharacterCamera1stPersonUnconscious CharacterCamera1stPersonVehicle CharacterCameraBinoculars CharacterCamera3rdPersonCrouch CharacterCamera3rdPersonErc CharacterCamera3rdPersonFloat CharacterCamera3rdPersonProne CharacterCamera3rdPersonUnconscious CharacterCamera3rdPersonTurret CharacterCameraADSVehicle

Public Member Functions

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 OnBlendIn ()
 
override void OnBlendOut ()
 
void OnAfterCameraUpdate (float pDt, bool pIsKeyframe, inout vector transformMS[4])
 
float GetBaseFOV ()
 
- Public Member Functions inherited from BaseScriptedCameraItem
void OnDeactivate (ScriptedCameraItem pNextCamera)
 

Protected Member Functions

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.
 

Protected Attributes

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
 
- Protected Attributes inherited from ScriptedCameraItem
CameraHandlerComponent m_CameraHandler
 data
 

Static Protected Attributes

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
 

Constructor & Destructor Documentation

◆ CharacterCameraBase()

void CharacterCameraBase.CharacterCameraBase ( CameraHandlerComponent pCameraHandler)

constructor

Member Function Documentation

◆ AddPitchRoll()

void CharacterCameraBase.AddPitchRoll ( vector yawPitchRoll,
float pitchFactor,
float rollFactor,
inout vector transformMS[4] )
Parameters
yawPitchRoll
pitchFactor
rollFactor
transformMS

◆ AddVehiclePitchRoll()

void CharacterCameraBase.AddVehiclePitchRoll ( IEntity vehicle,
float pDt,
inout vector transformMS[4] )
protected

◆ ForceFreelook()

void CharacterCameraBase.ForceFreelook ( bool state)

◆ GetBaseAngles()

override vector CharacterCameraBase.GetBaseAngles ( )

helper to blend between cameras ret[0] - up down angle ret[1] - left right angle ret[2] - roll

Implements ScriptedCameraItem.

◆ GetCameraBoneIndex()

TNodeId CharacterCameraBase.GetCameraBoneIndex ( )
protected

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.

Returns

◆ GetInterpolatedUDTransformAngle()

float CharacterCameraBase.GetInterpolatedUDTransformAngle ( float pDt)
Returns

◆ GetShoulderDistance()

float CharacterCameraBase.GetShoulderDistance ( )
Returns

Implemented in CharacterCamera3rdPersonBase.

◆ GetShoulderLastActive()

int CharacterCameraBase.GetShoulderLastActive ( )

Get last 3rd person shoulder state.

Returns
3rd person shoulder state: -1 = left, 1 = right

◆ OnActivate()

override void CharacterCameraBase.OnActivate ( ScriptedCameraItem pPrevCamera,
ScriptedCameraItemResult pPrevCameraResult )

◆ OnUpdate()

◆ SetBaseAngles()

override void CharacterCameraBase.SetBaseAngles ( out vector angles)

Sets the camera angles in DEG, useful when switching between cameras and changing orientation of the character.

Implements ScriptedCameraItem.

◆ UpdateLRAngle()

float CharacterCameraBase.UpdateLRAngle ( float pAngle,
float pMin,
float pMax,
float pDt )

lr angle

◆ UpdateUDAngle()

float CharacterCameraBase.UpdateUDAngle ( out float pAngle,
float pMin,
float pMax,
float pDt )

Member Data Documentation

◆ m_bForceFreeLook

bool CharacterCameraBase.m_bForceFreeLook
protected

◆ m_bIgnoreCharacterPitch

bool CharacterCameraBase.m_bIgnoreCharacterPitch
protected

◆ m_bLRAngleNoLimit

bool CharacterCameraBase.m_bLRAngleNoLimit
protected

◆ m_CharacterAnimationComponent

CharacterAnimationComponent CharacterCameraBase.m_CharacterAnimationComponent
protected

◆ m_CharacterCameraHandler

SCR_CharacterCameraHandlerComponent CharacterCameraBase.m_CharacterCameraHandler
protected

