metaforce/Runtime/Camera/CBallCamera.hpp

269 lines
10 KiB
C++

#ifndef __URDE_CBALLCAMERA_HPP__
#define __URDE_CBALLCAMERA_HPP__
#include "CGameCamera.hpp"
#include "CCameraSpline.hpp"
namespace urde
{
class CPlayer;
class CCameraSpring
{
float x0_k;
float x4_k2Sqrt;
float x8_max;
float xc_tardis;
float x10_dx = 0.f;
public:
CCameraSpring(float k, float max, float tardis)
: x0_k(k), x4_k2Sqrt(2.f * std::sqrt(k)), x8_max(max), xc_tardis(tardis) {}
void Reset();
float ApplyDistanceSpringNoMax(float targetX, float curX, float dt);
float ApplyDistanceSpring(float targetX, float curX, float dt);
};
class CCameraCollider
{
friend class CBallCamera;
float x4_radius;
zeus::CVector3f x8_;
zeus::CVector3f x14_;
zeus::CVector3f x20_;
zeus::CVector3f x2c_;
CCameraSpring x38_spring;
u32 x4c_occlusionCount = 0;
float x50_scale;
public:
CCameraCollider(float radius, const zeus::CVector3f& vec, const CCameraSpring& spring, float scale)
: x4_radius(radius), x8_(vec), x14_(vec), x20_(vec), x2c_(vec), x38_spring(spring), x50_scale(scale) {}
};
class CBallCamera : public CGameCamera
{
public:
enum class EBallCameraState
{
Zero,
One,
Two,
Three,
Four,
Five
};
enum class EBallCameraBehaviour
{
Zero,
One,
Two,
Three,
Four,
Five,
Six,
Seven,
Eight
};
private:
struct SFailsafeState
{
zeus::CTransform x0_;
zeus::CTransform x30_;
zeus::CVector3f x60_;
zeus::CVector3f x6c_;
zeus::CVector3f x78_;
zeus::CVector3f x84_;
std::vector<zeus::CVector3f> x90_;
};
EBallCameraBehaviour x188_behaviour = EBallCameraBehaviour::Zero;
bool x18c_24_ : 1;
bool x18c_25_ : 1;
bool x18c_26_ : 1;
bool x18c_27_ : 1;
bool x18c_28_ : 1;
bool x18c_29_ : 1;
bool x18c_30_ : 1;
bool x18c_31_ : 1;
bool x18d_24_ : 1;
bool x18d_25_ : 1;
bool x18d_26_ : 1;
bool x18d_27_ : 1;
bool x18d_28_ : 1;
bool x18d_29_ : 1;
bool x18d_30_ : 1;
bool x18d_31_ : 1;
bool x18e_24_ : 1;
bool x18e_25_ : 1;
bool x18e_26_ : 1;
bool x18e_27_nearbyDoorClosed : 1;
bool x18e_28_nearbyDoorClosing : 1;
float x190_curMinDistance;
float x194_targetMinDistance;
float x198_maxDistance;
float x19c_backwardsDistance;
float x1a0_elevation;
float x1a4_curAnglePerSecond;
float x1a8_targetAnglePerSecond;
float x1ac_ = 1.5533431f;
float x1b0_ = 1.5533431f;
zeus::CVector3f x1b4_lookAtOffset;
float x1c0_ = 0.f;
float x1c4_ = 0.f;
float x1c8_ = 0.f;
zeus::CVector3f x1cc_;
zeus::CVector3f x1d8_;
zeus::CTransform x1e4_;
CCameraSpring x214_ballCameraSpring;
CCameraSpring x228_ballCameraCentroidSpring;
CCameraSpring x23c_ballCameraLookAtSpring;
CCameraSpring x250_ballCameraCentroidDistanceSpring;
std::vector<CCameraCollider> x264_smallColliders;
std::vector<CCameraCollider> x274_mediumColliders;
std::vector<CCameraCollider> x284_largeColliders;
zeus::CVector3f x294_;
zeus::CVector3f x2a0_ = zeus::CVector3f::skUp;
zeus::CVector3f x2ac_ = zeus::CVector3f::skUp;
zeus::CVector3f x2b8_ = zeus::CVector3f::skUp;
int x2c4_ = 0;
int x2c8_ = 0;
int x2cc_ = 0;
int x2d0_ = 0;
int x2d4_ = 0;
int x2d8_ = 0;
zeus::CVector3f x2dc_;
float x2e8_ = 0.f;
float x2ec_ = 0.f;
zeus::CVector3f x2f0_;
zeus::CVector3f x2fc_;
