metaforce/Runtime/Camera/CCameraManager.hpp

168 lines
5.8 KiB
C++

#pragma once
#include <list>
#include <vector>
#include "Runtime/RetroTypes.hpp"
#include "Runtime/rstl.hpp"
#include "Runtime/World/CGameArea.hpp"
#include <zeus/CVector3f.hpp>
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 sAspect;
static float sFarPlane;
static float sNearPlane;
static float sFirstPersonFOV;
static float sThirdPersonFOV;
TUniqueId x0_curCameraId;
std::vector<TUniqueId> x4_cineCameras;
std::list<CCameraShakeData> 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<std::pair<s32, TUniqueId>, 64> xac_cameraHints;
rstl::reserved_vector<TUniqueId, 64> x2b0_inactiveCameraHints;
rstl::reserved_vector<TUniqueId, 64> 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 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; }
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&, const CScriptWater*) const;
void SetFogDensity(float, float);
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