/* * Author: F3 Project, Head, SilentSpike * Handles camera manipulation according to input * * Arguments: * None * * Return Value: * None * * Example: * [ace_spectator_fnc_handleCamera, 0] call CBA_fnc_addPerFrameHandler; * * Public: No */ #include "script_component.hpp" // Kill PFH when display is closed if (isNull (GETUVAR(GVAR(display),displayNull))) exitWith { [_this select 1] call CBA_fnc_removePerFrameHandler; }; // Different behaviour based on camera mode switch (GVAR(camMode)) do { case 0: { // Free _oldPos = getPosASL GVAR(camera); _mX = 0; _mY = 0; _mZ = 0; if (GVAR(camDolly) select 0) then { // Forward _mY = _mY + GVAR(camSpeed); }; if (GVAR(camDolly) select 1) then { // Backward _mY = _mY - GVAR(camSpeed); }; if (GVAR(camDolly) select 2) then { // Left _mX = _mX - GVAR(camSpeed); }; if (GVAR(camDolly) select 3) then { // Right _mX = _mX + GVAR(camSpeed); }; if (GVAR(camBoom) select 0) then { // Up _mZ = _mZ + 0.5; }; if (GVAR(camBoom) select 1) then { // Down _mZ = _mZ - 0.5; }; _pan = (GVAR(camPan) + 360) % 360; _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 GVAR(camera) setPosASL GVAR(camPos); GVAR(camera) setDir GVAR(camPan); [GVAR(camera), GVAR(camTilt), GVAR(camBank)] call BIS_fnc_setPitchBank; }; case 1: { // Internal // Update view when state of unit changes if !( (alive GVAR(camUnit)) && {vehicle GVAR(camUnit) == GVAR(camUnit)} && {GVAR(camUnit) in GVAR(unitList)} ) then { [] call FUNC(updateView); }; }; };