float x308_ = 0.f;
float x30c_ = 0.f;
zeus::CVector3f x310_;
zeus::CVector3f x31c_;
u32 x328_ = 0;
float x32c_ = 1.f;
float x330_ = 0.2f;
zeus::CAABox x334_ = zeus::CAABox::skNullBox;
float x34c_ = 0.f;
CMaterialList x350_ = {EMaterialTypes::Unknown};
float x358_ = 0.f;
zeus::CVector3f x35c_;
TUniqueId x368_ = kInvalidUniqueId;
u32 x36c_ = 0;
bool x370_24_ : 1;
float x374_ = 0.f;
float x378_;
CCameraSpline x37c_camSpline;
CMaterialList x3c8_ = {EMaterialTypes::Unknown};
bool x3d0_24_ : 1;
float x3d4_ = 0.f;
float x3d8_ = 0.f;
TUniqueId x3dc_tooCloseActorId = kInvalidUniqueId;
float x3e0_tooCloseActorDist = 10000.f;
bool x3e4_ = false;
float x3e8_ = 0.f;
float x3ec_ = 0.f;
float x3f0_ = 0.f;
float x3f4_ = 2.f;
float x3f8_ = 0.f;
float x3fc_ = 0.f;
EBallCameraState x400_state = EBallCameraState::Zero;
float x404_chaseElevation;
float x408_chaseDistance;
float x40c_chaseAnglePerSecond;
zeus::CVector3f x410_chaseLookAtOffset;
CCameraSpring x41c_ballCameraChaseSpring;
float x430_boostElevation;
float x434_boostDistance;
float x438_boostAnglePerSecond;
zeus::CVector3f x43c_boostLookAtOffset;
CCameraSpring x448_ballCameraBoostSpring;
zeus::CVector3f x45c_;
float x468_;
TUniqueId x46c_collisionActorId = kInvalidUniqueId;
float x470_ = 0.f;
float x474_ = 0.f;
u32 x478_ = 0;
std::unique_ptr<SFailsafeState> x47c_failsafeState;
std::unique_ptr<u32> x480_;
void SetupColliders(std::vector<CCameraCollider>& out, float xMag, float zMag, float radius, int count,
float tardis, float max, float startAngle);
void ResetSpline(CStateManager& mgr);
void BuildSpline(CStateManager& mgr);
bool ShouldResetSpline(CStateManager& mgr) const;
void UpdatePlayerMovement(float dt, CStateManager& mgr);
void UpdateTransform(const zeus::CVector3f& lookDir, const zeus::CVector3f& pos, float dt, CStateManager& mgr);
zeus::CVector3f ConstrainYawAngle(const CPlayer& player, float distance, float yawSpeed, float dt,
CStateManager& mgr) const;
void CheckFailsafe(float dt, CStateManager& mgr);
void UpdateObjectTooCloseId(CStateManager& mgr);
void UpdateAnglePerSecond(float dt);
void UpdateUsingPathCameras(float dt, CStateManager& mgr);
zeus::CVector3f GetFixedLookTarget(const zeus::CVector3f& pos, CStateManager& mgr) const;
void UpdateUsingFixedCameras(float dt, CStateManager& mgr);
zeus::CVector3f ComputeVelocity(const zeus::CVector3f& curVel, const zeus::CVector3f& posDelta) const;
zeus::CVector3f TweenVelocity(const zeus::CVector3f& curVel, const zeus::CVector3f& newVel, float rate, float dt);
zeus::CVector3f MoveCollisionActor(const zeus::CVector3f& pos, float dt, CStateManager& mgr);
void UpdateUsingFreeLook(float dt, CStateManager& mgr);
zeus::CVector3f InterpolateCameraElevation(const zeus::CVector3f& camPos);
zeus::CVector3f CalculateCollidersCentroid(const std::vector<CCameraCollider>& colliderList, int w1) const;
zeus::CVector3f ApplyColliders();
void UpdateColliders(const zeus::CTransform& xf, std::vector<CCameraCollider>& colliderList, int& r6, int r7,
float f1, const rstl::reserved_vector<TUniqueId, 1024>& nearList, float dt,
