mirror of https://github.com/AxioDL/metaforce.git
120 lines
4.9 KiB
C++
120 lines
4.9 KiB
C++
#include "CSamusFaceReflection.hpp"
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#include "GameGlobalObjects.hpp"
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#include "CStateManager.hpp"
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#include "TCastTo.hpp"
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#include "Camera/CFirstPersonCamera.hpp"
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#include "World/CPlayer.hpp"
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#include "World/CWorld.hpp"
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namespace urde
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{
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namespace MP1
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{
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static const zeus::CTransform PreXf = zeus::CTransform::Scale(0.3f) * zeus::CTransform::Translate(0.f, 0.5f, 0.f);
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CSamusFaceReflection::CSamusFaceReflection(CStateManager& stateMgr)
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: x0_modelData(CAnimRes(g_ResFactory->GetResourceIdByName("ACS_SamusFace")->id,
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0, zeus::CVector3f::skOne, 0, true)),
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x4c_lights(std::make_unique<CActorLights>(8, zeus::CVector3f::skZero, 4, 4, false, 0, 0, 0.1f))
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{
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x60_lookDir = zeus::CVector3f::skForward;
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CAnimPlaybackParms parms(0, -1, 1.f, true);
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x0_modelData.AnimationData()->SetAnimation(parms, false);
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}
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void CSamusFaceReflection::PreDraw(const CStateManager& mgr)
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{
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if (x6c_ != 2 && (x4c_lights->GetActiveLightCount() >= 1 || (x6c_ != 0 && x6c_ != 3)))
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{
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if (!TCastToConstPtr<CFirstPersonCamera>(mgr.GetCameraManager()->GetCurrentCamera(mgr)))
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{
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x70_hidden = true;
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}
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else
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{
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x70_hidden = false;
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x0_modelData.AnimationData()->PreRender();
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}
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}
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}
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void CSamusFaceReflection::Draw(const CStateManager& mgr) const
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{
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if (x70_hidden)
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return;
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if (TCastToConstPtr<CFirstPersonCamera> fpCam = (mgr.GetCameraManager()->GetCurrentCamera(mgr)))
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{
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zeus::CQuaternion camRot(fpCam->GetTransform().basis);
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float dist = ITweakGui::FaceReflectionDistanceDebugValueToActualValue(g_tweakGui->GetFaceReflectionDistance());
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float height = ITweakGui::FaceReflectionHeightDebugValueToActualValue(g_tweakGui->GetFaceReflectionHeight());
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float aspect = ITweakGui::FaceReflectionAspectDebugValueToActualValue(g_tweakGui->GetFaceReflectionAspect());
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float orthoWidth = ITweakGui::FaceReflectionOrthoWidthDebugValueToActualValue(g_tweakGui->GetFaceReflectionOrthoWidth());
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float orthoHeight = ITweakGui::FaceReflectionOrthoHeightDebugValueToActualValue(g_tweakGui->GetFaceReflectionOrthoHeight());
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zeus::CTransform modelXf =
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zeus::CTransform(camRot * x50_lookRot,
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fpCam->GetTransform().basis[1] * dist +
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fpCam->GetTransform().origin +
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fpCam->GetTransform().basis[2] * height) * PreXf;
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CGraphics::SetViewPointMatrix(fpCam->GetTransform());
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CGraphics::SetOrtho(aspect * -orthoWidth, aspect * orthoWidth,
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orthoHeight, -orthoHeight, -10.f, 10.f);
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CActorLights* lights = x6c_ == 1 ? nullptr : x4c_lights.get();
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if (x6c_ == 3)
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{
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const_cast<CModelData&>(x0_modelData).Render(mgr, modelXf, lights, CModelFlags(0, 0, 3, zeus::CColor::skWhite));
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}
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else
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{
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float transFactor;
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if (mgr.GetPlayerState()->GetActiveVisor(mgr) == CPlayerState::EPlayerVisor::Combat)
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transFactor = mgr.GetPlayerState()->GetVisorTransitionFactor();
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else
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transFactor = 0.f;
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if (transFactor > 0.f)
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{
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const_cast<CModelData&>(x0_modelData).Render(mgr, modelXf, nullptr, CModelFlags(7, 0, 3, zeus::CColor::skBlack));
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const_cast<CModelData&>(x0_modelData).Render(mgr, modelXf, lights, CModelFlags(7, 0, 1, zeus::CColor(1.f, transFactor)));
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}
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}
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}
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}
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void CSamusFaceReflection::Update(float dt, const CStateManager& mgr, CRandom16& rand)
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{
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if (TCastToConstPtr<CFirstPersonCamera> fpCam = (mgr.GetCameraManager()->GetCurrentCamera(mgr)))
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{
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x0_modelData.AdvanceAnimationIgnoreParticles(dt, rand, true);
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x4c_lights->SetFindShadowLight(false);
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TAreaId areaId = mgr.GetPlayer().GetAreaIdAlways();
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if (areaId == kInvalidAreaId)
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return;
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zeus::CAABox aabb(fpCam->GetTranslation() - 0.125f, fpCam->GetTranslation() + 0.125f);
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const CGameArea* area = mgr.GetWorld()->GetAreaAlways(areaId);
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x4c_lights->BuildFaceLightList(mgr, *area, aabb);
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zeus::CUnitVector3f lookDir(fpCam->GetTransform().basis[1]);
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zeus::CUnitVector3f xfLook =
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zeus::CQuaternion::lookAt(lookDir, zeus::CVector3f::skForward, 2.f * M_PIF).transform(x60_lookDir);
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zeus::CQuaternion xfLook2 = zeus::CQuaternion::lookAt(zeus::CVector3f::skForward, xfLook, 2.f * M_PIF);
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xfLook2 *= xfLook2;
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zeus::CMatrix3f newXf(xfLook2);
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zeus::CMatrix3f prevXf(x50_lookRot);
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float lookDot = prevXf[1].dot(newXf[1]);
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if (std::fabs(lookDot) > 1.f)
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lookDot = lookDot > 0.f ? 1.f : -1.f;
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float lookAng = std::acos(lookDot);
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x50_lookRot = zeus::CQuaternion::slerp(x50_lookRot, xfLook2,
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zeus::clamp(0.f, 18.f * dt * ((lookAng > 0.f) ? 0.5f * dt * g_tweakPlayer->GetFreeLookSpeed() / lookAng : 0.f), 1.f));
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x60_lookDir = lookDir;
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}
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}
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}
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}
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