2
0
mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 21:47:59 +00:00

Add CBallCamera stubs, more implementations

This commit is contained in:
Jack Andersen
2017-10-08 16:41:50 -10:00
parent d9bb24a204
commit 4c83f521a8
8 changed files with 616 additions and 46 deletions

View File

@@ -6,6 +6,7 @@
namespace urde
{
class CPlayer;
class CCameraSpring
{
@@ -63,7 +64,18 @@ public:
Eight
};
private:
u32 x188_ = 0;
struct SFailsafeState
{
zeus::CTransform x0_;
zeus::CTransform x30_;
zeus::CVector3f x60_;
zeus::CVector3f x6c_;
zeus::CVector3f x78_;
zeus::CVector3f x84_;
std::vector<zeus::CVector3f> x90_;
};
EBallCameraBehaviour x188_behaviour = EBallCameraBehaviour::Zero;
bool x18c_24_ : 1;
bool x18c_25_ : 1;
bool x18c_26_ : 1;
@@ -83,15 +95,15 @@ private:
bool x18e_24_ : 1;
bool x18e_25_ : 1;
bool x18e_26_ : 1;
bool x18e_27_ : 1;
bool x18e_28_ : 1;
float x190_origMinDistance;
float x194_minDistance;
bool x18e_27_nearbyDoorClosed : 1;
bool x18e_28_nearbyDoorClosing : 1;
float x190_curMinDistance;
float x194_targetMinDistance;
float x198_maxDistance;
float x19c_backwardsDistance;
float x1a0_elevation;
float x1a4_origAnglePerSecond;
float x1a8_anglePerSecond;
float x1a4_curAnglePerSecond;
float x1a8_targetAnglePerSecond;
float x1ac_ = 1.5533431f;
float x1b0_ = 1.5533431f;
zeus::CVector3f x1b4_lookAtOffset;
@@ -108,39 +120,25 @@ private:
std::vector<CCameraCollider> x264_smallColliders;
std::vector<CCameraCollider> x274_mediumColliders;
std::vector<CCameraCollider> x284_largeColliders;
float x294_ = 0.f;
float x298_ = 0.f;
float x29c_ = 0.f;
float x2a0_ = 0.f;
float x2a4_ = 0.f;
float x2a8_ = 1.f;
float x2ac_ = 0.f;
float x2b0_ = 0.f;
float x2b4_ = 1.f;
float x2b8_ = 0.f;
float x2bc_ = 0.f;
float x2c0_ = 1.f;
zeus::CVector3f x294_;
zeus::CVector3f x2a0_ = zeus::CVector3f::skUp;
zeus::CVector3f x2ac_ = zeus::CVector3f::skUp;
zeus::CVector3f x2b8_ = zeus::CVector3f::skUp;
u32 x2c4_ = 0;
u32 x2c8_ = 0;
u32 x2cc_ = 0;
u32 x2d0_ = 0;
u32 x2d4_ = 0;
u32 x2d8_ = 0;
float x2dc_ = 0.f;
float x2e0_ = 0.f;
float x2e4_ = 0.f;
zeus::CVector3f x2dc_;
float x2e8_ = 0.f;
float x2ec_ = 0.f;
zeus::CVector3f x2f0_;
zeus::CVector3f x2fc_;
float x308_ = 0.f;
float x30c_ = 0.f;
float x310_ = 0.f;
float x314_ = 0.f;
float x318_ = 0.f;
float x31c_ = 0.f;
float x320_ = 0.f;
float x324_ = 0.f;
zeus::CVector3f x310_;
zeus::CVector3f x31c_;
u32 x328_ = 0;
float x32c_ = 1.f;
float x330_ = 0.2f;
@@ -153,6 +151,7 @@ private:
u32 x36c_ = 0;
bool x370_24_ : 1;
float x374_ = 0.f;
float x378_;
CCameraSpline x37c_camSpline;
CMaterialList x3c8_ = {EMaterialTypes::Unknown};
bool x3d0_24_ : 1;
@@ -180,24 +179,71 @@ private:
CCameraSpring x448_ballCameraBoostSpring;
zeus::CVector3f x45c_;
float x468_;
TUniqueId x46c_ = kInvalidUniqueId;
TUniqueId x46c_collisionActorId = kInvalidUniqueId;
float x470_ = 0.f;
float x474_ = 0.f;
u32 x478_ = 0;
std::unique_ptr<SFailsafeState> x47c_failsafeState;
std::unique_ptr<u32> x480_;
void SetupColliders(std::vector<CCameraCollider>& out, float xMag, float zMag, float radius, int count,
float tardis, float max, float startAngle);
void ResetSpline(CStateManager& mgr);
void BuildSpline(CStateManager& mgr);
bool ShouldResetSpline(CStateManager& mgr) const;
void UpdatePlayerMovement(float dt, CStateManager& mgr);
void UpdateTransform(const zeus::CVector3f& lookDir, const zeus::CVector3f& pos, float dt, CStateManager& mgr);
zeus::CVector3f ConstrainYawAngle(const CPlayer& player, float f1, float f2, float dt) const;
void CheckFailsafe(float dt, CStateManager& mgr);
void UpdateObjectTooCloseId(CStateManager& mgr);
void UpdateAnglePerSecond(float dt);
void UpdateUsingPathCameras(float dt, CStateManager& mgr);
zeus::CVector3f GetFixedLookTarget(const zeus::CVector3f& pos, CStateManager& mgr) const;
