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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 | OnBlendIn () |
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| override void | OnBlendOut () |
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| void | OnAfterCameraUpdate (float pDt, bool pIsKeyframe, inout vector transformMS[4]) |
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| float | GetBaseFOV () |
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| void | OnDeactivate (ScriptedCameraItem pNextCamera) |
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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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◆ CharacterCameraBase()
◆ AddPitchRoll()
| void CharacterCameraBase.AddPitchRoll |
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vector | yawPitchRoll, |
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float | pitchFactor, |
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float | rollFactor, |
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inout vector | transformMS[4] ) |
- Parameters
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| yawPitchRoll | |
| pitchFactor | |
| rollFactor | |
| transformMS | |
◆ AddVehiclePitchRoll()
| void CharacterCameraBase.AddVehiclePitchRoll |
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IEntity | vehicle, |
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float | pDt, |
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inout vector | transformMS[4] ) |
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◆ ForceFreelook()
| void CharacterCameraBase.ForceFreelook |
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bool | state | ) |
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◆ GetBaseAngles()
| override vector CharacterCameraBase.GetBaseAngles |
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| ) |
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helper to blend between cameras ret[0] - up down angle ret[1] - left right angle ret[2] - roll
Implements ScriptedCameraItem.
◆ GetCameraBoneIndex()
| TNodeId CharacterCameraBase.GetCameraBoneIndex |
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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 | ) |
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◆ GetShoulderDistance()
| float CharacterCameraBase.GetShoulderDistance |
( |
| ) |
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◆ GetShoulderLastActive()
| int CharacterCameraBase.GetShoulderLastActive |
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Get last 3rd person shoulder state.
- Returns
- 3rd person shoulder state: -1 = left, 1 = right
◆ OnActivate()
◆ OnUpdate()
virtual callback - called each frame
Implements ScriptedCameraItem.
Implemented in CharacterCamera1stPerson, CharacterCamera1stPersonBoneTransform, CharacterCamera1stPersonFloat, CharacterCamera1stPersonTurret, CharacterCamera1stPersonUnconscious, CharacterCamera1stPersonVehicle, CharacterCamera1stPersonVehicleTransition, CharacterCamera3rdPersonBase, CharacterCamera3rdPersonClimb, CharacterCamera3rdPersonCrouch, CharacterCamera3rdPersonErc, CharacterCamera3rdPersonFloat, CharacterCamera3rdPersonProne, CharacterCamera3rdPersonUnconscious, CharacterCamera3rdPersonVehicle, CharacterCameraADS, CharacterCameraADSVehicle, CharacterCameraBinoculars, and CharacterCameraDebug.
◆ SetBaseAngles()
| override void CharacterCameraBase.SetBaseAngles |
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out vector | angles | ) |
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Sets the camera angles in DEG, useful when switching between cameras and changing orientation of the character.
Implements ScriptedCameraItem.
◆ UpdateLRAngle()
| float CharacterCameraBase.UpdateLRAngle |
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float | pAngle, |
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float | pMin, |
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float | pMax, |
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float | pDt ) |
◆ UpdateUDAngle()
| float CharacterCameraBase.UpdateUDAngle |
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out float | pAngle, |
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float | pMin, |
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float | pMax, |
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float | pDt ) |
◆ m_bForceFreeLook
| bool CharacterCameraBase.m_bForceFreeLook |
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◆ m_bIgnoreCharacterPitch
| bool CharacterCameraBase.m_bIgnoreCharacterPitch |
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◆ m_bLRAngleNoLimit
| bool CharacterCameraBase.m_bLRAngleNoLimit |
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◆ m_CharacterAnimationComponent
◆ m_CharacterCameraHandler
◆ m_CharacterHeadAimingComponent
◆ m_CmdHandler
◆ m_CommandWeapons
◆ m_CompartmentAccessComponent
◆ m_ControllerComponent
◆ m_fFOV
| float CharacterCameraBase.m_fFOV |
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◆ m_fFOVFilter
| float CharacterCameraBase.m_fFOVFilter |
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◆ m_fFOVFilterVel
| float CharacterCameraBase.m_fFOVFilterVel |
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◆ m_fLeftRightAngle
| float CharacterCameraBase.m_fLeftRightAngle = 0.0 |
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◆ m_fLRAngleVel
| float CharacterCameraBase.m_fLRAngleVel |
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◆ m_fPitchFactor
| float CharacterCameraBase.m_fPitchFactor |
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◆ m_fPitchSmooth
| float CharacterCameraBase.m_fPitchSmooth |
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◆ m_fPitchSmoothVel
| float CharacterCameraBase.m_fPitchSmoothVel |
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◆ m_fRollFactor
| float CharacterCameraBase.m_fRollFactor |
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◆ m_fRollSmooth
| float CharacterCameraBase.m_fRollSmooth |
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◆ m_fRollSmoothVel
| float CharacterCameraBase.m_fRollSmoothVel |
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◆ m_fShakeProgress
| float CharacterCameraBase.m_fShakeProgress |
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◆ m_fShakeVelocity
| float CharacterCameraBase.m_fShakeVelocity |
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◆ m_fShoulderLastActive
| int CharacterCameraBase.m_fShoulderLastActive = 1 |
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saved active shoulder for 3rd person cam (1 - right, -1 left)
◆ m_fTransformUDAngle
| float CharacterCameraBase.m_fTransformUDAngle |
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◆ m_fTransformUDAngleVel
| float CharacterCameraBase.m_fTransformUDAngleVel |
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◆ m_fUDAngleVel
| float CharacterCameraBase.m_fUDAngleVel |
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◆ m_fUpDownAngle
| float CharacterCameraBase.m_fUpDownAngle |
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runtime values
up down angle in rad
◆ m_fUpDownAngleAdd
| float CharacterCameraBase.m_fUpDownAngleAdd |
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◆ m_Input
◆ m_OwnerCharacter
◆ s_iNeckBoneIndex
| TNodeId CharacterCameraBase.s_iNeckBoneIndex = -1 |
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◆ sm_iCameraBoneIndex
| TNodeId CharacterCameraBase.sm_iCameraBoneIndex = -1 |
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◆ sm_iHeadBoneIndex
| TNodeId CharacterCameraBase.sm_iHeadBoneIndex = -1 |
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◆ sm_TagADSTransitionIn
| AnimationTagID CharacterCameraBase.sm_TagADSTransitionIn = -1 |
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◆ sm_TagADSTransitionOut
| AnimationTagID CharacterCameraBase.sm_TagADSTransitionOut = -1 |
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◆ sm_TagFPCamera
| AnimationTagID CharacterCameraBase.sm_TagFPCamera = -1 |
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◆ sm_TagItemUpdateCols
| AnimationTagID CharacterCameraBase.sm_TagItemUpdateCols = -1 |
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◆ sm_TagLyingCamera
| AnimationTagID CharacterCameraBase.sm_TagLyingCamera = -1 |
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staticprotected |
The documentation for this interface was generated from the following file:
- Game/Character/Cameras/CharacterCameraBase.c