#ifndef __URDE_CCAMERAMANAGER_HPP__ #define __URDE_CCAMERAMANAGER_HPP__ #include "RetroTypes.hpp" #include "zeus/CVector3f.hpp" #include "World/CGameArea.hpp" namespace urde { class CFirstPersonCamera; class CBallCamera; class CStateManager; class CGameCamera; class CCameraShakeData; class CScriptWater; class CInterpolationCamera; class CFinalInput; class CCameraManager { static float sAspect; static float sFarPlane; static float sNearPlane; static float sFirstPersonFOV; static float sThirdPersonFOV; 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_ = 0.f; float x94_ = 1.f; float x98_ = 0.f; float x9c_ = 1.f; union { struct { bool xa0_24_ : 1; bool xa0_25_rumbling : 1; bool xa0_26_inWater : 1; }; u8 _dummy1 = 0; }; TUniqueId xa2_ = kInvalidUniqueId; TUniqueId xa4_ = kInvalidUniqueId; TUniqueId xa6_ = kInvalidUniqueId; u32 xa8_ = 1000; u32 xac_ = 0; 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; public: CCameraManager(TUniqueId curCameraId=kInvalidUniqueId); static float Aspect() {return sAspect;} static float FarPlane() {return sFarPlane;} static float NearPlane() {return sNearPlane;} static float FirstPersonFOV() {return sFirstPersonFOV;} static float ThirdPersonFOV() {return sThirdPersonFOV;} 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(int id); int AddCameraShaker(const CCameraShakeData& data, bool sfx); void AddCinemaCamera(TUniqueId, CStateManager& stateMgr); void RemoveCinemaCamera(TUniqueId, CStateManager&); void SetInsideFluid(bool, TUniqueId); 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; } CBallCamera* GetBallCamera() { return x80_ballCamera; } CGameArea::CAreaFog& Fog() { return x3c_fog; } float sub80009148() const; void UpdateCameraHints(float, CStateManager&); void ThinkCameras(float, CStateManager&); void UpdateFog(float, CStateManager&); void UpdateRumble(float, CStateManager&); void UpdateListener(CStateManager&); float CalculateFogDensity(CStateManager&, const CScriptWater*); 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; } float GetCameraBobMagnitude() const; bool HasBallCameraInitialPositionHint(CStateManager& mgr) const; void DeleteCameraHint(TUniqueId id, CStateManager& mgr); void AddInactiveCameraHint(TUniqueId id, CStateManager& mgr); void AddActiveCameraHint(TUniqueId id, CStateManager& mgr); }; } #endif // __URDE_CCAMERAMANAGER_HPP__