void UpdateUsingFixedCameras(float dt, CStateManager& mgr);
zeus::CVector3f ComputeVelocity(const zeus::CVector3f& curVel, const zeus::CVector3f& posDelta) const;
zeus::CVector3f TweenVelocity(const zeus::CVector3f& curVel, const zeus::CVector3f& newVel, float rate, float dt);
zeus::CVector3f MoveCollisionActor(const zeus::CVector3f& pos, float dt, CStateManager& mgr);
void UpdateUsingFreeLook(float dt, CStateManager& mgr);
zeus::CVector3f InterpolateCameraElevation(const zeus::CVector3f& camPos) const;
zeus::CVector3f CalculateCollidersCentroid(const std::vector<CCameraCollider>& colliderList, int w1) const;
zeus::CVector3f ApplyColliders();
void UpdateColliders(const zeus::CTransform& xf, std::vector<CCameraCollider>& colliderList, int& r6, int r7,
float f1, const rstl::reserved_vector<TUniqueId, 1024>& nearList, float f2,
CStateManager& mgr);
void AvoidGeometry(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
float dt, CStateManager& mgr);
void AvoidGeometryFull(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
float dt, CStateManager& mgr);
zeus::CAABox CalculateCollidersBoundingBox(const std::vector<CCameraCollider>& colliderList,
CStateManager& mgr) const;
int CountObscuredColliders(const std::vector<CCameraCollider>& colliderList) const;
void UpdateCollidersDistances(std::vector<CCameraCollider>& colliderList, float f1, float f2, float f3);
void UpdateUsingColliders(float dt, CStateManager& mgr);
void UpdateUsingSpindleCameras(float dt, CStateManager& mgr);
zeus::CVector3f ClampElevationToWater(zeus::CVector3f& pos, CStateManager& mgr) const;
void UpdateUsingTransitions(float dt, CStateManager& mgr);
zeus::CTransform UpdateCameraPositions(float dt, const zeus::CTransform& oldXf, const zeus::CTransform& newXf);
bool CheckFailsafeFromMorphBallState(CStateManager& mgr) const;
bool SplineIntersectTest(CMaterialList& intersectMat, CStateManager& mgr) const;
bool IsBallNearDoor(CStateManager& mgr) const;
void ActivateFailsafe(float dt, CStateManager& mgr);
void ConstrainElevationAndDistance(float& elevation, float& distance, float f1, CStateManager& mgr);
zeus::CVector3f FindDesiredPosition(float distance, float elevation, const zeus::CVector3f& dir, CStateManager& mgr);
static bool DetectCollision(const zeus::CVector3f& from, const zeus::CVector3f& to, float margin,
float& d, CStateManager& mgr);
public:
CBallCamera(TUniqueId uid, TUniqueId watchedId, const zeus::CTransform& xf,
float fovy, float znear, float zfar, float aspect);
void Accept(IVisitor& visitor);
void ProcessInput(const CFinalInput&, CStateManager& mgr);
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId objId, CStateManager& stateMgr);
void ProcessInput(const CFinalInput& input, CStateManager& mgr);
void Reset(const zeus::CTransform&, CStateManager& mgr);
void Render(const CStateManager& mgr) const;
EBallCameraState GetState() const { return x400_state; }
void SetState(EBallCameraState state, CStateManager& mgr);
void Think(float dt, CStateManager& mgr);
bool TransitionFromMorphBallState(CStateManager& mgr);
TUniqueId GetTooCloseActorId() const { return x3dc_tooCloseActorId; }
float GetX3E0() const { return x3e0_; }
@@ -205,12 +251,14 @@ public:
void TeleportCamera(const zeus::CTransform& xf, CStateManager& mgr);
const zeus::CVector3f& GetX1D8() const { return x1d8_; }
void ResetToTweaks(CStateManager& mgr);
void UpdateLookAtPosition(float offset, CStateManager& mgr);
void UpdateLookAtPosition(float dt, CStateManager& mgr);
zeus::CTransform UpdateLookDirection(const zeus::CVector3f& dir, CStateManager& mgr);
void SetX470(float f) { x470_ = f; }
void SetX474(float f) { x474_ = f; }
void ApplyCameraHint(CStateManager& mgr);
void ResetPosition();
void DoorClosed(TUniqueId doorId);
void DoorClosing(TUniqueId doorId);
};
}