◆ m_CharacterHeadAimingComponent

CharacterHeadAimingComponent CharacterCameraBase.m_CharacterHeadAimingComponent
protected

◆ m_CmdHandler

CharacterCommandHandlerComponent CharacterCameraBase.m_CmdHandler
protected

◆ m_CommandWeapons

CharacterCommandWeapon CharacterCameraBase.m_CommandWeapons
protected

◆ m_CompartmentAccessComponent

CompartmentAccessComponent CharacterCameraBase.m_CompartmentAccessComponent
protected

◆ m_ControllerComponent

SCR_CharacterControllerComponent CharacterCameraBase.m_ControllerComponent
protected

◆ m_fFOV

float CharacterCameraBase.m_fFOV
protected

◆ m_fFOVFilter

float CharacterCameraBase.m_fFOVFilter
protected

◆ m_fFOVFilterVel

float CharacterCameraBase.m_fFOVFilterVel
protected

◆ m_fLeftRightAngle

float CharacterCameraBase.m_fLeftRightAngle = 0.0
protected

left right angle in rad

◆ m_fLRAngleVel

float CharacterCameraBase.m_fLRAngleVel
protected

◆ m_fPitchFactor

float CharacterCameraBase.m_fPitchFactor
protected

◆ m_fPitchSmooth

float CharacterCameraBase.m_fPitchSmooth
protected

◆ m_fPitchSmoothVel

float CharacterCameraBase.m_fPitchSmoothVel
protected

◆ m_fRollFactor

float CharacterCameraBase.m_fRollFactor
protected

◆ m_fRollSmooth

float CharacterCameraBase.m_fRollSmooth
protected

◆ m_fRollSmoothVel

float CharacterCameraBase.m_fRollSmoothVel
protected

◆ m_fShakeProgress

float CharacterCameraBase.m_fShakeProgress
protected

◆ m_fShakeVelocity

float CharacterCameraBase.m_fShakeVelocity
protected

◆ m_fShoulderLastActive

int CharacterCameraBase.m_fShoulderLastActive = 1
protected

saved active shoulder for 3rd person cam (1 - right, -1 left)

◆ m_fTransformUDAngle

float CharacterCameraBase.m_fTransformUDAngle
protected

◆ m_fTransformUDAngleVel

float CharacterCameraBase.m_fTransformUDAngleVel
protected

◆ m_fUDAngleVel

float CharacterCameraBase.m_fUDAngleVel
protected

◆ m_fUpDownAngle

float CharacterCameraBase.m_fUpDownAngle
protected

runtime values

up down angle in rad

◆ m_fUpDownAngleAdd

float CharacterCameraBase.m_fUpDownAngleAdd
protected

up down angle in rad

◆ m_Input

CharacterInputContext CharacterCameraBase.m_Input
protected

◆ m_OwnerCharacter

ChimeraCharacter CharacterCameraBase.m_OwnerCharacter
protected

◆ s_iNeckBoneIndex

TNodeId CharacterCameraBase.s_iNeckBoneIndex = -1
staticprotected

◆ sm_iCameraBoneIndex

TNodeId CharacterCameraBase.sm_iCameraBoneIndex = -1
staticprotected

◆ sm_iHeadBoneIndex

TNodeId CharacterCameraBase.sm_iHeadBoneIndex = -1
staticprotected

◆ sm_TagADSTransitionIn

AnimationTagID CharacterCameraBase.sm_TagADSTransitionIn = -1
staticprotected

◆ sm_TagADSTransitionOut

AnimationTagID CharacterCameraBase.sm_TagADSTransitionOut = -1
staticprotected

◆ sm_TagFPCamera

AnimationTagID CharacterCameraBase.sm_TagFPCamera = -1
staticprotected

◆ sm_TagItemUpdateCols

AnimationTagID CharacterCameraBase.sm_TagItemUpdateCols = -1
staticprotected

◆ sm_TagLyingCamera

AnimationTagID CharacterCameraBase.sm_TagLyingCamera = -1
staticprotected

The documentation for this interface was generated from the following file: