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/** * Camera that provides third person functionality for the "classic" third person view * * Thanks a bunch to Psilocybe for this tutorial: * http://forums.epicgames.com/threads/726985-Tutorial-Third-Person-Game-with-GOW-camera * Note that I only use the basic functionality explained in the tutorial, * take a look to find out more! * * 2013 by FreetimeCoder * www.freetimestudio.net */ class AdvKitCamera extends Camera; /** * to provide smooth zoom FreeCamDistance is used as the target value * in Lerp, while fActualFreeCAmDistance holds the current distance */ var float fActualFreeCamDistance; /** * how fast to lerp the camera distance */ var float fZoomSpeed; /** * an offset value from the water surface in global Z Axis. Setting the * camera directly onto the surface Z would cause clipping errors */ var float fWaterSurfaceOffset; /** * whether or not to let the camera collide with the water surface */ var bool bCollideWithWaterSurface; /**Camera.uc: * Query ViewTarget and outputs Point Of View. * * @param _OutVT ViewTarget to use. * @param _fDeltaTime Delta Time since last camera update (in seconds). */ function UpdateViewTarget(out TViewTarget _OutVT, float _fDeltaTime) { local AdvKitPawn advPawn; local vector vViewTargetLocation; local Vector vNewLocation; local Rotator rNewRotation; local CameraActor CamActor; /** NOTE Copycat code that makes Matinee work -- I have no idea what I am doing, just copied this over from the Camera.uc **/ // Don't update outgoing viewtarget during an interpolation if( PendingViewTarget.Target != None && _OutVT == ViewTarget && BlendParams.bLockOutgoing ) { return; } // Viewing through a camera actor. CamActor = CameraActor(_OutVT.Target); if( CamActor != None ) { CamActor.GetCameraView(_fDeltaTime, _OutVT.POV); // Grab aspect ratio from the CameraActor. bConstrainAspectRatio = bConstrainAspectRatio || CamActor.bConstrainAspectRatio; _OutVT.AspectRatio = CamActor.AspectRatio; // See if the CameraActor wants to override the PostProcess settings used. CamOverridePostProcessAlpha = CamActor.CamOverridePostProcessAlpha; CamPostProcessSettings = CamActor.CamOverridePostProcess; return; } /** End of copycat code **/ //Just take a look at the tutorial code vViewTargetLocation = _OutVT.Target.Location; vNewLocation = vViewTargetLocation; rNewRotation = _OutVT.Target.Rotation; if (CameraStyle == 'ThirdPerson' || CameraStyle == 'Swimming' || CameraStyle == 'Diving') { rNewRotation = PCOwner.Rotation; //setting the rotation of the camera to the rotation of the controller vViewTargetLocation += FreeCamOffset >> rNewRotation; if(fActualFreeCamDistance != FreeCamDistance) { fActualFreeCamDistance = Lerp(fActualFreeCamDistance,FreeCamDistance,FMin(1,fZoomSpeed*_fDeltaTime)); } vNewLocation = vViewTargetLocation - Vector(rNewRotation)*fActualFreeCamDistance; vNewLocation.X += sin(-rNewRotation.Yaw * UnrRotToRad); vNewLocation.Y += cos(rNewRotation.Yaw * UnrRotToRad); //if the player is swimming advPawn = AdvKitPawn(PCOwner.Pawn); if(advPawn!=none && bCollideWithWaterSurface) { //do not let the camera go under the surface if(CameraStyle == 'Swimming' && vNewLocation.Z < advPawn.fWaterSurfaceZ+fWaterSurfaceOffset) { vNewLocation.Z = advPawn.fWaterSurfaceZ+fWaterSurfaceOffset; } //do not let the camera go over the surface if(CameraStyle == 'Diving' && vNewLocation.Z > advPawn.fWaterSurfaceZ-fWaterSurfaceOffset) { vNewLocation.Z = advPawn.fWaterSurfaceZ-fWaterSurfaceOffset; } } } _OutVT.POV.Location = vNewLocation; _OutVT.POV.Rotation = rNewRotation; SetRotation(rNewRotation); } defaultproperties { bCollideWithWaterSurface=true FreeCamDistance = 256.f fZoomSpeed = 10 FreeCamOffset=(Z=32) fWaterSurfaceOffset=8 } |
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