DayZ 1.30
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◆ OnUpdate()

override void OnUpdate ( float pDt,
out DayZPlayerCameraResult pOutResult )

get player transform

get vehicle and set it as ignore entity for camera collision solver

update camera offset

orientation LS

create LS lag from vehicle velocities

smooth it!

setup orientation

setup position

setup rest

См. определение в файле DayZPlayerCameraVehicles.c строка 89

90 {
92 vector playerTransformWS[4];
93 m_pPlayer.GetTransform(playerTransformWS);
94
96 IEntity vehicle = m_Transport;
97 pOutResult.m_CollisionIgnoreEntity = vehicle;
98
100 vector cameraPosition = vector.Zero;
101 if ( vehicle )
102 {
103 vector vehiclePositionWS = vehicle.GetOrigin();
104 vector vehiclePositionMS = vehiclePositionWS.InvMultiply4(playerTransformWS);
105 cameraPosition = vehiclePositionMS + m_CameraOffsetMS;
106 }
107
112
114 vector posDiffLS = vector.Zero;
115 vector rotDiffLS = vector.Zero;
116
117 vector rotWS = m_pPlayer.GetOrientation();
118 rotWS = rotWS * Math.DEG2RAD;
119 rotWS[2] = 0;
120
121 vector velocity = GetVelocity(vehicle);
122
123 if (vehicle)
124 {
125 vector posDiffWS = velocity * CONST_LINEAR_VELOCITY_STRENGTH;
126 posDiffLS = posDiffLS + posDiffWS.InvMultiply3(playerTransformWS);
127
129 rotDiffLS = rotDiffLS + rotDiffWS.InvMultiply3(playerTransformWS);
130
131 vector tempRot1 = rotDiffLS;
132 rotDiffLS[0] = tempRot1[1];
133 rotDiffLS[1] = tempRot1[2];
134 rotDiffLS[2] = tempRot1[0];
135
136 rotWS[0] = rotWS[0] + rotDiffLS[0];
137 rotWS[1] = rotWS[1] + rotDiffLS[1];
138 rotWS[2] = rotWS[2] + rotDiffLS[2];
139 }
140
142 m_LagOffsetPosition[0] = Math.SmoothCD(m_LagOffsetPosition[0], posDiffLS[0], m_fLagOffsetVelocityX, 0.3, 1000, pDt);
143 m_LagOffsetPosition[1] = Math.SmoothCD(m_LagOffsetPosition[1], posDiffLS[1], m_fLagOffsetVelocityY, 0.3, 1000, pDt);
144 m_LagOffsetPosition[2] = Math.SmoothCD(m_LagOffsetPosition[2], posDiffLS[2], m_fLagOffsetVelocityZ, 0.3, 1000, pDt);
145
149
152 if (vehicle)
153 {
154 vector rotTM[3];
155 Math3D.YawPitchRollMatrix(rot, rotTM);
156
157 Math3D.MatrixInvMultiply3(playerTransformWS, rotTM, rotTM);
158
159 // because we don't have m_fIgnoreParentYaw set
160 vector tempRot = Math3D.MatrixToAngles(rotTM);
161 rot[0] = tempRot[0];
162 }
163
164 rot[0] = rot[0] * (1.0 + (Math.InverseLerp(0.0, 1.0 + CONST_ANGULAR_LAG_YAW_STRENGTH, Math.AbsFloat(rotDiffLS[0])) * CONST_ANGULAR_LAG_YAW_STRENGTH));
165 rot[1] = rot[1] * (1.0 + (Math.InverseLerp(0.0, 1.0 + CONST_ANGULAR_LAG_PITCH_STRENGTH, Math.AbsFloat(rotDiffLS[1])) * CONST_ANGULAR_LAG_PITCH_STRENGTH));
166 rot[2] = rot[2] * (1.0 + (Math.InverseLerp(0.0, 1.0 + CONST_ANGULAR_LAG_ROLL_STRENGTH, Math.AbsFloat(rotDiffLS[2])) * CONST_ANGULAR_LAG_ROLL_STRENGTH));
167
168 rot = GetCurrentOrientation() + rot;
169
170 float distance = m_fDistance;
171 distance -= (2 * Math.Clamp(Math.InverseLerp(UP_ANGLE_CAP * 0.5, CONST_UD_MAX, rot[1]), 0, 1));
172
173 if (rot[1] > UP_ANGLE_CAP)
174 {
175 rot[1] = UP_ANGLE_CAP;
176 }
177
178 Math3D.YawPitchRollMatrix(rot, pOutResult.m_CameraTM);
179
181 pOutResult.m_CameraTM[3] = cameraPosition - m_LagOffsetPosition;
182
184 pOutResult.m_fDistance = distance;
185 pOutResult.m_fUseHeading = 0.0;
186 pOutResult.m_fInsideCamera = 0.0;
187 pOutResult.m_fIgnoreParentRoll = 1.0;
188 pOutResult.m_fIgnoreParentPitch = 1.0;
189 pOutResult.m_fIgnoreParentYaw = 0.0;
190 pOutResult.m_bUpdateEveryFrame = g_Game.IsPhysicsExtrapolationEnabled();
191
192 StdFovUpdate(pDt, pOutResult);
193
194 super.OnUpdate(pDt, pOutResult);
195 }
Transport m_Transport
Определения ActionVehicleHorn.c:49
DayZGame g_Game
Определения DayZGame.c:4074
float m_fLeftRightAngle
left right angle in rad (in freelook only)
Определения DayZPlayerCamera1stPerson.c:194
float m_fUpDownAngle
up down angle in rad
Определения DayZPlayerCamera1stPerson.c:192
