实体

镜头 CCamera

淡入淡出、脚本接管与震动

CCamera.h · 全局 TheCamera

脚本接管后记得 Restore / RestoreWithJumpCut。FOV 也看 CDraw::ms_fFOV

画面淡入淡出

Fade / SetFadeColour / GetScreenFadeStatus
void Fade(float fadeDuration, short FadeInOutFlag);
void SetFadeColour(unsigned char Red, unsigned char Green, unsigned char Blue);
signed int GetScreenFadeStatus();
bool GetFading();
int GetFadingDirection();

脚本接管镜头

TakeControl / TakeControlNoEntity
void TakeControl(CEntity* target, short ModeToGoTo, short TypeOfSwitch, int WhoIsInControlOfTheCamera);
void TakeControlNoEntity(CVector const* FixedModeVector, short TypeOfSwitch, int WhoIsInControlOfTheCamera);
void TakeControlAttachToEntity(CEntity* target, CEntity* attached, CVector* AttachedCamOffset, CVector* AttachedCamLookAt, float AttachedCamAngle, short TypeOfSwitch, int WhoIsInControlOfTheCamera);
void TakeControlWithSpline(short TypeOfSwitch);

恢复镜头

Restore / RestoreWithJumpCut

交回游戏默认跟拍。

void Restore();
void RestoreWithJumpCut();

镜头震动

CamShake / AddShakeSimple

爆炸、撞击特效常用。

void CamShake(float strength, float x, float y, float z);
void AddShakeSimple(float duration, int type, float intensity);

视场角

FindCamFOV / LerpFOV

全局绘制 FOV 见 CDraw

float FindCamFOV();
void LerpFOV(float zoomInFactor, float zoomOutFactor, float timelimit, bool bEase);

固定点位镜头

SetCamPositionForFixedMode
void SetCamPositionForFixedMode(CVector const* fixedModeSource, CVector const* fixedModeUpOffset);

宽屏与运动模糊

SetWideScreenOn / SetMotionBlur
void SetWideScreenOn();
void SetWideScreenOff();
void SetMotionBlur(int Red, int Green, int Blue, int value, int Blurtype);
void SetMotionBlurAlpha(int Alpha);

球可见性

IsSphereVisible

球是否在视锥。

bool IsSphereVisible(CVector const& origin, float radius);
bool IsSphereVisible(CVector const& origin, float radius, RwMatrixTag* transformMatrix);

镜头朝向

GetLookDirection
signed int GetLookDirection();

第三人称瞄准向量

Find3rdPersonCamTargetVector
void Find3rdPersonCamTargetVector(float range, CVector source, CVector* pCamera, CVector* pPoint);
float Find3rdPersonQuickAimPitch();

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