ACE3/addons/spectator/functions/fnc_handleCamera.sqf

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/*
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* Author: F3 Project, Head, SilentSpike
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* Handles free camera manipulation according to input
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*
* Arguments:
* 0: Parameters <ANY>
* 1: PFH handle <NUMBER>
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*
* Return Value:
* None <NIL>
*
* Example:
* [ace_spectator_fnc_handleCamera, 0] call CBA_fnc_addPerFrameHandler;
*
* Public: No
*/
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#include "script_component.hpp"
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// Kill PFH when not in free cam (or display is closed)
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if (isNil QGVAR(camHandler)) exitWith { [_this select 1] call CBA_fnc_removePerFrameHandler; };
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private ["_camera","_pan","_tilt"];
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_pan = (GVAR(camPan) + 360) % 360;
_tilt = GVAR(camTilt);
if (GVAR(camMode) == 0) then {
private ["_oldPos","_altMod","_zoomMod","_mX","_mY","_mZ","_x","_y","_z"];
_camera = GVAR(freeCamera);
_oldPos = GVAR(camPos);
// Dolly/Boom amount should be influnced by zoom level (it should really be exponential)
// Dollying should also slow as the camera gets close to the ground
_zoomMod = (GVAR(camZoom) * 0.8) max 1;
_altMod = ((((getPos _camera) select 2) * 0.05) max 0.1) min 1;
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_mX = (GVAR(camDolly) select 0) * _altMod / _zoomMod;
_mY = (GVAR(camDolly) select 1) * _altMod / _zoomMod;
_mZ = GVAR(camBoom) / _zoomMod;
_x = (_oldPos select 0) + (_mX * cos(_pan)) + (_mY * sin(_pan));
_y = (_oldPos select 1) - (_mX * sin(_pan)) + (_mY * cos(_pan));
_z = (_oldPos select 2) + _mZ;
// Prevent camera going under terrain
GVAR(camPos) = [_x,_y,_z max (getTerrainHeightASL [_x,_y])];
// Update camera position and rotation
_camera setPosASL GVAR(camPos);
_camera setDir _pan;
[_camera, _tilt, 0] call BIS_fnc_setPitchBank;
} else {
private ["_unit","_target","_distance","_vector"];
_camera = GVAR(unitCamera);
_unit = GVAR(camUnit);
_target = GVAR(targetCamera);
_distance = GVAR(camDistance);
// Generate a position vector relative to the unit
_vector = [0,-_distance*cos(_tilt),0];
_vector = [_vector,[-_pan] call CBA_fnc_simplifyAngle180] call BIS_fnc_rotateVector2D;
_vector = _vector vectorAdd [0,0,_distance*sin(-_tilt)];
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// Update the position of the target camera (used for smooth unit tracking)
_target camSetPos ((_unit modelToWorldVisual [0,0,0]) vectorAdd [0,0,1.5]);
_target camCommit 0;
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// Update the relative position of the unit camera
_camera camSetRelPos _vector;
_camera camCommit 0;
GVAR(camPos) = getPosASL _camera;
};