Files
redl-fivem-rp/server-code/data/resources/[rp]/rp_ui/client/camera.lua
T
redlandClaude Fable 5 80c1d75d2f Part 1 final build: Los Santos RP written on camera by the agent
rp_core (sessions, scrypt auth, self-written MySQL-wire driver rp_db),
county-records NUI: residency-file auth, identity-record character
intake, survey-grid spawn, procedural night-city loading screen.
Secrets replaced with .example files.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 19:27:48 +00:00

189 lines
5.6 KiB
Lua

-- ---------------------------------------------------------------------------
-- Scripted cameras for the pre-spawn screens.
--
-- One camera object is reused throughout. Everything is driven from a single
-- render thread that eases the live values towards target values, so a change
-- requested by the UI never snaps.
-- ---------------------------------------------------------------------------
Cam = {}
local cam = nil
local mode = 'off' -- 'off' | 'shots' | 'orbit' | 'fly'
local renderThread = false
-- live and target orbit values
local orbit = {
angle = 180.0, targetAngle = 180.0,
radius = 1.6, targetRadius = 1.6,
height = 0.65, targetHeight = 0.65,
focus = nil, -- entity to orbit
pitch = 0.0, targetPitch = 0.0,
}
local shots = { list = {}, index = 0, startedAt = 0, duration = 22000 }
local fly = { from = nil, to = nil, lookFrom = nil, lookTo = nil, startedAt = 0, duration = 3000, done = nil }
local function ensureCam()
if cam and DoesCamExist(cam) then return cam end
cam = CreateCam('DEFAULT_SCRIPTED_CAMERA', true)
SetCamActive(cam, true)
RenderScriptCams(true, false, 0, true, true)
return cam
end
local function lerp(a, b, t) return a + (b - a) * t end
local function vlerp(a, b, t)
return vector3(lerp(a.x, b.x, t), lerp(a.y, b.y, t), lerp(a.z, b.z, t))
end
-- smoothstep, so fly-throughs start and end at rest
local function ease(t)
t = math.max(0.0, math.min(1.0, t))
return t * t * (3.0 - 2.0 * t)
end
local function startRenderThread()
if renderThread then return end
renderThread = true
CreateThread(function()
while mode ~= 'off' do
local c = ensureCam()
if mode == 'shots' then
local shot = shots.list[shots.index]
if shot then
local t = (GetGameTimer() - shots.startedAt) / shots.duration
if t >= 1.0 then
shots.index = (shots.index % #shots.list) + 1
shots.startedAt = GetGameTimer()
shot = shots.list[shots.index]
t = 0.0
end
-- a slow linear dolly reads as a helicopter, not a spline
local pos = vlerp(shot.from, shot.to, t)
SetCamCoord(c, pos.x, pos.y, pos.z)
PointCamAtCoord(c, shot.look.x, shot.look.y, shot.look.z)
end
elseif mode == 'orbit' then
orbit.angle = lerp(orbit.angle, orbit.targetAngle, 0.14)
orbit.radius = lerp(orbit.radius, orbit.targetRadius, 0.10)
orbit.height = lerp(orbit.height, orbit.targetHeight, 0.10)
orbit.pitch = lerp(orbit.pitch, orbit.targetPitch, 0.10)
local ent = orbit.focus
if ent and DoesEntityExist(ent) then
local base = GetEntityCoords(ent)
local rad = math.rad(orbit.angle)
local px = base.x + math.sin(rad) * orbit.radius
local py = base.y + math.cos(rad) * orbit.radius
local pz = base.z + orbit.height
SetCamCoord(c, px, py, pz)
PointCamAtCoord(c, base.x, base.y, base.z + orbit.height - orbit.pitch)
end
elseif mode == 'fly' then
local t = ease((GetGameTimer() - fly.startedAt) / fly.duration)
local pos = vlerp(fly.from, fly.to, t)
local look = vlerp(fly.lookFrom, fly.lookTo, t)
SetCamCoord(c, pos.x, pos.y, pos.z)
PointCamAtCoord(c, look.x, look.y, look.z)
if t >= 1.0 then
mode = 'idle'
if fly.done then
local fn = fly.done
fly.done = nil
fn()
end
end
end
Wait(0)
end
renderThread = false
end)
end
--- Slow establishing shots over the city, cycled forever.
function Cam.Shots(list)
shots.list = list
shots.index = 1
shots.startedAt = GetGameTimer()
mode = 'shots'
ensureCam()
SetCamFov(cam, 42.0)
startRenderThread()
end
--- Orbit an entity. `snap` places the camera immediately instead of easing in.
function Cam.Orbit(entity, radius, height, angle, snap)
orbit.focus = entity
orbit.targetRadius = radius or orbit.targetRadius
orbit.targetHeight = height or orbit.targetHeight
if angle then orbit.targetAngle = angle end
if snap then
orbit.radius = orbit.targetRadius
orbit.height = orbit.targetHeight
orbit.angle = orbit.targetAngle
end
mode = 'orbit'
ensureCam()
SetCamFov(cam, 34.0)
startRenderThread()
end
--- Framing presets used by the creator's section tabs.
function Cam.OrbitFrame(radius, height, pitch)
orbit.targetRadius = radius
orbit.targetHeight = height
orbit.targetPitch = pitch or 0.0
end
function Cam.Nudge(deltaDegrees)
orbit.targetAngle = orbit.targetAngle + deltaDegrees
end
function Cam.SetAngle(deg)
orbit.targetAngle = deg
end
function Cam.Angle() return orbit.targetAngle end
--- Fly from wherever we are to a point looking at a target, then call `done`.
function Cam.FlyTo(fromPos, fromLook, toPos, toLook, duration, done)
fly.from = fromPos
fly.to = toPos
fly.lookFrom = fromLook
fly.lookTo = toLook
fly.duration = duration or 3000
fly.startedAt = GetGameTimer()
fly.done = done
mode = 'fly'
ensureCam()
startRenderThread()
end
function Cam.SetFov(fov)
if cam and DoesCamExist(cam) then SetCamFov(cam, fov + 0.0) end
end
function Cam.Position()
if cam and DoesCamExist(cam) then return GetCamCoord(cam) end
return GetEntityCoords(PlayerPedId())
end
--- Hand control back to the gameplay camera. With a duration the engine
--- interpolates between the two, which hides the cut entirely.
function Cam.Release(duration)
mode = 'off'
duration = duration or 0
RenderScriptCams(false, duration > 0, duration, true, true)
if cam and DoesCamExist(cam) then
DestroyCam(cam, true)
end
cam = nil
end