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DayZPlayerCamera3rdPerson.c File Reference

Data Structures

class  DayZPlayerCameraBase
 this is main camera class More...
 
class  DayZPlayerCamera3rdPersonErc
 
class  DayZPlayerCamera3rdPersonErcRaised
 
class  DayZPlayerCamera3rdPersonCrouch
 
class  DayZPlayerCamera3rdPersonProneBase
 

Functions

class DayZPlayerCamera3rdPerson extends DayZPlayerCameraBase DayZPlayerCamera3rdPersonErc (DayZPlayer pPlayer, HumanInputController pInput)
 
void DayZPlayerCamera3rdPerson (DayZPlayer pPlayer, HumanInputController pInput)
 
override void OnActivate (DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
 
override void OnUpdate (float pDt, out DayZPlayerCameraResult pOutResult)
 
override vector GetBaseAngles ()
 
override vector GetAdditiveAngles ()
 
override string GetCameraName ()
 
class DayZPlayerCamera3rdPersonJump extends DayZPlayerCamera3rdPersonErc DayZPlayerCamera3rdPersonClimb (DayZPlayer pPlayer, HumanInputController pInput)
 
void DayZPlayerCamera3rdPersonJump (DayZPlayer pPlayer, HumanInputController pInput)
 
class DayZPlayerCamera3rdPersonErcSpr extends DayZPlayerCamera3rdPersonErc DayZPlayerCamera3rdPersonErcRaised (DayZPlayer pPlayer, HumanInputController pInput)
 
void DayZPlayerCamera3rdPersonErcSpr (DayZPlayer pPlayer, HumanInputController pInput)
 
override bool IsCamera3rdRaised ()
 
void DayZPlayerCamera3rdPersonCrouch (DayZPlayer pPlayer, HumanInputController pInput)
 
float UpdateLRAngleLookAt (float pMin, float pMax, float pDt)
 
class DayZPlayerCamera3rdPersonProne extends DayZPlayerCamera3rdPersonProneBase DayZPlayerCamera3rdPersonProneRaised (DayZPlayer pPlayer, HumanInputController pInput)
 
void DayZPlayerCamera3rdPersonProne (DayZPlayer pPlayer, HumanInputController pInput)
 

Variables

static const float CONST_UD_MIN = -85.0
 down limit
 
static const float CONST_UD_MAX = 85.0
 up limit
 
static const float CONST_LR_MIN = -160.0
 down limit
 
static const float CONST_LR_MAX = 160.0
 up limit
 
protected int m_iBoneIndex = -1
 runtime config
 
protected vector m_CameraOffsetMS
 model space offset
 
protected vector m_CameraOffsetLS
 local space offset
 
protected float m_fDistance
 distance from start
 
protected float m_fShoulderWidth
 shoulder camera widths
 
protected bool m_bShoulderInLS
 true - shoulder is in local space
 
protected float m_fRoll
 camera roll (deprecated)
 
protected float m_fLeanDistance
 shift on leaning
 
protected float m_fUpDownAngle
 runtime values
 
protected float m_fUpDownAngleAdd
 up down angle in rad
 
protected float m_fLeftRightAngle
 left right angle in rad (in freelook only)
 
protected float m_fLeftRightAngleAdd
 left right angle in rad (in freelook only)
 
protected float m_fCameraLRShoulder
 shoulder offsets
 
protected float m_fCameraLRShoulderVel [1]
 
protected float m_fPredictCollisionRadius
 collision prediction
 
ref HumanMovementState m_MovementState = new HumanMovementState()
 movement state
 
float m_fDelay
 runtime config
 
float m_fDamping
 
float m_fDelayTimer
 runtime values
 
float m_fJumpStartY
 
float m_fJumpOffset
 
float m_jumpOffsetVelocity [1]
 
protected int m_iPelvisBone
 
protected float m_fTime
 
class DayZPlayerCamera3rdPersonErcRaisedMelee extends DayZPlayerCamera3rdPersonErcRaised CONST_CAMERAMOVEMENTHEIGH = 0.4
 
protected float m_fCameraHeight
 
protected float m_fCameraHeightVel [1]
 
class DayZPlayerCamera3rdPersonCrouchRaised extends DayZPlayerCamera3rdPersonCrouch m_BaseOffsetVelX [1]
 
class DayZPlayerCamera3rdPersonCrouchRaised extends DayZPlayerCamera3rdPersonCrouch m_BaseOffsetVelY [1]
 
class DayZPlayerCamera3rdPersonCrouchRaised extends DayZPlayerCamera3rdPersonCrouch m_BaseOffsetVelZ [1]
 
protected float m_LookAtLRAngle
 

Function Documentation

◆ DayZPlayerCamera3rdPerson()

void DayZPlayerCamera3rdPerson ( DayZPlayer  pPlayer,
HumanInputController  pInput 
)

◆ DayZPlayerCamera3rdPersonClimb()

class DayZPlayerCamera3rdPersonJump extends DayZPlayerCamera3rdPersonErc DayZPlayerCamera3rdPersonClimb ( DayZPlayer  pPlayer,
HumanInputController  pInput 
)

◆ DayZPlayerCamera3rdPersonCrouch()

◆ DayZPlayerCamera3rdPersonErc()

◆ DayZPlayerCamera3rdPersonErcRaised()

◆ DayZPlayerCamera3rdPersonErcSpr()

void DayZPlayerCamera3rdPersonErcSpr ( DayZPlayer  pPlayer,
HumanInputController  pInput 
)

◆ DayZPlayerCamera3rdPersonJump()

void DayZPlayerCamera3rdPersonJump ( DayZPlayer  pPlayer,
HumanInputController  pInput 
)

runtime config

runtime values

References m_CameraOffsetMS, m_fDistance, m_fPredictCollisionRadius, and m_iBoneIndex.

