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bf4b49a213
* Use `Visual` commands for icons and external camera position
76 lines
2.4 KiB
Plaintext
76 lines
2.4 KiB
Plaintext
/*
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* Author: F3 Project, Head, SilentSpike
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* Handles free camera manipulation according to input
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*
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* Arguments:
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* 0: Parameters <ANY>
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* 1: PFH handle <NUMBER>
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*
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* Return Value:
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* None <NIL>
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*
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* Example:
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* [ace_spectator_fnc_handleCamera, 0] call CBA_fnc_addPerFrameHandler;
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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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// 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;
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_tilt = GVAR(camTilt);
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if (GVAR(camMode) == 0) then {
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private ["_oldPos","_altMod","_zoomMod","_mX","_mY","_mZ","_x","_y","_z"];
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_camera = GVAR(freeCamera);
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_oldPos = GVAR(camPos);
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// Dolly/Boom amount should be influnced by zoom level (it should really be exponential)
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// Dollying should also slow as the camera gets close to the ground
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_zoomMod = (GVAR(camZoom) * 0.8) max 1;
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_altMod = ((((getPos _camera) select 2) * 0.05) max 0.1) min 1;
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_mX = (GVAR(camDolly) select 0) * _altMod / _zoomMod;
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_mY = (GVAR(camDolly) select 1) * _altMod / _zoomMod;
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_mZ = GVAR(camBoom) / _zoomMod;
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_x = (_oldPos select 0) + (_mX * cos(_pan)) + (_mY * sin(_pan));
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_y = (_oldPos select 1) - (_mX * sin(_pan)) + (_mY * cos(_pan));
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_z = (_oldPos select 2) + _mZ;
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// Prevent camera going under terrain
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GVAR(camPos) = [_x,_y,_z max (getTerrainHeightASL [_x,_y])];
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// Update camera position and rotation
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_camera setPosASL GVAR(camPos);
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_camera setDir _pan;
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[_camera, _tilt, 0] call BIS_fnc_setPitchBank;
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} else {
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private ["_unit","_target","_distance","_vector"];
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_camera = GVAR(unitCamera);
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_unit = GVAR(camUnit);
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_target = GVAR(targetCamera);
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_distance = GVAR(camDistance);
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// Generate a position vector relative to the unit
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_vector = [0,-_distance*cos(_tilt),0];
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_vector = [_vector,[-_pan] call CBA_fnc_simplifyAngle180] call BIS_fnc_rotateVector2D;
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_vector = _vector vectorAdd [0,0,_distance*sin(-_tilt)];
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// Update the position of the target camera (used for smooth unit tracking)
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_target camSetPos ((ASLToAGL getPosASLVisual _unit) vectorAdd [0,0,1.5]);
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_target camCommit 0;
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// Update the relative position of the unit camera
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_camera camSetRelPos _vector;
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_camera camCommit 0;
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GVAR(camPos) = getPosASL _camera;
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};
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