#include "Runtime/Camera/CCameraShakeData.hpp" #include "Runtime/CStateManager.hpp" #include "Runtime/World/CPlayer.hpp" #include "Runtime/World/ScriptLoader.hpp" #include #include #include namespace urde { SCameraShakePoint SCameraShakePoint::LoadCameraShakePoint(CInputStream& in) { u32 useEnvelope = ScriptLoader::LoadParameterFlags(in); float attackTime = in.readFloatBig(); float sustainTime = in.readFloatBig(); float duration = in.readFloatBig(); float magnitude = in.readFloatBig(); return {useEnvelope != 0, attackTime, sustainTime, duration, magnitude}; } CCameraShakerComponent CCameraShakerComponent::LoadNewCameraShakerComponent(CInputStream& in) { u32 useModulation = ScriptLoader::LoadParameterFlags(in); SCameraShakePoint am = SCameraShakePoint::LoadCameraShakePoint(in); SCameraShakePoint fm = SCameraShakePoint::LoadCameraShakePoint(in); return {useModulation != 0, am, fm}; } CCameraShakeData::CCameraShakeData(CInputStream& in) { in.readUint32Big(); in.readFloatBig(); in.readFloatBig(); in.readFloatBig(); in.readFloatBig(); in.readFloatBig(); in.readFloatBig(); in.readFloatBig(); in.readBool(); BuildProjectileCameraShake(0.5f, 0.75f); } void SCameraShakePoint::Update(float curTime) { float offTimePoint = xc_attackTime + x10_sustainTime; float factor = 1.f; if (curTime < xc_attackTime && xc_attackTime > 0.f) factor = zeus::clamp(0.f, curTime / xc_attackTime, 1.f); if (curTime >= offTimePoint && x14_duration > 0.f) factor = 1.f - (curTime - offTimePoint) / x14_duration; x4_value = x8_magnitude * factor; } void CCameraShakerComponent::Update(float curTime, float duration, float distAtt) { if (std::fabs(duration) < 0.00001f || !x4_useModulation) { x38_value = 0.f; return; } x20_fm.Update(curTime); float freq = 1.f + x20_fm.GetValue(); x8_am.Update(curTime); x38_value = x8_am.GetValue() * std::sin(2.f * M_PIF * (duration - curTime) * freq); x38_value *= distAtt; } void CCameraShakeData::Update(float dt, CStateManager& mgr) { x4_curTime += dt; float distAtt = 1.f; if (xc0_flags & 0x1) distAtt = 1.f - zeus::clamp(0.f, (xc4_sfxPos - mgr.GetPlayer().GetTranslation()).magnitude() / xd0_sfxDist, 1.f); x8_shakerX.Update(x4_curTime, x0_duration, distAtt); x44_shakerY.Update(x4_curTime, x0_duration, distAtt); x80_shakerZ.Update(x4_curTime, x0_duration, distAtt); } zeus::CVector3f CCameraShakeData::GetPoint() const { return {x8_shakerX.GetValue(), x44_shakerY.GetValue(), x80_shakerZ.GetValue()}; } float CCameraShakeData::GetMaxAMComponent() const { float ret = 0.f; if (x8_shakerX.x4_useModulation) ret = x8_shakerX.x8_am.GetValue(); if (x44_shakerY.x4_useModulation) ret = std::max(ret, x44_shakerY.x8_am.GetValue()); if (x80_shakerZ.x4_useModulation) ret = std::max(ret, x80_shakerZ.x8_am.GetValue()); return ret; } float CCameraShakeData::GetMaxFMComponent() const { float ret = 0.f; if (x8_shakerX.x4_useModulation) ret = x8_shakerX.x20_fm.GetValue(); if (x44_shakerY.x4_useModulation) ret = std::max(ret, x44_shakerY.x20_fm.GetValue()); if (x80_shakerZ.x4_useModulation) ret = std::max(ret, x80_shakerZ.x20_fm.GetValue()); return ret; } CCameraShakeData CCameraShakeData::LoadCameraShakeData(CInputStream& in) { const float xMag = in.readFloatBig(); in.readFloatBig(); const float yMag = in.readFloatBig(); in.readFloatBig(); const float zMag = in.readFloatBig(); in.readFloatBig(); const float duration = in.readFloatBig(); const SCameraShakePoint xAM(false, 0.f, 0.f, duration, 2.f * xMag); const SCameraShakePoint yAM(false, 0.f, 0.f, duration, 2.f * yMag); const SCameraShakePoint zAM(false, 0.f, 0.f, duration, 2.f * zMag); const SCameraShakePoint xFM(false, 0.f, 0.f, 0.5f * duration, 3.f); const SCameraShakePoint yFM(false, 0.f, 0.f, 0.5f * duration, 0.f); const SCameraShakePoint zFM(false, 0.f, 0.f, 0.5f * duration, 3.f); const CCameraShakerComponent shakerX(true, xAM, xFM); const CCameraShakerComponent shakerY; const CCameraShakerComponent shakerZ(true, zAM, zFM); return {duration, 100.f, 0, zeus::skZero3f, shakerX, shakerY, shakerZ}; } const CCameraShakeData CCameraShakeData::skChargedShotCameraShakeData{ 0.3f, 100.f, 0, zeus::skZero3f, CCameraShakerComponent{}, CCameraShakerComponent{ true, {false, 0.f, 0.f, 0.3f, -1.f}, {true, 0.f, 0.f, 0.05f, 0.3f}, }, CCameraShakerComponent{}, }; } // namespace urde