Referenced by DayZPlayerCameras::RegisterCameras().

◆ DayZPlayerCamera3rdPersonProne()

void DayZPlayerCamera3rdPersonProne ( DayZPlayer  pPlayer,
HumanInputController  pInput 
)

◆ DayZPlayerCamera3rdPersonProneRaised()

class DayZPlayerCamera3rdPersonProne extends DayZPlayerCamera3rdPersonProneBase DayZPlayerCamera3rdPersonProneRaised ( DayZPlayer  pPlayer,
HumanInputController  pInput 
)

◆ GetAdditiveAngles()

override vector GetAdditiveAngles ( )

◆ GetBaseAngles()

override vector GetBaseAngles ( )

◆ GetCameraName()

override string GetCameraName ( )

◆ IsCamera3rdRaised()

override bool IsCamera3rdRaised ( )

◆ OnActivate()

override void OnActivate ( DayZPlayerCamera  pPrevCamera,
DayZPlayerCameraResult  pPrevCameraResult 
)

◆ OnUpdate()

override void OnUpdate ( float  pDt,
out DayZPlayerCameraResult  pOutResult 
)

update angles from input

base bone pos

apply shoulder dist

store distance

basically -> transform up vector (0,1,0) and read x coord -> and set is as roll

prev update

movement height

prev update

update angles from input

this is actually negative to yaw

base bone pos

apply shoulder dist

store distance

◆ UpdateLRAngleLookAt()

Variable Documentation

◆ CONST_CAMERAMOVEMENTHEIGH

class DayZPlayerCamera3rdPersonErcRaisedMelee extends DayZPlayerCamera3rdPersonErcRaised CONST_CAMERAMOVEMENTHEIGH = 0.4

◆ CONST_LR_MAX

const float CONST_LR_MAX = 160.0
static

up limit

◆ CONST_LR_MIN

const float CONST_LR_MIN = -160.0
static

down limit

◆ CONST_UD_MAX

const float CONST_UD_MAX = 85.0
static

up limit

◆ CONST_UD_MIN

const float CONST_UD_MIN = -85.0
static

down limit

◆ m_BaseOffsetVelX

class DayZPlayerCamera3rdPersonCrouchRaised extends DayZPlayerCamera3rdPersonCrouch m_BaseOffsetVelX[1]

◆ m_BaseOffsetVelY

class DayZPlayerCamera3rdPersonCrouchRaised extends DayZPlayerCamera3rdPersonCrouch m_BaseOffsetVelY[1]

◆ m_BaseOffsetVelZ

class DayZPlayerCamera3rdPersonCrouchRaised extends DayZPlayerCamera3rdPersonCrouch m_BaseOffsetVelZ[1]

◆ m_bShoulderInLS

protected bool m_bShoulderInLS

true - shoulder is in local space

Referenced by DayZPlayerCameraBase::OnUpdate().

◆ m_CameraOffsetLS

◆ m_CameraOffsetMS

◆ m_fCameraHeight

protected float m_fCameraHeight

◆ m_fCameraHeightVel

protected float m_fCameraHeightVel[1]

◆ m_fCameraLRShoulder

protected float m_fCameraLRShoulder

◆ m_fCameraLRShoulderVel

protected float m_fCameraLRShoulderVel[1]

◆ m_fDamping

◆ m_fDelay

◆ m_fDelayTimer

float m_fDelayTimer

runtime values

Referenced by DayZPlayerCamera3rdPersonErc::OnUpdate().

◆ m_fDistance

protected float m_fDistance

distance from start

Referenced by DayZPlayerCamera3rdPersonCrouch().

◆ m_fJumpOffset

float m_fJumpOffset

◆ m_fJumpStartY

float m_fJumpStartY

◆ m_fLeanDistance

protected float m_fLeanDistance

shift on leaning

Referenced by DayZPlayerCameraBase::DayZPlayerCamera3rdPerson().

◆ m_fLeftRightAngle

protected float m_fLeftRightAngle

left right angle in rad (in freelook only)

◆ m_fLeftRightAngleAdd

protected float m_fLeftRightAngleAdd

left right angle in rad (in freelook only)

◆ m_fPredictCollisionRadius

protected float m_fPredictCollisionRadius

collision prediction

◆ m_fRoll

protected float m_fRoll

camera roll (deprecated)

◆ m_fShoulderWidth

◆ m_fTime

◆ m_fUpDownAngle

protected float m_fUpDownAngle

runtime values

up down angle in rad

◆ m_fUpDownAngleAdd

protected float m_fUpDownAngleAdd

up down angle in rad

◆ m_iBoneIndex

protected int m_iBoneIndex = -1

runtime config

main bone

◆ m_iPelvisBone

◆ m_jumpOffsetVelocity

float m_jumpOffsetVelocity[1]

◆ m_LookAtLRAngle

protected float m_LookAtLRAngle

Referenced by UpdateLRAngleLookAt().

◆ m_MovementState