mirror of https://github.com/AxioDL/metaforce.git
277 lines
12 KiB
C++
277 lines
12 KiB
C++
#pragma once
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#include <cmath>
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#include <memory>
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#include <vector>
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#include "Runtime/Camera/CCameraSpline.hpp"
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#include "Runtime/Camera/CGameCamera.hpp"
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#include <zeus/CAABox.hpp>
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#include <zeus/CTransform.hpp>
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#include <zeus/CVector3f.hpp>
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namespace urde {
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class CPlayer;
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class CCameraSpring {
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float x0_k;
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float x4_k2Sqrt;
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float x8_max;
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float xc_tardis;
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float x10_dx = 0.f;
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public:
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CCameraSpring(float k, float max, float tardis)
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: x0_k(k), x4_k2Sqrt(2.f * std::sqrt(k)), x8_max(max), xc_tardis(tardis) {}
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void Reset();
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float ApplyDistanceSpringNoMax(float targetX, float curX, float dt);
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float ApplyDistanceSpring(float targetX, float curX, float dt);
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};
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class CCameraCollider {
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friend class CBallCamera;
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float x4_radius;
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zeus::CVector3f x8_lastLocalPos;
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zeus::CVector3f x14_localPos;
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zeus::CVector3f x20_scaledWorldPos;
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zeus::CVector3f x2c_lastWorldPos;
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CCameraSpring x38_spring;
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u32 x4c_occlusionCount = 0;
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float x50_scale;
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public:
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CCameraCollider(float radius, const zeus::CVector3f& vec, const CCameraSpring& spring, float scale)
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: x4_radius(radius)
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, x8_lastLocalPos(vec)
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, x14_localPos(vec)
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, x20_scaledWorldPos(vec)
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, x2c_lastWorldPos(vec)
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, x38_spring(spring)
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, x50_scale(scale) {}
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};
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class CBallCamera : public CGameCamera {
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public:
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enum class EBallCameraState { Default, One, Chase, Boost, ToBall, FromBall };
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enum class EBallCameraBehaviour {
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Default,
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FreezeLookPosition, // Unused
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HintBallToCam,
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HintInitializePosition,
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HintFixedPosition,
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HintFixedTransform,
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PathCameraDesiredPos, // Unused
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PathCamera,
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SpindleCamera
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};
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enum class ESplineState { Invalid, Nav, Arc };
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private:
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struct SFailsafeState {
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zeus::CTransform x0_playerXf;
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zeus::CTransform x30_camXf;
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zeus::CVector3f x60_lookPos;
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zeus::CVector3f x6c_behindPos;
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zeus::CVector3f x78_;
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zeus::CVector3f x84_playerPos;
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std::vector<zeus::CVector3f> x90_splinePoints;
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};
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EBallCameraBehaviour x188_behaviour = EBallCameraBehaviour::Default;
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bool x18c_24_ : 1;
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bool x18c_25_chaseAllowed : 1;
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bool x18c_26_boostAllowed : 1;
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bool x18c_27_obscureAvoidance : 1;
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bool x18c_28_volumeCollider : 1;
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bool x18c_29_clampAttitude : 1;
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bool x18c_30_clampAzimuth : 1;
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bool x18c_31_clearLOS : 1;
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bool x18d_24_prevClearLOS : 1;
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bool x18d_25_avoidGeometryFull : 1;
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bool x18d_26_lookAtBall : 1;
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bool x18d_27_forceProcessing : 1;
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bool x18d_28_obtuseDirection : 1;
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bool x18d_29_noElevationInterp : 1;
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bool x18d_30_directElevation : 1;
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bool x18d_31_overrideLookDir : 1;
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bool x18e_24_noElevationVelClamp : 1;
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bool x18e_25_noSpline : 1;
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bool x18e_26_ : 1;
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bool x18e_27_nearbyDoorClosed : 1;
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bool x18e_28_nearbyDoorClosing : 1;
