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82aa953e66
* Fix BIS_fnc_lerp causing crash in 3rd person spectator * Clarify spectator 3PP camera distance code
143 lines
4.4 KiB
Plaintext
143 lines
4.4 KiB
Plaintext
/*
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* Author: Nelson Duarte, SilentSpike
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* Handles camera initialisation and destruction
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*
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* Arguments:
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* 0: Init/Terminate <BOOL>
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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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* [true] call ace_spectator_fnc_cam
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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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params ["_init"];
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TRACE_1("cam",_init);
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// No change
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if (_init isEqualTo !isNil QGVAR(camera)) exitWith {};
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// Note that init and destroy intentionally happen in reverse order
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// Init: Vars > Camera > Camera Stuff
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// Destroy: Camera Stuff > Camera > Vars
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if (_init) then {
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// Start tracking camera attributes if not pre-set by public function
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ISNILS(GVAR(camMode),MODE_FREE);
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ISNILS(GVAR(camVision),VISION_NORM);
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ISNILS(GVAR(camFocus),objNull);
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// Ticking related
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GVAR(camDeltaTime) = 0;
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GVAR(camLastTickTime) = 0;
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GVAR(camHasTarget) = false;
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GVAR(camTargetInVehicle) = false;
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// Follow camera related
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GVAR(camDistance) = 0;
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GVAR(camDistanceTrue) = 0;
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GVAR(camYaw) = 0;
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GVAR(camPitch) = 0;
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// Toggles
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GVAR(camSlow) = false;
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GVAR(camLights) = [];
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GVAR(camLight) = false;
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// Handle pre-set pos and dir (delete GVARs when done)
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private _pos = if (isNil QGVAR(camPos)) then {eyePos player} else {GVAR(camPos)};
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private _dir = if (isNil QGVAR(camDir)) then {getDirVisual player} else {GVAR(camDir)};
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GVAR(camPos) = nil;
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GVAR(camDir) = nil;
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// Create the camera (CamCurator required for engine driven controls)
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private _camera = "CamCurator" camCreate _pos;
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if (isNull _camera) exitWith { ERROR("Camera wasn't created successfully"); };
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// Switch to the camera and set its attributes
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_camera cameraEffect ["internal", "back"];
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_camera setPosASL _pos;
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_camera setDir _dir;
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_camera camCommand "maxPitch 89";
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_camera camCommand "minPitch -89";
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_camera camCommand format ["speedDefault %1", SPEED_DEFAULT];
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_camera camCommand format ["speedMax %1", SPEED_FAST];
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_camera camCommand "ceilingHeight 5000";
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cameraEffectEnableHUD true;
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// If camera followed terrain it would be annoying to track units, etc.
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_camera camCommand "atl off";
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// Camera speed should be consistent irrespective of height (painfully slow otherwise)
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_camera camCommand "surfaceSpeed off";
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// Store camera
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GVAR(camera) = _camera;
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// Create dummy target used for follow camera
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GVAR(camDummy) = "Logic" createVehicleLocal getPosASLVisual GVAR(camFocus);
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// Handle initial camera mode limitation
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if !(GVAR(camMode) in GVAR(availableModes)) then {
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GVAR(camMode) = GVAR(availableModes) select 0;
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};
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// If inital camera mode is not free cam and no focus, find initial focus
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if (GVAR(camMode) != MODE_FREE && isNull GVAR(camFocus)) then {
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[true] call FUNC(setFocus);
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};
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// Set the initial camera mode (could be pre-set or limited)
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[GVAR(camMode)] call FUNC(cam_setCameraMode);
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// Handle initial vision mode limitation
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if !(GVAR(camVision) in GVAR(availableVisions)) then {
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GVAR(camVision) = GVAR(availableVisions) select 0;
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};
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// Set the initial vision mode (could be pre-set or limited)
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[GVAR(camVision)] call FUNC(cam_setVisionMode);
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// Start ticking (follow camera requires EachFrame to avoid jitter)
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GVAR(camTick) = addMissionEventHandler ["EachFrame", {call FUNC(cam_tick)}];
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} else {
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// Stop ticking
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removeMissionEventHandler ["EachFrame", GVAR(camTick)];
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GVAR(camTick) = nil;
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// Return to player view
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if !(isNull GVAR(camera)) then {
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GVAR(camera) cameraEffect ["terminate", "back"];
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deleteVehicle GVAR(camera);
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};
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player switchCamera "internal";
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// Remove camera variable
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GVAR(camera) = nil;
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// Destroy dummy target
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deleteVehicle (GVAR(camDummy));
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GVAR(camDummy) = nil;
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// Stop tracking everything
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GVAR(camMode) = nil;
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GVAR(camVision) = nil;
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GVAR(camFocus) = nil;
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GVAR(camDeltaTime) = nil;
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GVAR(camLastTickTime) = nil;
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GVAR(camHasTarget) = nil;
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GVAR(camTargetInVehicle) = nil;
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GVAR(camDistance) = nil;
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GVAR(camDistanceTrue) = nil;
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GVAR(camYaw) = nil;
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GVAR(camPitch) = nil;
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GVAR(camSlow) = nil;
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GVAR(camLights) = nil;
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GVAR(camLight) = nil;
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};
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