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-- __ _ _______ _ __ |
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-- / / /\ | | |__ __| | | \ \ |
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-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \ |
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-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > > |
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-- \ \ / ____ \| | | | | | | | __/ (__| | | | / / |
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-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/ |
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Quantum.Client.Cam = {} |
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function Quantum.Client.Cam.InvertAngle( ang ) return Angle( -ang.x, ang.y, -ang.z ) end -- Flip the camera 180* relative to target |
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function Quantum.Client.Cam.Start( scene, fov, velocity, loop ) |
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local frac = 0 |
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local time = velocity || 10 -- speed of the camera ( how long till it reaches its finish point ) |
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local scene_index = 1 |
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scene.pos2 = scene.pos2 || scene.pos1 -- if there is no finish pos then make it stay still at starting pos |
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scene.ang2 = scene.ang2 || scene.ang1 |
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hook.Remove( "CalcView", "Quantum_Cinematic" ) -- if a cinematic is already running; cancel it |
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hook.Add( "CalcView", "Quantum_Cinematic", function( ply, pos, ang, fov ) |
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frac = math.Clamp( frac + FrameTime()/velocity, 0, 1 ) |
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if( frac <= 0 ) then return end |
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local view = { |
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origin = LerpVector( frac, scene.pos1[scene_index], scene.pos2[scene_index] ), |
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angles = LerpAngle( frac, scene.ang1[scene_index], scene.ang2[scene_index] ), |
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fov = fov, |
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drawviewer = true |
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} |
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if( view.origin:IsEqualTol( scene.pos2[scene_index], 2 ) ) then |
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frac = 0 |
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scene_index = scene_index + 1 |
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if( scene_index > #scene.pos1 && loop ) then scene_index = 1 end -- if all scenes are finished, loop them if loop is enabled |
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-- otherwise it will just stop at the end. |
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end |
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return view |
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end) |
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end |
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