EvilEngine/FLY: Difference between revisions
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Battlepedia>Wowaname m (add decimal representation to number) |
Battlepedia>AaronRules5 (Fixed up the Flythrough keyframe C structure.) |
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<source lang=cpp> |
<source lang=cpp> |
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struct |
struct flyKeyFrame |
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{ |
{ |
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UInt32 frameNumber; |
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int frame; |
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float |
float cameraNormalizedLeft[3]; |
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float cameraNormalizedUp[3]; |
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float cameraNormalizedBackward[3]; |
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⚫ | |||
float cameraPosition[3]; |
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}; |
}; |
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</source> |
</source> |
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* '''frame''' usually starts at either 1 or 0, and increments by 1 with each point. |
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* '''matrix''' |
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** index 0-2 is the right (reversed) vector |
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** index 3-5 is the up vector |
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** index 6-8 is the at (reversed) vector |
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** index 9-11 is the position |
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* '''aperture''' |
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* '''focal''' |
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[[Category:Asset]] |
[[Category:Asset]] |
Revision as of 07:25, 11 August 2020
FLY | |
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Flythrough | |
Type | Binary |
A Flythrough defines a path for the camera to move around a level. It is made up of individual points, each point defining the transform for the camera at a specified time. The time is measured in frames. 30 frames = 1 second.
Format
Flythroughs are stored in little-endian. There is no header, it is simply made up of the following struct which repeats until the end of the file. The total length in frames is the frame number of the last struct in the file. Each entry is 64 (0x40 hex) bytes long.
struct flyKeyFrame
{
UInt32 frameNumber;
float cameraNormalizedLeft[3];
float cameraNormalizedUp[3];
float cameraNormalizedBackward[3];
float cameraPosition[3];
float unknown[3];
};