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e47e18001f
* Update display name in team * Update display name everywhere * order https://youtu.be/VYycQTm2HrM --------- Co-authored-by: BrettMayson <brett@mayson.io>
55 lines
2.0 KiB
Plaintext
55 lines
2.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Nelson Duarte, kymckay
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* Moves the spectator camera to a position relative to the camera focus.
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* Used for 3PP camera and teleporting, etc.
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*
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* Arguments:
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* 0: New Target <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player] call ace_spectator_fnc_cam_prepareTarget
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*
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* Public: No
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*/
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private _focus = vehicle (param [0, objNull, [objNull]]);
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TRACE_1("cam_prepareTarget",_focus);
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if !(isNull _focus) then {
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// Zooming takes place smoothly over multiple frames
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// _zoom is target set by user, _zoomTrue is actual value each frame
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private _zoom = [0, GVAR(camDistance)] select (GVAR(camMode) == MODE_FOLLOW);
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private _zoomTrue = GVAR(camDistanceTrue);
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// Interpolate zoom each frame until desired zoom is reached
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if (_zoomTrue != _zoom) then {
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_zoomTrue = (_zoomTrue * (1 - GVAR(camDeltaTime) * 10)) + (_zoom * GVAR(camDeltaTime) * 10);
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GVAR(camDistanceTrue) = _zoomTrue;
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TRACE_2("new zoom",GVAR(camDeltaTime),_zoomTrue);
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};
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// The distance at which to place camera from the focus pivot
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private _bbd = [_focus] call BIS_fnc_getObjectBBD;
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private _distance = (_bbd select 1) + _zoomTrue;
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// The pivot on the target vehicle
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private _isMan = _focus isKindOf "Man";
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private _height = if !(_isMan) then { (_bbd select 2) / 3 } else { switch (stance _focus) do { case "STAND": {1.4}; case "CROUCH": {0.8}; default {0.4}; }; };
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private _center = if (_isMan) then { _focus modelToWorldVisualWorld (_focus selectionPosition "Spine3") } else { _focus modelToWorldVisualWorld [0,0,_height] };
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// Set dummy location and rotation
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private _dummy = GVAR(camDummy);
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_dummy setPosASL _center;
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[_dummy, [GVAR(camYaw), GVAR(camPitch), 0]] call BIS_fnc_setObjectRotation;
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// Apply location and rotation to camera
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GVAR(camera) setPosASL (_dummy modelToWorldVisualWorld [0, -_distance, 0]);
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GVAR(camera) setVectorDirAndUp [vectorDirVisual _dummy, vectorUpVisual _dummy];
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};
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