this is main camera class More...
Private Attributes | |
protected int | m_iBoneIndex = -1 |
main bone | |
protected vector | m_OffsetLS |
position offset | |
protected float | m_fUpDownAngle |
up down angle in rad | |
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 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_fCameraLRShoulder |
shoulder offsets | |
protected float | m_fCameraLRShoulderVel [1] |
protected float | m_fPredictCollisionRadius |
collision prediction | |
ref HumanMovementState | m_MovementState = new HumanMovementState() |
movement state | |
protected bool | m_isEntering = false |
protected bool | m_opticsHasWeaponOverride = false |
protected ref array< float > | temp_array |
protected PPERequester_CameraADS | m_RequesterADS |
float | m_velocityYaw [1] |
camera dynamics | |
float | m_velocityPitch [1] |
float | m_dynamicsStrength |
float | m_dynamicsSmoothTime |
vector | m_SightMisalignmentModifier |
float | m_movementTimeAcc |
float | m_movementAmplitudeX |
float | m_movementAmplitudeY |
float | m_movementFrequencyX |
float | m_movementFrequencyY |
protected float | m_fShootFromCamera = 0.0 |
settings | |
protected vector | m_OpticsCamPos |
protected vector | m_OpticsCamDir |
Static Private Attributes | |
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 | |
static const float | CONST_UD_MIN_BACK = -25.0 |
down limit on back | |
this is main camera class
|
inlineprivate |
References HoldBreathFOVEffect(), m_fShootFromCamera, and m_iBoneIndex.
Referenced by OnUpdate().
|
inlineprivate |
References m_iBoneIndex, m_OffsetLS, and Print().
|
inlineprivate |
|
inlineprivate |
References Class::CastTo(), GetCurrentSightInfo(), Init(), m_iBoneIndex, m_WeaponSwayModifier, Print(), and SetupSightEntities().
|
inlineprivate |
References m_fLeftRightAngleAdd, and m_fUpDownAngleAdd.
|
inlineprivate |
References m_fLeftRightAngleAdd, and m_fUpDownAngleAdd.
|
inlineprivate |
References m_fLeftRightAngleAdd, and m_fUpDownAngleAdd.
|
inlineprivate |
References m_fLeftRightAngle, and m_fUpDownAngle.
|
inlineprivate |
References m_fLeftRightAngle, and m_fUpDownAngle.
|
inlineprivate |
References m_fLeftRightAngle, and m_fUpDownAngle.
|
inlineprivate |
|
inlineprivate |
|
inlineprivate |
|
inlineprivate |
References m_opticsUsed, and m_weaponUsed.
Referenced by GetCurrentSightInfo(), and OnUpdate().
References ErrorEx, ItemOptics::GetCameraPoint(), GetCurrentSightEntity(), m_opticsUsed, m_weaponUsed, and ItemOptics::UseWeaponIronsightsOverride().
Referenced by DayZPlayerCameraIronsights().
References GameConstants::DZPLAYER_CAMERA_FOV_EYEZOOM, GameConstants::DZPLAYER_CAMERA_FOV_IRONSIGHTS, m_fFovAbsolute, m_fFovAbsVel, m_pPlayer, and Math::SmoothCD().
Referenced by AdjustCameraParameters().
|
inlineprivate |
References m_fLeftRightAngle, m_fLeftRightAngleAdd, m_fUpDownAngle, and m_fUpDownAngleAdd.
|
inlineprivate |
References m_fLeftRightAngle, m_fLeftRightAngleAdd, m_fUpDownAngle, and m_fUpDownAngleAdd.
|
inlineprivate |
References m_fLeftRightAngle, m_fLeftRightAngleAdd, m_fUpDownAngle, and m_fUpDownAngleAdd.
|
inlineprivate |
update angles from input
References CONST_LR_MAX, CONST_LR_MIN, CONST_UD_MAX, CONST_UD_MIN, GetCurrentOrientation(), InitCameraOnPlayer(), m_CurrentCameraPitch, m_CurrentCameraYaw, m_fLeftRightAngle, m_fLeftRightAngleAdd, m_fUpDownAngle, m_fUpDownAngleAdd, m_iBoneIndex, m_OffsetLS, m_pPlayer, ProcessCameraShake(), StdFovUpdate(), UpdateCameraNV(), UpdateLRAngleUnlocked(), UpdateUDAngleUnlocked(), and Math3D::YawPitchRollMatrix().