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float x190_curMinDistance;
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float x194_targetMinDistance;
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float x198_maxDistance;
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float x19c_backwardsDistance;
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float x1a0_elevation;
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float x1a4_curAnglePerSecond;
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float x1a8_targetAnglePerSecond;
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float x1ac_attitudeRange = zeus::degToRad(89.f);
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float x1b0_azimuthRange = zeus::degToRad(89.f);
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zeus::CVector3f x1b4_lookAtOffset;
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zeus::CVector3f x1c0_lookPosAhead;
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zeus::CVector3f x1cc_fixedLookPos;
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zeus::CVector3f x1d8_lookPos;
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zeus::CTransform x1e4_nextLookXf;
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CCameraSpring x214_ballCameraSpring;
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CCameraSpring x228_ballCameraCentroidSpring;
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CCameraSpring x23c_ballCameraLookAtSpring;
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CCameraSpring x250_ballCameraCentroidDistanceSpring;
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std::vector<CCameraCollider> x264_smallColliders;
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std::vector<CCameraCollider> x274_mediumColliders;
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std::vector<CCameraCollider> x284_largeColliders;
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zeus::CVector3f x294_dampedPos;
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zeus::CVector3f x2a0_smallCentroid = zeus::skUp;
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zeus::CVector3f x2ac_mediumCentroid = zeus::skUp;
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zeus::CVector3f x2b8_largeCentroid = zeus::skUp;
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int x2c4_smallCollidersObsCount = 0;
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int x2c8_mediumCollidersObsCount = 0;
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int x2cc_largeCollidersObsCount = 0;
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int x2d0_smallColliderIt = 0;
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int x2d4_mediumColliderIt = 0;
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int x2d8_largeColliderIt = 0;
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zeus::CVector3f x2dc_prevBallPos;
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float x2e8_ballVelFlat = 0.f;
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float x2ec_maxBallVel = 0.f;
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zeus::CVector3f x2f0_ballDelta;
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zeus::CVector3f x2fc_ballDeltaFlat;
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float x308_speedFactor = 0.f;
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float x30c_speedingTime = 0.f;
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zeus::CVector3f x310_idealLookVec;
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zeus::CVector3f x31c_predictedLookPos;
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u32 x328_avoidGeomCycle = 0;
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float x32c_colliderMag = 1.f;
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float x330_clearColliderThreshold = 0.2f;
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zeus::CAABox x334_collidersAABB = zeus::skNullBox;
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float x34c_obscuredTime = 0.f;
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CMaterialList x350_obscuringMaterial = {EMaterialTypes::NoStepLogic};
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float x358_unobscureMag = 0.f;
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zeus::CVector3f x35c_splineIntermediatePos;
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TUniqueId x368_obscuringObjectId = kInvalidUniqueId;
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ESplineState x36c_splineState = ESplineState::Invalid;
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bool x370_24_reevalSplineEnd : 1;
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float x374_splineCtrl = 0.f;
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float x378_splineCtrlRange;
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CCameraSpline x37c_camSpline;
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CMaterialList x3c8_collisionExcludeList = {EMaterialTypes::NoStepLogic};
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bool x3d0_24_camBehindFloorOrWall : 1;
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float x3d4_elevInterpTimer = 0.f;
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float x3d8_elevInterpStart = 0.f;
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TUniqueId x3dc_tooCloseActorId = kInvalidUniqueId;
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float x3e0_tooCloseActorDist = 10000.f;
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bool x3e4_pendingFailsafe = false;
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float x3e8_ = 0.f;
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float x3ec_ = 0.f;
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float x3f0_ = 0.f;
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float x3f4_ = 2.f;
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float x3f8_ = 0.f;
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float x3fc_ = 0.f;
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EBallCameraState x400_state = EBallCameraState::Default;
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float x404_chaseElevation;
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float x408_chaseDistance;
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float x40c_chaseAnglePerSecond;
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zeus::CVector3f x410_chaseLookAtOffset;
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CCameraSpring x41c_ballCameraChaseSpring;
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float x430_boostElevation;
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float x434_boostDistance;
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float x438_boostAnglePerSecond;
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zeus::CVector3f x43c_boostLookAtOffset;
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CCameraSpring x448_ballCameraBoostSpring;
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zeus::CVector3f x45c_overrideBallToCam;
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float x468_conservativeDoorCamDistance;
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TUniqueId x46c_collisionActorId = kInvalidUniqueId;
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float x470_clampVelTimer = 0.f;
