struct SViewParams { Vec3 position; Quat rotation; Quat localRotationLast; float nearplane; float fov; uint8 viewID; bool groundOnly; float shakingRatio; Quat currentShakeQuat; Vec3 currentShakeShift; EntityId idTarget; Vec3 targetPos; float frameTime; float angleVel; float vel; float dist; bool blend; float blendPosSpeed; float blendRotSpeed; float blendFOVSpeed; Vec3 blendPosOffset; Quat blendRotOffset; float blendFOVOffset; bool justActivated; };
IViewSystem.h
float angleVel;
previous rate of change of angle.
bool blend;
blending
float blendFOVOffset;
float blendFOVSpeed;
Vec3 blendPosOffset;
float blendPosSpeed;
Quat blendRotOffset;
float blendRotSpeed;
Quat currentShakeQuat;
what the current angular shake
Vec3 currentShakeShift;
what is the current translational shake
float dist;
previous dist of cam from target
float fov;
float frameTime;
current dt.
bool groundOnly;
view shake status
EntityId idTarget;
Who we're watching. 0 == nobody.
bool justActivated;
Quat localRotationLast;
float nearplane;
custom near clipping plane, 0 means use engine defaults
Vec3 position;
view position
Quat rotation;
view orientation
float shakingRatio;
whats the ammount of shake, from 0.0 to 1.0
Vec3 targetPos;
Where the target was.
float vel;
previous rate of change of dist between target and camera.
uint8 viewID;
void BlendFrom(const SViewParams& params);
const Vec3& GetPositionLast();
const Quat& GetRotationLast();
void ResetBlending();
void SaveLast();
void SetViewID(uint8 id, bool blend = true);
SViewParams();
void UpdateBlending(float frameTime);