#include "CCameraManager.hpp" #include "CCameraShakeData.hpp" #include "CFirstPersonCamera.hpp" #include "Audio/CSfxManager.hpp" #include "CGameCamera.hpp" #include "CStateManager.hpp" #include "Input/CRumbleManager.hpp" #include "World/CScriptWater.hpp" #include "World/CPlayer.hpp" namespace urde { CCameraManager::CCameraManager(TUniqueId curCameraId) : x0_curCameraId(curCameraId) { CSfxManager::AddListener(CSfxManager::ESfxChannels::One, zeus::CVector3f::skZero, zeus::CVector3f::skZero, {1.f, 0.f, 0.f}, {0.f, 0.f, 1.f}, 50.f, 50.f, 1000.f, 1, 0x7f); } zeus::CVector3f CCameraManager::GetGlobalCameraTranslation(const CStateManager& stateMgr) const { const CGameCamera* camera = GetCurrentCamera(stateMgr); return camera->GetTransform() * x30_shakeOffset; } zeus::CTransform CCameraManager::GetCurrentCameraTransform(const CStateManager& stateMgr) const { const CGameCamera* camera = GetCurrentCamera(stateMgr); return camera->GetTransform() * zeus::CTransform::Translate(x30_shakeOffset); } void CCameraManager::RemoveCameraShaker(int id) { for (auto it = x18_shakers.begin(); it != x18_shakers.end(); ++it) if (it->x20_shakerId == id) { x18_shakers.erase(it); break; } } int CCameraManager::AddCameraShaker(const CCameraShakeData& data) { x18_shakers.emplace_back(data); x18_shakers.back().x20_shakerId = ++x2c_lastShakeId; return x2c_lastShakeId; } void CCameraManager::AddCinemaCamera(TUniqueId id, CStateManager& stateMgr) { x4_cineCameras.push_back(id); } void CCameraManager::SetInsideFluid(bool val, TUniqueId fluidId) { if (val) { ++x74_fluidCounter; x78_fluidId = fluidId; } else --x74_fluidCounter; } void CCameraManager::Update(float dt, CStateManager& stateMgr) { const CGameCamera* camera = GetCurrentCamera(stateMgr); zeus::CVector3f heading = camera->GetTransform().basis * zeus::CVector3f{0.f, 1.f, 0.f}; CSfxManager::UpdateListener(camera->GetTransform().origin, zeus::CVector3f::skZero, heading, {0.f, 0.f, 1.f}, 0x7f); x30_shakeOffset = zeus::CVector3f::skZero; for (auto it = x18_shakers.begin(); it != x18_shakers.end();) { if (it->x1c_curTime >= it->x18_duration) { it = x18_shakers.erase(it); continue; } x30_shakeOffset += it->GeneratePoint(dt, *stateMgr.GetActiveRandom()); ++it; } if (x18_shakers.size()) { if (!x86_25_rumbling || x86_24_) { stateMgr.GetRumbleManager().Rumble(ERumbleFxId::Seven, stateMgr, ERumblePriority::Two); x86_25_rumbling = true; } } else { x86_25_rumbling = false; if (x84_rumbleId != -1) { stateMgr.GetRumbleManager().StopRumble(x84_rumbleId); x84_rumbleId = -1; } } if (x74_fluidCounter) { const CScriptWater* water = dynamic_cast(stateMgr.GetObjectById(x78_fluidId)); if (water) { // TODO: Finish zeus::CColor tmpColor; // Get from water zeus::CVector2f tmpVector; // Get from camera x3c_fog.SetFogExplicit(ERglFogMode::PerspExp, tmpColor, tmpVector); stateMgr.GetCameraFilterPass(4).SetFilter(CCameraFilterPass::EFilterType::Multiply, CCameraFilterPass::EFilterShape::Fullscreen, 0.f, tmpColor, -1); } x86_26_inWater = true; } else { x86_26_inWater = false; x3c_fog.DisableFog(); stateMgr.GetCameraFilterPass(4).DisableFilter(dt); } x3c_fog.Update(dt); } CGameCamera* CCameraManager::GetCurrentCamera(CStateManager& stateMgr) const { CObjectList* camList = stateMgr.ObjectListById(EGameObjectList::GameCamera); return static_cast(camList->GetObjectById(GetCurrentCameraId())); } const CGameCamera* CCameraManager::GetCurrentCamera(const CStateManager& stateMgr) const { const CObjectList* camList = stateMgr.GetObjectListById(EGameObjectList::GameCamera); return static_cast(camList->GetObjectById(GetCurrentCameraId())); } float CCameraManager::sub80009148() const { const zeus::CVector3f uVec = x7c_fpCamera->GetTransform().upVector(); return 1.f - std::min(std::fabs(std::min(std::fabs(uVec.y * uVec.x * uVec.z * zeus::kUpVec.y + zeus::kUpVec.x + zeus::kUpVec.z), 1.f) / std::cos(zeus::degToRad(30.f))), 1.f); } void CCameraManager::ResetCameras(CStateManager& mgr) { zeus::CTransform xf = mgr.GetPlayer().CreateTransformFromMovementDirection(); xf.origin = mgr.GetPlayer().GetEyePosition(); for (CEntity* ent : mgr.GetCameraObjectList()) { CGameCamera* camObj = static_cast(ent); camObj->Reset(xf, mgr); } } }