metaforce/Runtime/Camera/CFirstPersonCamera.hpp

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#pragma once
#include "Runtime/RetroTypes.hpp"
#include "Runtime/Camera/CGameCamera.hpp"
#include <zeus/CTransform.hpp>
#include <zeus/CVector3f.hpp>
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namespace urde {
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class CFirstPersonCamera : public CGameCamera {
float x188_orbitCameraSpeed;
bool x18c_lockCamera = false;
zeus::CTransform x190_gunFollowXf;
float x1c0_pitch = 0.f;
TUniqueId x1c4_pitchId = kInvalidUniqueId;
bool x1c6_24_deferBallTransitionProcessing : 1 = false;
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zeus::CVector3f x1c8_closeInVec;
float x1d4_closeInTimer = 0.f;
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void _fovListener(hecl::CVar* cv);
public:
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CFirstPersonCamera(TUniqueId, const zeus::CTransform& xf, TUniqueId, float orbitCameraSpeed, float fov,
float nearplane, float farplane, float aspect);
void Accept(IVisitor& visitor) override;
void PreThink(float dt, CStateManager& mgr) override;
void Think(float dt, CStateManager& mgr) override;
void ProcessInput(const CFinalInput&, CStateManager& mgr) override;
void Reset(const zeus::CTransform&, CStateManager& mgr) override;
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void SkipCinematic();
const zeus::CTransform& GetGunFollowTransform() const { return x190_gunFollowXf; }
void UpdateTransform(CStateManager& mgr, float dt);
void UpdateElevation(CStateManager& mgr);
void CalculateGunFollowOrientationAndTransform(zeus::CTransform&, zeus::CQuaternion&, float, zeus::CVector3f&) const;
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void SetScriptPitchId(TUniqueId uid) { x1c4_pitchId = uid; }
void SetLockCamera(bool v) { x18c_lockCamera = v; }
void DeferBallTransitionProcessing() { x1c6_24_deferBallTransitionProcessing = true; }
};
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} // namespace urde