DayZ 1.27
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◆ OnUpdate()

override void DayZPlayerCamera3rdPersonErc::OnUpdate ( float pDt,
out DayZPlayerCameraResult pOutResult )

update angles from input

base bone pos

apply shoulder dist

store distance

basically -> transform up vector (0,1,0) and read x coord -> and set is as roll

prev update

movement height

prev update

update angles from input

this is actually negative to yaw

base bone pos

apply shoulder dist

store distance

См. определение в файле DayZPlayerCamera3rdPerson.c строка 214

217 {
219 }
220
221 float newY = pOutResult.m_CameraTM[3][1] - m_fJumpOffset;
222 pOutResult.m_CameraTM[3][1] = newY;
223 }
224
226 float m_fDelay;
227 float m_fDamping;
228
230 float m_fDelayTimer;
231 float m_fJumpStartY;
232 float m_fJumpOffset;
233 float m_jumpOffsetVelocity[1];
234}
235
236// *************************************************************************************
237// ! DayZPlayerCamera3rdPersonJump - 3rd person jump
238// *************************************************************************************
240{
241 void DayZPlayerCamera3rdPersonClimb(DayZPlayer pPlayer, HumanInputController pInput)
242 {
243 //Print("new camera: DayZPlayerCamera3rdPersonClimb");
244 m_fDistance = 1.0;
245 m_CameraOffsetMS = "0.0 0.3 -0.6";
246 m_iBoneIndex = pPlayer.GetBoneIndexByName("Spine");
248 }
249}
250
251// *************************************************************************************
252// ! DayZPlayerCamera3rdPersonErc - 3rd person erected sprint
253// *************************************************************************************
255{
256 void DayZPlayerCamera3rdPersonErcSpr(DayZPlayer pPlayer, HumanInputController pInput)
257 {
258 //Print("new camera: DayZPlayerCamera3rdPersonErcSpr");
259
260 m_fDistance = 2.0;
261 m_CameraOffsetMS = "0.0 1.3 0.0";
262 m_CameraOffsetLS = "0.0 0.3 0.0";
263 m_fShoulderWidth = 0.15;
264
265 m_iPelvisBone = pPlayer.GetBoneIndexByName("Pelvis");
266 if (m_iPelvisBone == -1)
267 {
268 Print("DayZPlayerCamera3rdPersonErcSpr: hips bone not found");
269 }
270
271 m_fTime = 0.0;
272 }
273
274
int m_iBoneIndex
main bone
Определения DayZPlayerCamera1stPerson.c:189
vector m_CameraOffsetMS
model space offset
Определения DayZPlayerCamera3rdPerson.c:301
float m_jumpOffsetVelocity[1]
Определения DayZPlayerCamera3rdPerson.c:287
float m_fDamping
Определения DayZPlayerCamera3rdPerson.c:281
class DayZPlayerCamera3rdPersonJump extends DayZPlayerCamera3rdPersonErc DayZPlayerCamera3rdPersonClimb(DayZPlayer pPlayer, HumanInputController pInput)
Определения DayZPlayerCamera3rdPerson.c:241
float m_fShoulderWidth
shoulder camera widths
Определения DayZPlayerCamera3rdPerson.c:304
float m_fDelay
runtime config
Определения DayZPlayerCamera3rdPerson.c:280
float m_fDelayTimer
runtime values
Определения DayZPlayerCamera3rdPerson.c:284
float m_fJumpStartY
Определения DayZPlayerCamera3rdPerson.c:285
vector m_CameraOffsetLS
local space offset
Определения DayZPlayerCamera3rdPerson.c:302
int m_iPelvisBone
Определения DayZPlayerCamera3rdPerson.c:350
float m_fJumpOffset
Определения DayZPlayerCamera3rdPerson.c:286
float m_fTime
Определения DayZPlayerCamera3rdPerson.c:351
void DayZPlayerCamera3rdPersonErcSpr(DayZPlayer pPlayer, HumanInputController pInput)
Определения DayZPlayerCamera3rdPerson.c:309
void DayZPlayerCamera3rdPersonErcSpr(DayZPlayer pPlayer, HumanInputController pInput)
Определения DayZPlayerCamera3rdPerson.c:256
Определения EnMath.c:7
float m_fDistance
camera distance (external cameras only)
Определения dayzplayer.c:63
float m_fPredictCollisionRadius
sphere radius used for collision prediction
Определения dayzplayer.c:65
proto void Print(void var)
Prints content of variable to console/log.
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.

Перекрестные ссылки m_fJumpOffset.