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DayZPlayerCameraResult Class Reference

Private Member Functions

private void DayZPlayerCameraResult ()
 cannot be instanced from script (always created from C++)
 
private void ~DayZPlayerCameraResult ()
 cannot be instanced from script (always created from C++)
 

Private Attributes

vector m_CameraTM [4]
 transformation matrix - pos + orient of the camera
 
float m_fFovMultiplier
 fov multiplier - 1.0 default - used for modifying fov -
 
float m_fFovAbsolute
 fov absolute value override - -1.0 default, if set - overrides absolute fov setting
 
float m_fNearPlane
 nearplane distance
 
float m_fPositionModelSpace
 0.0 position is in heading space, 1.0 position is in model space
 
float m_fDistance
 camera distance (external cameras only)
 
float m_fUseHeading
 0..1 (0 uses direct dir returned, 1 uses heading from player)
 
float m_fPredictCollisionRadius
 sphere radius used for collision prediction
 
int m_iDirectBone
 -1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone
 
int m_iDirectBoneMode
 
float m_fInsideCamera
 0 not used, 1 - pos, 2 - rot, 3 - pos+rot applied as a parent to m_CameraTM, 4 as 3 but cam aligned with Y
 
bool m_bUpdateWhenBlendOut
 true - camera is updated when blending to new camera (Ironsights == false)
 
float m_fShootFromCamera
 1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)
 
float m_fIgnoreParentRoll
 1 - resets base transforms roll
 
float m_fIgnoreParentPitch
 1 - resets base transforms pitch
 
float m_fIgnoreParentYaw
 1 - resets base transforms yaw
 
bool m_bUpdateEveryFrame
 Whether the camera updates the next frame or blends with next character update.
 
vector m_OwnerTM [4]
 override automatically calculated owner transform during rendering (default - false)
 
bool m_bOwnerTMOverride
 The world space transform of the owner to the camera.
 
IEntity m_CollisionIgnoreEntity
 ignore entity in 3rd person camera collision solver
 

Constructor & Destructor Documentation

◆ DayZPlayerCameraResult()

private void DayZPlayerCameraResult ( )
inlineprivate

cannot be instanced from script (always created from C++)

◆ ~DayZPlayerCameraResult()

private void ~DayZPlayerCameraResult ( )
inlineprivate

cannot be instanced from script (always created from C++)

Field Documentation

◆ m_bOwnerTMOverride

bool m_bOwnerTMOverride
private

The world space transform of the owner to the camera.

◆ m_bUpdateEveryFrame

bool m_bUpdateEveryFrame
private

Whether the camera updates the next frame or blends with next character update.

◆ m_bUpdateWhenBlendOut

bool m_bUpdateWhenBlendOut
private

true - camera is updated when blending to new camera (Ironsights == false)

◆ m_CameraTM

vector m_CameraTM[4]
private

transformation matrix - pos + orient of the camera

◆ m_CollisionIgnoreEntity

IEntity m_CollisionIgnoreEntity
private

ignore entity in 3rd person camera collision solver

◆ m_fDistance

float m_fDistance
private

camera distance (external cameras only)

◆ m_fFovAbsolute

float m_fFovAbsolute
private

fov absolute value override - -1.0 default, if set - overrides absolute fov setting

◆ m_fFovMultiplier

float m_fFovMultiplier
private

fov multiplier - 1.0 default - used for modifying fov -

◆ m_fIgnoreParentPitch

float m_fIgnoreParentPitch
private

1 - resets base transforms pitch

◆ m_fIgnoreParentRoll

float m_fIgnoreParentRoll
private

1 - resets base transforms roll

◆ m_fIgnoreParentYaw

float m_fIgnoreParentYaw
private

1 - resets base transforms yaw

◆ m_fInsideCamera

float m_fInsideCamera
private

0 not used, 1 - pos, 2 - rot, 3 - pos+rot applied as a parent to m_CameraTM, 4 as 3 but cam aligned with Y

0..1 (0 normal lod, 1 inside lod), >0.7 -> inside

◆ m_fNearPlane

float m_fNearPlane
private

nearplane distance

◆ m_fPositionModelSpace

float m_fPositionModelSpace
private

0.0 position is in heading space, 1.0 position is in model space

◆ m_fPredictCollisionRadius

float m_fPredictCollisionRadius
private

sphere radius used for collision prediction

◆ m_fShootFromCamera

float m_fShootFromCamera
private

1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)

◆ m_fUseHeading

float m_fUseHeading
private

0..1 (0 uses direct dir returned, 1 uses heading from player)

◆ m_iDirectBone

int m_iDirectBone
private

-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone

◆ m_iDirectBoneMode

int m_iDirectBoneMode
private

◆ m_OwnerTM

vector m_OwnerTM[4]
private

override automatically calculated owner transform during rendering (default - false)


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