|
inlineprivate |
update angles from input
base bone pos
apply shoulder dist
store distance
References HumanInputController::Camera3rdIsRightShoulder(), CONST_LR_MAX, CONST_LR_MIN, CONST_UD_MAX, CONST_UD_MIN, GetCurrentOrientation(), InitCameraOnPlayer(), m_bShoulderInLS, m_CameraOffsetLS, m_CameraOffsetMS, m_CurrentCameraPitch, m_CurrentCameraYaw, m_fCameraLRShoulder, m_fCameraLRShoulderVel, m_fDistance, m_fLeanDistance, HumanMovementState::m_fLeaning, m_fLeftRightAngle, m_fLeftRightAngleAdd, m_fPredictCollisionRadius, m_fShoulderWidth, m_fUpDownAngle, m_fUpDownAngleAdd, m_iBoneIndex, m_MovementState, m_pInput, m_pPlayer, ProcessCameraShake(), Math::SmoothCD(), StdFovUpdate(), UpdateCameraNV(), UpdateLRAngleUnlocked(), UpdateUDAngleUnlocked(), and Math3D::YawPitchRollMatrix().
|
inlineprivate |
update angles from input
References AdjustCameraParameters(), CONST_LR_MAX, CONST_LR_MIN, CONST_UD_MAX, CONST_UD_MIN, CONST_UD_MIN_BACK, HumanInputController::GetAimDelta(), HumanCommandMove::GetCurrentMovementSpeed(), GetCurrentSightEntity(), GetGame(), GetPlayer(), HumanItemAccessor(), m_CameraShake, m_CurrentCameraPitch, m_CurrentCameraYaw, m_fLeftRightAngle, m_fLeftRightAngleAdd, m_fUpDownAngle, m_fUpDownAngleAdd, m_iBoneIndex, m_pInput, m_pPlayer, Math3D::MatrixMultiply4(), Math::PI2, Math::RAD2DEG, Math::Sin(), Math::SmoothCD(), CameraShake::Update(), UpdateBatteryOptics(), UpdateCameraNV(), UpdateLRAngleUnlocked(), UpdateUDAngleUnlocked(), x, y, Math3D::YawPitchRollMatrix(), and vector::Zero.
|
inlineprivate |
References GetCameraNVType(), ItemOptics::GetOpticsDOF(), IsCameraNV(), m_opticsUsed, m_pPlayer, m_weaponUsed, and SetNVPostprocess().
Referenced by OnActivate(), and UpdateCameraNV().
|
inlineprivate |
References m_CameraPPDelay, DayZPlayerCameras::TIME_CAMERACHANGE_01, and DayZPlayerCameras::TIME_CAMERACHANGE_02.
Referenced by OnActivate().
|
inlineprivate |
References ItemOptics::HasWeaponIronsightsOverride(), m_opticsUsed, m_pPlayer, and m_weaponUsed.
Referenced by DayZPlayerCameraIronsights().
|
inlineprivate |
References ItemOptics::UpdateOpticsReddotVisibility().
Referenced by OnUpdate().
|
staticprivate |
up limit
|
staticprivate |
down limit
|
staticprivate |
up limit
|
staticprivate |
down limit
Referenced by OnUpdate().
|
staticprivate |
down limit on back
Referenced by OnUpdate().
|
private |
true - shoulder is in local space
|
private |
local space offset
Referenced by OnUpdate().
|
private |
model space offset
Referenced by OnUpdate(), and OnUpdate().
|
private |
|
private |
|
private |
shoulder offsets
|
private |
|
private |
distance from start
Referenced by OnUpdate(), and OnUpdate().
|
private |
shift on leaning
Referenced by OnUpdate().
|
private |
left right angle in rad (in freelook only)
Referenced by GetBaseAngles(), and GetBaseAngles().
|
private |
left right angle in rad (in freelook only)
Referenced by GetAdditiveAngles(), and GetAdditiveAngles().
|
private |
collision prediction
Referenced by OnUpdate().
|
private |
camera roll (deprecated)
|
private |
settings
Referenced by AdjustCameraParameters().
|
private |
shoulder camera widths
|
private |
up down angle in rad
runtime values
up down angle in rad
Referenced by GetBaseAngles(), and GetBaseAngles().
|
private |
up down angle in rad
Referenced by GetAdditiveAngles(), and GetAdditiveAngles().
|
private |
main bone
runtime values
runtime config
main bone
right hand dummy bone index
Referenced by AdjustCameraParameters().
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
movement state
|
private |
|
private |
position offset
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
camera dynamics