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d3ce75daef
- Overhauls the spectator module entirely to share a similar UX to BI's "End Game Spectator" while maintaining some of the extended flexibility of ACE Spectator. - Simplifies spectator setup by reducing the number of settings. More advanced setup is still possible via the API functions provided.
52 lines
1.7 KiB
Plaintext
52 lines
1.7 KiB
Plaintext
/*
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* Author: Nelson Duarte, SilentSpike
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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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#include "script_component.hpp"
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private _focus = vehicle (param [0, objNull, [objNull]]);
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if !(isNull _focus) then {
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// Interpolate zoom
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private _zoom = [0, GVAR(camDistance)] select (GVAR(camMode) == MODE_FOLLOW);
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private _zoomTemp = GVAR(camDistanceTemp);
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if (_zoomTemp != _zoom) then {
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_zoomTemp = [_zoomTemp, _zoom, 10, GVAR(camDeltaTime)] call BIS_fnc_lerp;
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GVAR(camDistanceTemp) = _zoomTemp;
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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) + _zoomTemp;
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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 { AGLToASL (_focus modelToWorldVisual (_focus selectionPosition "Spine3")) } else { AGLToASL (_focus modelToWorldVisual [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 (AGLToASL (_dummy modelToWorldVisual [0, -_distance, 0]));
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GVAR(camera) setVectorDirAndUp [vectorDirVisual _dummy, vectorUpVisual _dummy];
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};
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