static const float CONST_UD_MAX
up limit
Определения DayZPlayerCamera1stPerson.c:106
float m_fLeftRightAngleAdd
left right angle in rad (in freelook only)
Определения DayZPlayerCamera1stPerson.c:195
float m_fUpDownAngleAdd
up down angle in rad
Определения DayZPlayerCamera1stPerson.c:193
static const float CONST_LR_MIN
down limit
Определения DayZPlayerCamera1stPerson.c:108
static const float CONST_LR_MAX
up limit
Определения DayZPlayerCamera1stPerson.c:109
static const float CONST_UD_MIN
down limit
Определения DayZPlayerCamera1stPerson.c:105
vector m_CameraOffsetMS
model space offset
Определения DayZPlayerCamera3rdPerson.c:301
float UpdateLRAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
Определения DayZPlayerCamera_Base.c:212
float m_CurrentCameraYaw
Определения DayZPlayerCamera_Base.c:760
float m_CurrentCameraPitch
Определения DayZPlayerCamera_Base.c:761
float UpdateUDAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
Определения DayZPlayerCamera_Base.c:150
void StdFovUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
Определения DayZPlayerCamera_Base.c:337
float m_CurrentCameraRoll
Определения DayZPlayerCamera_Base.c:762
vector m_LagOffsetOrientation
Определения DayZPlayerCameraVehicles.c:227
const float CONST_ANGULAR_LAG_ROLL_STRENGTH
Определения DayZPlayerCameraVehicles.c:32
const float CONST_ANGULAR_VELOCITY_STRENGTH
Определения DayZPlayerCameraVehicles.c:28
float m_fLagOffsetVelocityYaw[1]
Определения DayZPlayerCameraVehicles.c:231
const float UP_ANGLE_CAP
Определения DayZPlayerCameraVehicles.c:22
const float CONST_ANGULAR_LAG_PITCH_STRENGTH
Определения DayZPlayerCameraVehicles.c:31
vector m_LagOffsetPosition
lag offsets
Определения DayZPlayerCameraVehicles.c:226
float m_fLagOffsetVelocityPitch[1]
Определения DayZPlayerCameraVehicles.c:232
float m_fLagOffsetVelocityY[1]
Определения DayZPlayerCameraVehicles.c:229
float m_fLagOffsetVelocityRoll[1]
Определения DayZPlayerCameraVehicles.c:233
float m_fLagOffsetVelocityX[1]
Определения DayZPlayerCameraVehicles.c:228
const float CONST_ANGULAR_LAG_YAW_STRENGTH
Определения DayZPlayerCameraVehicles.c:30
float m_fLagOffsetVelocityZ[1]
Определения DayZPlayerCameraVehicles.c:230
const float CONST_LINEAR_VELOCITY_STRENGTH
Определения DayZPlayerCameraVehicles.c:27
Определения EnEntity.c:165
Определения EnMath3D.c:28
Определения EnMath.c:7
proto vector InvMultiply4(vector mat[4])
Invert-transforms position.
static const vector Zero
Определения EnConvert.c:123
proto vector InvMultiply3(vector mat[3])
Invert-transforms vector.
Определения EnConvert.c:119
float m_fDistance
camera distance (external cameras only)
Определения dayzplayer.c:63
DayZPlayer m_pPlayer
data
Определения dayzplayer.c:135
vector GetCurrentOrientation()
Определения dayzplayer.c:112
proto native external vector GetOrigin()
Returns origin of Entity.
static proto vector MatrixToAngles(vector mat[3])
Returns angles of rotation matrix.
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.
static proto void MatrixInvMultiply3(vector mat0[3], vector mat1[3], out vector res[3])
Invert-transforms rotation matrix.
static float SmoothCDPI2PI(float val, float target, inout float velocity[], float smoothTime, float maxVelocity, float dt)
Определения EnMath.c:680
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static const float RAD2DEG
Определения EnMath.c:16
static const float DEG2RAD
Определения EnMath.c:17
static proto float AbsFloat(float f)
Returns absolute value.
static proto float SmoothCD(float val, float target, inout float velocity[], float smoothTime, float maxVelocity, float dt)
Does the CD smoothing function - easy in | easy out / S shaped smoothing.
proto native vector GetVelocity(notnull IEntity ent)
Returns linear velocity.
proto vector dBodyGetAngularVelocity(notnull IEntity body)
Gets angular velocity for a rigidbody.