CStateManager& mgr);
zeus::CVector3f AvoidGeometry(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
float dt, CStateManager& mgr);
zeus::CVector3f AvoidGeometryFull(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
float dt, CStateManager& mgr);
zeus::CAABox CalculateCollidersBoundingBox(const std::vector<CCameraCollider>& colliderList,
CStateManager& mgr) const;
int CountObscuredColliders(const std::vector<CCameraCollider>& colliderList) const;
void UpdateCollidersDistances(std::vector<CCameraCollider>& colliderList, float f1, float f2, float f3);
void UpdateUsingColliders(float dt, CStateManager& mgr);
void UpdateUsingSpindleCameras(float dt, CStateManager& mgr);
zeus::CVector3f ClampElevationToWater(zeus::CVector3f& pos, CStateManager& mgr) const;
void UpdateUsingTransitions(float dt, CStateManager& mgr);
zeus::CTransform UpdateCameraPositions(float dt, const zeus::CTransform& oldXf, const zeus::CTransform& newXf);
bool CheckFailsafeFromMorphBallState(CStateManager& mgr) const;
bool SplineIntersectTest(CMaterialList& intersectMat, CStateManager& mgr) const;
static bool IsBallNearDoor(const zeus::CVector3f& pos, CStateManager& mgr);
void ActivateFailsafe(float dt, CStateManager& mgr);
bool ConstrainElevationAndDistance(float& elevation, float& distance, float dt, CStateManager& mgr);
zeus::CVector3f FindDesiredPosition(float distance, float elevation, const zeus::CVector3f& dir, CStateManager& mgr);
static bool DetectCollision(const zeus::CVector3f& from, const zeus::CVector3f& to, float margin,
float& d, CStateManager& mgr);
void TeleportColliders(std::vector<CCameraCollider>& colliderList, const zeus::CVector3f& pos);
public:
CBallCamera(TUniqueId uid, TUniqueId watchedId, const zeus::CTransform& xf,
float fovy, float znear, float zfar, float aspect);
void Accept(IVisitor& visitor);
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId objId, CStateManager& stateMgr);
void ProcessInput(const CFinalInput& input, CStateManager& mgr);
void Reset(const zeus::CTransform&, CStateManager& mgr);
void Render(const CStateManager& mgr) const;
EBallCameraState GetState() const { return x400_state; }
void SetState(EBallCameraState state, CStateManager& mgr);
void Think(float dt, CStateManager& mgr);
bool TransitionFromMorphBallState(CStateManager& mgr);
TUniqueId GetTooCloseActorId() const { return x3dc_tooCloseActorId; }
float GetX3E0() const { return x3e0_tooCloseActorDist; }
void TeleportCamera(const zeus::CVector3f& pos, CStateManager& mgr);
void TeleportCamera(const zeus::CTransform& xf, CStateManager& mgr);
const zeus::CVector3f& GetX1D8() const { return x1d8_; }
void ResetToTweaks(CStateManager& mgr);
void UpdateLookAtPosition(float dt, CStateManager& mgr);
zeus::CTransform UpdateLookDirection(const zeus::CVector3f& dir, CStateManager& mgr);
void SetX470(float f) { x470_ = f; }
void SetX474(float f) { x474_ = f; }
void ApplyCameraHint(CStateManager& mgr);
void ResetPosition();
void DoorClosed(TUniqueId doorId);
void DoorClosing(TUniqueId doorId);
};
}
#endif // __URDE_CBALLCAMERA_HPP__