EvilEngine/FLY: Difference between revisions

From Heavy Iron Modding
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Battlepedia>AaronRules5
(Fixed up the Flythrough keyframe C structure.)
Battlepedia>AaronRules5
m (Retabbed the structure)
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UInt32 frameNumber;
UInt32 frameNumber;
float cameraNormalizedLeft[3];
float cameraNormalizedLeft[3];
float cameraNormalizedUp[3];
float cameraNormalizedUp[3];
float cameraNormalizedBackward[3];
float cameraNormalizedBackward[3];
float cameraPosition[3];
float cameraPosition[3];
float unknown[3];
float unknown[3];

Revision as of 07:26, 11 August 2020

FLY
Flythrough
TypeBinary

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];
};