Перекрестные ссылки Math::AbsFloat(), Math::Clamp(), CONST_ANGULAR_LAG_PITCH_STRENGTH, CONST_ANGULAR_LAG_ROLL_STRENGTH, CONST_ANGULAR_LAG_YAW_STRENGTH, CONST_ANGULAR_VELOCITY_STRENGTH, CONST_LINEAR_VELOCITY_STRENGTH, CONST_LR_MAX, CONST_LR_MIN, CONST_UD_MAX, CONST_UD_MIN, dBodyGetAngularVelocity(), Math::DEG2RAD, g_Game, GetCurrentOrientation(), IEntity::GetOrigin(), GetVelocity(), Math::InverseLerp(), vector::InvMultiply3(), vector::InvMultiply4(), m_CameraOffsetMS, m_CurrentCameraPitch, m_CurrentCameraRoll, m_CurrentCameraYaw, m_fDistance, m_fLagOffsetVelocityPitch, m_fLagOffsetVelocityRoll, m_fLagOffsetVelocityX, m_fLagOffsetVelocityY, m_fLagOffsetVelocityYaw, m_fLagOffsetVelocityZ, m_fLeftRightAngle, m_fLeftRightAngleAdd, m_fUpDownAngle, m_fUpDownAngleAdd, m_LagOffsetOrientation, m_LagOffsetPosition, m_pPlayer, m_Transport, Math3D::MatrixInvMultiply3(), Math3D::MatrixToAngles(), Math::RAD2DEG, Math::SmoothCD(), Math::SmoothCDPI2PI(), StdFovUpdate(), UP_ANGLE_CAP, UpdateLRAngleUnlocked(), UpdateUDAngleUnlocked(), Math3D::YawPitchRollMatrix() и vector::Zero.