ACE3/addons/spectator/functions/fnc_cam_prepareTarget.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: Nelson Duarte, kymckay
* Moves the spectator camera to a position relative to the camera focus.
* Used for 3PP camera and teleporting, etc.
*
* Arguments:
* 0: New Target <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player] call ace_spectator_fnc_cam_prepareTarget
*
* Public: No
*/
private _focus = vehicle (param [0, objNull, [objNull]]);
TRACE_1("cam_prepareTarget",_focus);
if !(isNull _focus) then {
// Zooming takes place smoothly over multiple frames
// _zoom is target set by user, _zoomTrue is actual value each frame
private _zoom = [0, GVAR(camDistance)] select (GVAR(camMode) == MODE_FOLLOW);
private _zoomTrue = GVAR(camDistanceTrue);
// Interpolate zoom each frame until desired zoom is reached
if (_zoomTrue != _zoom) then {
_zoomTrue = (_zoomTrue * (1 - GVAR(camDeltaTime) * 10)) + (_zoom * GVAR(camDeltaTime) * 10);
GVAR(camDistanceTrue) = _zoomTrue;
TRACE_2("new zoom",GVAR(camDeltaTime),_zoomTrue);
};
// The distance at which to place camera from the focus pivot
private _bbd = [_focus] call BIS_fnc_getObjectBBD;
private _distance = (_bbd select 1) + _zoomTrue;
// The pivot on the target vehicle
private _isMan = _focus isKindOf "Man";
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}; }; };
private _center = if (_isMan) then { _focus modelToWorldVisualWorld (_focus selectionPosition "Spine3") } else { _focus modelToWorldVisualWorld [0,0,_height] };
// Set dummy location and rotation
private _dummy = GVAR(camDummy);
_dummy setPosASL _center;
[_dummy, [GVAR(camYaw), GVAR(camPitch), 0]] call BIS_fnc_setObjectRotation;
// Apply location and rotation to camera
GVAR(camera) setPosASL (_dummy modelToWorldVisualWorld [0, -_distance, 0]);
GVAR(camera) setVectorDirAndUp [vectorDirVisual _dummy, vectorUpVisual _dummy];
};