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// ============================================================================ // JBCamController // Copyright 2004 by Mychaeel <mychaeel@planetjailbreak.com> // $Id: JBCamController.uc,v 1.2 2004/03/28 22:45:37 mychaeel Exp $ // // Controls movement of a camera actor. // ============================================================================ class JBCamController extends Object hidecategories (Object) editinlinenew; // ============================================================================ // Properties // ============================================================================ var() bool bIgnoreOutsideCollision; // ignore players outside collision var() bool bIgnorePlayersFree; // ignore free players var() bool bIgnorePlayersInArena; // ignore players in arena var() bool bIgnorePlayersInJail; // ignore players in jail var() bool bIgnoreTeamRed; // ignore players on red team var() bool bIgnoreTeamBlue; // ignore players on blue team var() float RatingFactor; // factor to bias camera rating // ============================================================================ // Variables // ============================================================================ var JBCamera Camera; // camera controlled by this object // ============================================================================ // Init // // Called both server-side and client-side at game start for initialization. // ============================================================================ function Init(); // ============================================================================ // UpdateMovement // // Called both server-side and client-side once a tick as long as the camera // is being used by at least one player. The given delta time reflects the // time since the last movement update; the very first update is passed zero. // ============================================================================ function UpdateMovement(float TimeDelta); // ============================================================================ // IsPlayerIgnored // // Checks and returns whether the given player should be ignored by this // camera. This does not affect which players are actually displayed, just // which ones are rated and possibly tracked by it. // ============================================================================ function bool IsPlayerIgnored(JBTagPlayer TagPlayer) { local int iTeam; local Pawn PawnPlayer; if (TagPlayer == None) return True; PawnPlayer = TagPlayer.GetPawn(); if (PawnPlayer == None) return True; if (bIgnoreOutsideCollision && !Camera.TouchingActor(PawnPlayer)) return True; if (bIgnorePlayersFree && TagPlayer.IsFree()) return True; if (bIgnorePlayersInArena && TagPlayer.IsInArena()) return True; if (bIgnorePlayersInJail && TagPlayer.IsInJail()) return True; iTeam = TagPlayer.GetTeam().TeamIndex; if (bIgnoreTeamRed && iTeam == 0) return True; if (bIgnoreTeamBlue && iTeam == 1) return True; return False; } // ============================================================================ // RateCurrentView // // Returns a cumulated rating of the view this camera has on players at its // current location and rotation. Assumes a 4:3 screen aspect ratio. // ============================================================================ function float RateCurrentView() { local float Rating; local float Limit; local vector LocationPlayer; local vector LocationTransformed; local Coords CoordsCamera; local Pawn PawnPlayer; local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; GetAxes(Camera.Rotation, CoordsCamera.XAxis, CoordsCamera.YAxis, CoordsCamera.ZAxis); Limit = Sin(Camera.FieldOfView * Pi / 360.0); firstTagPlayer = JBGameReplicationInfo(Camera.Level.Game.GameReplicationInfo).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) { if (IsPlayerIgnored(thisTagPlayer)) continue; PawnPlayer = thisTagPlayer.GetPawn(); if (PawnPlayer == None) continue; LocationPlayer = Normal(PawnPlayer.Location - Camera.Location); LocationTransformed.X = LocationPlayer dot CoordsCamera.YAxis; LocationTransformed.Y = LocationPlayer dot CoordsCamera.ZAxis; LocationTransformed.Z = LocationPlayer dot CoordsCamera.XAxis; if (LocationTransformed.Z <= 0.0) continue; // directly on or behind camera LocationTransformed /= Limit; if (Abs(LocationTransformed.X) <= 1.00 && Abs(LocationTransformed.Y) <= 0.75) Rating += thisTagPlayer.RateViewOnPlayer(Camera.Location); } // correct rating for camera zoom Rating /= Square(Limit); return Rating * RatingFactor; } // ============================================================================ // InterpolateRotation // // Smoothly rotates the camera to the given desired rotation. // ============================================================================ function InterpolateRotation(rotator Rotation, float TimeDelta) { if (TimeDelta == 0.0) Camera.SetRotation(Rotation); else Camera.SetRotation(Camera.Rotation + Normalize(Rotation - Camera.Rotation) * FMin(1.0, TimeDelta * 2.0)); } // ============================================================================ // InterpolateLocation // // Smoothly moves the camera to the given desired location. // ============================================================================ function InterpolateLocation(vector Location, float TimeDelta) { if (TimeDelta == 0.0) Camera.SetLocation(Location); else Camera.SetLocation(Camera.Location + (Location - Camera.Location) * FMin(1.0, TimeDelta * 3.0)); } // ============================================================================ // Defaults // ============================================================================ defaultproperties { RatingFactor = 1.0; } |
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