#pragma once #include #include #include "Runtime/RetroTypes.hpp" #include "Runtime/rstl.hpp" #include "Runtime/World/CGameArea.hpp" #include namespace urde { class CBallCamera; class CCameraShakeData; class CCinematicCamera; class CFirstPersonCamera; class CGameCamera; class CInterpolationCamera; class CScriptCameraHint; class CScriptWater; class CStateManager; struct CFinalInput; class CCameraManager { static float sFirstPersonFOV; TUniqueId x0_curCameraId; std::vector x4_cineCameras; std::list x14_shakers; u32 x2c_lastShakeId = 0; zeus::CVector3f x30_shakeOffset; CGameArea::CAreaFog x3c_fog; int x74_fluidCounter = 0; TUniqueId x78_fluidId = kInvalidUniqueId; CFirstPersonCamera* x7c_fpCamera = nullptr; CBallCamera* x80_ballCamera = nullptr; s16 x84_rumbleId = -1; CInterpolationCamera* x88_interpCamera = nullptr; float x90_rumbleCooldown = 0.f; float x94_fogDensityFactor = 1.f; float x98_fogDensitySpeed = 0.f; float x9c_fogDensityFactorTarget = 1.f; union { struct { bool xa0_24_pendingRumble : 1; bool xa0_25_rumbling : 1; bool xa0_26_inWater : 1; }; u8 _dummy1 = 0; }; TUniqueId xa2_spindleCamId = kInvalidUniqueId; TUniqueId xa4_pathCamId = kInvalidUniqueId; TUniqueId xa6_camHintId = kInvalidUniqueId; s32 xa8_hintPriority = 1000; rstl::reserved_vector, 64> xac_cameraHints; rstl::reserved_vector x2b0_inactiveCameraHints; rstl::reserved_vector x334_activeCameraHints; union { struct { bool x3b8_24_ : 1; bool x3b8_25_ : 1; }; u8 _dummy2; }; float x3bc_curFov = 60.f; void SetPathCamera(TUniqueId id, CStateManager& mgr); void SetSpindleCamera(TUniqueId id, CStateManager& mgr); void RestoreHintlessCamera(CStateManager& mgr); void InterpolateToBallCamera(const zeus::CTransform& xf, TUniqueId camId, const zeus::CVector3f& lookPos, float maxTime, float positionSpeed, float rotationSpeed, bool sinusoidal, CStateManager& mgr); void SkipBallCameraCinematic(CStateManager& mgr); void ApplyCameraHint(const CScriptCameraHint& hint, CStateManager& mgr); void EnterCinematic(CStateManager& mgr); public: CCameraManager(TUniqueId curCameraId = kInvalidUniqueId); static float Aspect() { return 1.42f; } static float FarPlane() { return 750.0f; } static float NearPlane() { return 0.2f; } static float FirstPersonFOV() { return sFirstPersonFOV; } static float ThirdPersonFOV() { return 60.0f; } void ResetCameras(CStateManager& mgr); void SetSpecialCameras(CFirstPersonCamera& fp, CBallCamera& ball); bool IsInCinematicCamera() const { return x4_cineCameras.size() != 0; } bool IsInFirstPersonCamera() const; zeus::CVector3f GetGlobalCameraTranslation(const CStateManager& stateMgr) const; zeus::CTransform GetCurrentCameraTransform(const CStateManager& stateMgr) const; void RemoveCameraShaker(u32 id); int AddCameraShaker(const CCameraShakeData& data, bool sfx); void AddCinemaCamera(TUniqueId id, CStateManager& stateMgr); void RemoveCinemaCamera(TUniqueId uid, CStateManager& mgr); void SetInsideFluid(bool isInside, TUniqueId fluidId); void Update(float dt, CStateManager& stateMgr); CGameCamera* GetCurrentCamera(CStateManager& stateMgr) const; const CGameCamera* GetCurrentCamera(const CStateManager& stateMgr) const; void SetCurrentCameraId(TUniqueId id, CStateManager& stateMgr) { x0_curCameraId = id; } void CreateStandardCameras(CStateManager& stateMgr); TUniqueId GetCurrentCameraId() const { if (x4_cineCameras.size()) return x4_cineCameras.back(); return x0_curCameraId; } TUniqueId GetLastCameraId() const { if (x4_cineCameras.size()) return x4_cineCameras.back(); return kInvalidUniqueId; } void SkipCinematic(CStateManager& stateMgr); CFirstPersonCamera* GetFirstPersonCamera() { return x7c_fpCamera; } const CFirstPersonCamera* GetFirstPersonCamera() const { return x7c_fpCamera; } CBallCamera* GetBallCamera() { return x80_ballCamera; } const CBallCamera* GetBallCamera() const { return x80_ballCamera; } CGameArea::CAreaFog& Fog() { return x3c_fog; } const CGameArea::CAreaFog& Fog() const { return x3c_fog; } float GetCameraBobMagnitude() const; void UpdateCameraHints(float dt, CStateManager& mgr); void ThinkCameras(float dt, CStateManager& mgr); void UpdateFog(float dt, CStateManager& mgr); void UpdateRumble(float dt, CStateManager& mgr); void UpdateListener(CStateManager& mgr); float CalculateFogDensity(CStateManager& mgr, const CScriptWater* water) const; void SetFogDensity(float fogDensityTarget, float fogDensitySpeed); void ProcessInput(const CFinalInput& input, CStateManager& stateMgr); void RenderCameras(const CStateManager& mgr); void SetupBallCamera(CStateManager& mgr); void SetPlayerCamera(CStateManager& mgr, TUniqueId newCamId); int GetFluidCounter() const { return x74_fluidCounter; } bool HasBallCameraInitialPositionHint(CStateManager& mgr) const; void DeleteCameraHint(TUniqueId id, CStateManager& mgr); void AddInactiveCameraHint(TUniqueId id, CStateManager& mgr); void AddActiveCameraHint(TUniqueId id, CStateManager& mgr); TUniqueId GetLastCineCameraId() const; TUniqueId GetSpindleCameraId() const { return xa2_spindleCamId; } TUniqueId GetPathCameraId() const { return xa4_pathCamId; } const CCinematicCamera* GetLastCineCamera(CStateManager& mgr) const; const CScriptCameraHint* GetCameraHint(CStateManager& mgr) const; bool HasCameraHint(CStateManager& mgr) const; bool IsInterpolationCameraActive() const; bool ShouldBypassInterpolation() { return false; } }; } // namespace urde