2018-10-07 03:42:33 +00:00
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#pragma once
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2016-04-16 21:49:47 +00:00
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2019-09-28 02:53:03 +00:00
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#include "Runtime/RetroTypes.hpp"
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#include "Runtime/Camera/CGameCamera.hpp"
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#include <zeus/CTransform.hpp>
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#include <zeus/CVector3f.hpp>
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2016-04-16 21:49:47 +00:00
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2018-12-08 05:30:43 +00:00
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namespace urde {
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2016-04-16 21:49:47 +00:00
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2018-12-08 05:30:43 +00:00
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class CFirstPersonCamera : public CGameCamera {
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float x188_orbitCameraSpeed;
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bool x18c_lockCamera = false;
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zeus::CTransform x190_gunFollowXf;
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float x1c0_pitch = 0.f;
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TUniqueId x1c4_pitchId = kInvalidUniqueId;
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2020-04-21 07:22:41 +00:00
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bool x1c6_24_deferBallTransitionProcessing : 1 = false;
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2018-12-08 05:30:43 +00:00
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zeus::CVector3f x1c8_closeInVec;
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float x1d4_closeInTimer = 0.f;
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2019-09-29 15:17:47 +00:00
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void _fovListener(hecl::CVar* cv);
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2016-04-16 21:49:47 +00:00
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public:
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2018-12-08 05:30:43 +00:00
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CFirstPersonCamera(TUniqueId, const zeus::CTransform& xf, TUniqueId, float orbitCameraSpeed, float fov,
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float nearplane, float farplane, float aspect);
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2016-08-15 01:19:04 +00:00
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2019-08-09 19:46:49 +00:00
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void Accept(IVisitor& visitor) override;
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void PreThink(float dt, CStateManager& mgr) override;
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void Think(float dt, CStateManager& mgr) override;
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void ProcessInput(const CFinalInput&, CStateManager& mgr) override;
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void Reset(const zeus::CTransform&, CStateManager& mgr) override;
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2016-09-15 07:26:35 +00:00
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2018-12-08 05:30:43 +00:00
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void SkipCinematic();
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const zeus::CTransform& GetGunFollowTransform() const { return x190_gunFollowXf; }
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void UpdateTransform(CStateManager& mgr, float dt);
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void UpdateElevation(CStateManager& mgr);
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2019-08-14 10:04:11 +00:00
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void CalculateGunFollowOrientationAndTransform(zeus::CTransform&, zeus::CQuaternion&, float, zeus::CVector3f&) const;
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2018-12-08 05:30:43 +00:00
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void SetScriptPitchId(TUniqueId uid) { x1c4_pitchId = uid; }
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void SetLockCamera(bool v) { x18c_lockCamera = v; }
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void DeferBallTransitionProcessing() { x1c6_24_deferBallTransitionProcessing = true; }
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2016-04-16 21:49:47 +00:00
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};
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2018-12-08 05:30:43 +00:00
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} // namespace urde
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