Arma Reforger Script API
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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 | 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. | |
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. | |
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 |
void CharacterCameraBase.CharacterCameraBase | ( | CameraHandlerComponent | pCameraHandler | ) |
constructor
void CharacterCameraBase.AddPitchRoll | ( | vector | yawPitchRoll, |
float | pitchFactor, | ||
float | rollFactor, | ||
inout vector | transformMS[4] | ||
) |
yawPitchRoll | |
pitchFactor | |
rollFactor | |
transformMS |
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void CharacterCameraBase.ForceFreelook | ( | bool | state | ) |
override vector CharacterCameraBase.GetBaseAngles | ( | ) |
helper to blend between cameras ret[0] - up down angle ret[1] - left right angle ret[2] - roll
Implements ScriptedCameraItem.
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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.
float CharacterCameraBase.GetInterpolatedUDTransformAngle | ( | float | pDt | ) |
float CharacterCameraBase.GetShoulderDistance | ( | ) |
Implemented in CharacterCamera3rdPersonBase.
int CharacterCameraBase.GetShoulderLastActive | ( | ) |
Get last 3rd person shoulder state.
override void CharacterCameraBase.OnActivate | ( | ScriptedCameraItem | pPrevCamera, |
ScriptedCameraItemResult | pPrevCameraResult | ||
) |
this overrides freelook for cameras
virtual callback - called when camera is created
Implements ScriptedCameraItem.
Implemented in CharacterCameraADS, CharacterCameraBinoculars, CharacterCameraDebug, CharacterCamera1stPerson, CharacterCamera1stPersonTurret, CharacterCamera1stPersonVehicle, CharacterCamera1stPersonVehicleTransition, CharacterCamera3rdPersonBase, CharacterCamera3rdPersonTurret, and CharacterCamera3rdPersonVehicle.
override void CharacterCameraBase.OnUpdate | ( | float | pDt, |
out ScriptedCameraItemResult | pOutResult | ||
) |
virtual callback - called each frame
Implements ScriptedCameraItem.
Implemented in CharacterCameraADS, CharacterCameraADSVehicle, CharacterCameraBinoculars, CharacterCameraDebug, CharacterCamera1stPerson, CharacterCamera1stPersonBoneTransform, CharacterCamera1stPersonFloat, CharacterCamera1stPersonTurret, CharacterCamera1stPersonUnconscious, CharacterCamera1stPersonVehicle, CharacterCamera1stPersonVehicleTransition, CharacterCamera3rdPersonBase, CharacterCamera3rdPersonClimb, CharacterCamera3rdPersonCrouch, CharacterCamera3rdPersonErc, CharacterCamera3rdPersonFloat, CharacterCamera3rdPersonProne, CharacterCamera3rdPersonTurret, and CharacterCamera3rdPersonVehicle.
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.
float CharacterCameraBase.UpdateLRAngle | ( | float | pAngle, |
float | pMin, | ||
float | pMax, | ||
float | pDt | ||
) |
lr angle
float CharacterCameraBase.UpdateUDAngle | ( | out float | pAngle, |
float | pMin, | ||
float | pMax, | ||
float | pDt | ||
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left right angle in rad
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saved active shoulder for 3rd person cam (1 - right, -1 left)
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runtime values
up down angle in rad
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up down angle in rad
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