mirror of https://github.com/AxioDL/metaforce.git
301 lines
9.5 KiB
C++
301 lines
9.5 KiB
C++
#include "CCameraManager.hpp"
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#include "CCameraShakeData.hpp"
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#include "CFirstPersonCamera.hpp"
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#include "Audio/CSfxManager.hpp"
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#include "CGameCamera.hpp"
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#include "CStateManager.hpp"
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#include "Input/CRumbleManager.hpp"
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#include "World/CScriptWater.hpp"
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#include "World/CPlayer.hpp"
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#include "World/CScriptWater.hpp"
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#include "CPlayerState.hpp"
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#include "GameGlobalObjects.hpp"
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#include "Graphics/CGraphics.hpp"
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#include "Particle/CGenDescription.hpp"
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#include "CObjectList.hpp"
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#include "TCastTo.hpp"
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#include "CCinematicCamera.hpp"
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#include "CBallCamera.hpp"
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#include "CInterpolationCamera.hpp"
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namespace urde
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{
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float CCameraManager::sAspect = 1.42f;
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float CCameraManager::sFarPlane = 750.f;
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float CCameraManager::sNearPlane = 0.2f;
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float CCameraManager::sFirstPersonFOV = 55.f;
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float CCameraManager::sThirdPersonFOV = 60.f;
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CCameraManager::CCameraManager(TUniqueId curCameraId) : x0_curCameraId(curCameraId)
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{
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CSfxManager::AddListener(CSfxManager::ESfxChannels::Game, zeus::CVector3f::skZero, zeus::CVector3f::skZero,
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{1.f, 0.f, 0.f}, {0.f, 0.f, 1.f}, 50.f, 50.f, 1000.f, 1, 0x7f);
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sAspect = float(g_Viewport.x8_width / g_Viewport.xc_height);
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sFirstPersonFOV = g_tweakGame->GetFirstPersonFOV();
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}
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zeus::CVector3f CCameraManager::GetGlobalCameraTranslation(const CStateManager& stateMgr) const
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{
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TCastToConstPtr<CGameCamera> camera(GetCurrentCamera(stateMgr));
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return camera->GetTransform() * x30_shakeOffset;
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}
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zeus::CTransform CCameraManager::GetCurrentCameraTransform(const CStateManager& stateMgr) const
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{
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TCastToConstPtr<CGameCamera> camera(GetCurrentCamera(stateMgr));
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return camera->GetTransform() * zeus::CTransform::Translate(x30_shakeOffset);
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}
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void CCameraManager::RemoveCameraShaker(int id)
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{
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for (auto it = x14_shakers.begin(); it != x14_shakers.end(); ++it)
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if (it->xbc_shakerId == id)
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{
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x14_shakers.erase(it);
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break;
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}
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}
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int CCameraManager::AddCameraShaker(const CCameraShakeData& data, bool sfx)
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{
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x14_shakers.emplace_back(data);
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x14_shakers.back().xbc_shakerId = ++x2c_lastShakeId;
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if (!xa0_24_)
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{
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xa0_24_ = true;
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x90_ = 0.5f;
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}
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if (sfx && data.x0_duration > 0.f)
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{
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float vol =zeus::clamp(100.f, std::max(data.GetSomething(), data.GetSomething2()) * 9.f + 100.f, 127.f);
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CSfxHandle sfxHandle;
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if (data.xc0_flags & 0x1)
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sfxHandle = CSfxManager::AddEmitter(1133, data.xc4_sfxPos, zeus::CVector3f::skZero,
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vol / 127.f, false, false, 0x7f, kInvalidAreaId);
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else
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sfxHandle = CSfxManager::SfxStart(1133, vol / 127.f, 0.f, false, 0x7f, false, kInvalidAreaId);
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sfxHandle->SetTimeRemaining(data.x0_duration);
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}
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return x2c_lastShakeId;
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}
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void CCameraManager::AddCinemaCamera(TUniqueId id, CStateManager& stateMgr) { x4_cineCameras.push_back(id); }
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void CCameraManager::SetInsideFluid(bool val, TUniqueId fluidId)
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{
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if (val)
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{
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++x74_fluidCounter;
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x78_fluidId = fluidId;
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}
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else
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--x74_fluidCounter;
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}
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void CCameraManager::Update(float dt, CStateManager& stateMgr)
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{
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UpdateCameraHints(dt, stateMgr);
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ThinkCameras(dt, stateMgr);
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UpdateListener(stateMgr);
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UpdateRumble(dt, stateMgr);
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UpdateFog(dt, stateMgr);
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#if 0
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const CGameCamera* camera = GetCurrentCamera(stateMgr);
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zeus::CVector3f heading = camera->GetTransform().basis * zeus::CVector3f{0.f, 1.f, 0.f};
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CSfxManager::UpdateListener(camera->GetTransform().origin, zeus::CVector3f::skZero, heading, {0.f, 0.f, 1.f}, 0x7f);
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x30_shakeOffset = zeus::CVector3f::skZero;
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for (auto it = x18_shakers.begin(); it != x18_shakers.end();)
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{
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if (it->x1c_curTime >= it->x18_duration)
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{
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it = x18_shakers.erase(it);
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continue;
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}
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x30_shakeOffset += it->GeneratePoint(dt, *stateMgr.GetActiveRandom());
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++it;
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}
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if (x18_shakers.size())
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{
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if (!xa0_25_rumbling || xa0_24_)
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{
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stateMgr.GetRumbleManager().Rumble(ERumbleFxId::Seven, stateMgr, ERumblePriority::Two);
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xa0_25_rumbling = true;
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}
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}
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else
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{
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xa0_25_rumbling = false;
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if (x84_rumbleId != -1)
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{
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stateMgr.GetRumbleManager().StopRumble(x84_rumbleId);
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x84_rumbleId = -1;
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}
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}
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if (x74_fluidCounter)
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{
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const CScriptWater* water = TCastToConstPtr<CScriptWater>(stateMgr.GetObjectById(x78_fluidId));
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if (water)
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{
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// TODO: Finish
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zeus::CColor tmpColor; // Get from water
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zeus::CVector2f tmpVector; // Get from camera
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x3c_fog.SetFogExplicit(ERglFogMode::PerspExp, tmpColor, tmpVector);
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stateMgr.GetCameraFilterPass(4).SetFilter(CCameraFilterPass::EFilterType::Multiply,
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CCameraFilterPass::EFilterShape::Fullscreen, 0.f, tmpColor, -1);
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}
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xa0_26_inWater = true;
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}
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else
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{
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xa0_26_inWater = false;
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x3c_fog.DisableFog();
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stateMgr.GetCameraFilterPass(4).DisableFilter(dt);
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}
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x3c_fog.Update(dt);
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#endif
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}
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CGameCamera* CCameraManager::GetCurrentCamera(CStateManager& stateMgr) const
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{
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CObjectList* camList = stateMgr.ObjectListById(EGameObjectList::GameCamera);
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return static_cast<CGameCamera*>(camList->GetObjectById(GetCurrentCameraId()));
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}
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const CGameCamera* CCameraManager::GetCurrentCamera(const CStateManager& stateMgr) const
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{
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const CObjectList* camList = stateMgr.GetObjectListById(EGameObjectList::GameCamera);
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return static_cast<const CGameCamera*>(camList->GetObjectById(GetCurrentCameraId()));
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}
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void CCameraManager::CreateStandardCameras(CStateManager& stateMgr)
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{
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TUniqueId fpId = stateMgr.AllocateUniqueId();
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x7c_fpCamera = new CFirstPersonCamera(fpId, zeus::CTransform::Identity(),
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stateMgr.Player()->GetUniqueId(), g_tweakPlayer->GetX184(),
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sFirstPersonFOV, sNearPlane, sFarPlane, sAspect);
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stateMgr.AddObject(x7c_fpCamera);
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stateMgr.Player()->SetCameraState(CPlayer::EPlayerCameraState::Zero, stateMgr);
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SetCurrentCameraId(fpId, stateMgr);
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x80_ballCamera = new CBallCamera(stateMgr.AllocateUniqueId(), stateMgr.Player()->GetUniqueId(),
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zeus::CTransform::Identity(), sThirdPersonFOV,
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sNearPlane, sFarPlane, sAspect);
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stateMgr.AddObject(x80_ballCamera);
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x88_interpCamera = new CInterpolationCamera(stateMgr.AllocateUniqueId(), zeus::CTransform::Identity());
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stateMgr.AddObject(x88_interpCamera);
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}
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void CCameraManager::SkipCinematic(CStateManager& stateMgr)
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{
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TUniqueId camId = GetCurrentCameraId();
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CCinematicCamera* ent = static_cast<CCinematicCamera*>(stateMgr.ObjectById(camId));
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while (ent)
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{
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ent->SetActive(false);
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ent->WasDeactivated(stateMgr);
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ent = TCastToPtr<CCinematicCamera>(GetCurrentCamera(stateMgr)).GetPtr();
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}
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stateMgr.GetPlayer().UpdateCinematicState(stateMgr);
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x7c_fpCamera->SkipCinematic();
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}
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float CCameraManager::sub80009148() const
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{
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const zeus::CVector3f uVec = x7c_fpCamera->GetTransform().upVector();
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return 1.f - std::min(std::fabs(std::min(std::fabs(uVec.dot(zeus::CVector3f::skUp)), 1.f) /
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std::cos(zeus::degToRad(30.f))), 1.f);
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}
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void CCameraManager::UpdateCameraHints(float, CStateManager& mgr)
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{
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}
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void CCameraManager::ThinkCameras(float dt, CStateManager& mgr)
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{
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CGameCameraList gcList = mgr.GetCameraObjectList();
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for (CEntity* ent : gcList)
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{
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TCastToPtr<CGameCamera> gc(ent);
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if (gc)
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{
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gc->Think(dt, mgr);
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gc->UpdatePerspective(dt);
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}
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}
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if (IsInCinematicCamera())
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return;
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TUniqueId camId = GetLastCameraId();
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const CGameCamera* cam = TCastToConstPtr<CGameCamera>(mgr.GetObjectById(camId));
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if (cam)
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x3bc_curFov = cam->GetFov();
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}
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void CCameraManager::UpdateFog(float, CStateManager&)
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{
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}
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void CCameraManager::UpdateRumble(float, CStateManager&)
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{
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}
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void CCameraManager::UpdateListener(CStateManager& mgr)
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{
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const zeus::CTransform xf = GetCurrentCameraTransform(mgr);
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CSfxManager::UpdateListener(xf.origin, zeus::CVector3f::skZero, xf.frontVector(), xf.upVector(), 127);
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}
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float CCameraManager::CalculateFogDensity(CStateManager& mgr, const CScriptWater* water)
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{
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float f31 = 1.f /* 1.f - water->x1b4_->x40_; */;
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float f1 = 0;
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if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::GravitySuit))
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f1 = (g_tweakPlayer->GetX54() * g_tweakPlayer->GetX50()) + f31;
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else
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f1 = (g_tweakPlayer->GetX5C() * g_tweakPlayer->GetX58()) + f31;
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return f1 * x94_;
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}
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void CCameraManager::ResetCameras(CStateManager& mgr)
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{
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zeus::CTransform xf = mgr.GetPlayer().CreateTransformFromMovementDirection();
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xf.origin = mgr.GetPlayer().GetEyePosition();
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for (CEntity* ent : mgr.GetCameraObjectList())
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{
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TCastToPtr<CGameCamera> camObj(ent);
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camObj->Reset(xf, mgr);
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}
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}
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void CCameraManager::SetSpecialCameras(CFirstPersonCamera& fp, CBallCamera& ball)
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{
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x7c_fpCamera = &fp;
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x80_ballCamera = &ball;
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}
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void CCameraManager::ProcessInput(const CFinalInput& input, CStateManager& stateMgr)
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{
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for (CEntity* ent : stateMgr.GetCameraObjectList())
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{
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if (!ent)
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continue;
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CGameCamera& cam = static_cast<CGameCamera&>(*ent);
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if (input.ControllerIdx() != cam.x16c_controllerIdx)
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continue;
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cam.ProcessInput(input, stateMgr);
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}
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}
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}
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