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float x474_clampVelRange = 0.f;
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u32 x478_shortMoveCount = 0;
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std::unique_ptr<SFailsafeState> x47c_failsafeState;
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std::unique_ptr<u32> x480_;
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void SetupColliders(std::vector<CCameraCollider>& out, float xMag, float zMag, float radius, int count, float k,
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float max, float startAngle);
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void BuildSplineNav(CStateManager& mgr);
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void BuildSplineArc(CStateManager& mgr);
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bool ShouldResetSpline(CStateManager& mgr) const;
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void UpdatePlayerMovement(float dt, CStateManager& mgr);
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void UpdateTransform(const zeus::CVector3f& lookDir, const zeus::CVector3f& pos, float dt, CStateManager& mgr);
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zeus::CVector3f ConstrainYawAngle(const CPlayer& player, float distance, float yawSpeed, float dt,
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CStateManager& mgr) const;
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void CheckFailsafe(float dt, CStateManager& mgr);
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void UpdateObjectTooCloseId(CStateManager& mgr);
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void UpdateAnglePerSecond(float dt);
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void UpdateUsingPathCameras(float dt, CStateManager& mgr);
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zeus::CVector3f GetFixedLookTarget(const zeus::CVector3f& hintToLookDir, CStateManager& mgr) const;
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void UpdateUsingFixedCameras(float dt, CStateManager& mgr);
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zeus::CVector3f ComputeVelocity(const zeus::CVector3f& curVel, const zeus::CVector3f& posDelta) const;
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zeus::CVector3f TweenVelocity(const zeus::CVector3f& curVel, const zeus::CVector3f& newVel, float rate, float dt);
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zeus::CVector3f MoveCollisionActor(const zeus::CVector3f& pos, float dt, CStateManager& mgr);
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void UpdateUsingFreeLook(float dt, CStateManager& mgr);
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zeus::CVector3f InterpolateCameraElevation(const zeus::CVector3f& camPos, float dt);
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zeus::CVector3f CalculateCollidersCentroid(const std::vector<CCameraCollider>& colliderList, int numObscured) const;
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zeus::CVector3f ApplyColliders();
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void UpdateColliders(const zeus::CTransform& xf, std::vector<CCameraCollider>& colliderList, int& it, int count,
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float tolerance, const rstl::reserved_vector<TUniqueId, 1024>& nearList, float dt,
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CStateManager& mgr);
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zeus::CVector3f AvoidGeometry(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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float dt, CStateManager& mgr);
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zeus::CVector3f AvoidGeometryFull(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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float dt, CStateManager& mgr);
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zeus::CAABox CalculateCollidersBoundingBox(const std::vector<CCameraCollider>& colliderList,
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CStateManager& mgr) const;
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int CountObscuredColliders(const std::vector<CCameraCollider>& colliderList) const;
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void UpdateCollidersDistances(std::vector<CCameraCollider>& colliderList, float xMag, float zMag, float angOffset);
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void UpdateUsingColliders(float dt, CStateManager& mgr);
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void UpdateUsingSpindleCameras(float dt, CStateManager& mgr);
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zeus::CVector3f ClampElevationToWater(zeus::CVector3f& pos, CStateManager& mgr) const;
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void UpdateTransitionFromBallCamera(CStateManager& mgr);
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void UpdateUsingTransitions(float dt, CStateManager& mgr);
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zeus::CTransform UpdateCameraPositions(float dt, const zeus::CTransform& oldXf, const zeus::CTransform& newXf);
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static zeus::CVector3f GetFailsafeSplinePoint(const std::vector<zeus::CVector3f>& points, float t);
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bool CheckFailsafeFromMorphBallState(CStateManager& mgr) const;
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bool SplineIntersectTest(CMaterialList& intersectMat, CStateManager& mgr) const;
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void ActivateFailsafe(float dt, CStateManager& mgr);
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bool ConstrainElevationAndDistance(float& elevation, float& distance, float dt, CStateManager& mgr);
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zeus::CVector3f FindDesiredPosition(float distance, float elevation, const zeus::CVector3f& dir, CStateManager& mgr,
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bool fullTest);
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static bool DetectCollision(const zeus::CVector3f& from, const zeus::CVector3f& to, float radius, float& d,
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CStateManager& mgr);
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void TeleportColliders(std::vector<CCameraCollider>& colliderList, const zeus::CVector3f& pos);
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static bool CheckTransitionLineOfSight(const zeus::CVector3f& eyePos, const zeus::CVector3f& behindPos,
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float& eyeToOccDist, float colRadius, CStateManager& mgr);
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public:
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CBallCamera(TUniqueId uid, TUniqueId watchedId, const zeus::CTransform& xf, float fovy, float znear, float zfar,
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float aspect);
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void Accept(IVisitor& visitor) override;
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId objId, CStateManager& stateMgr) override;
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void ProcessInput(const CFinalInput& input, CStateManager& mgr) override;
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void Reset(const zeus::CTransform&, CStateManager& mgr) override;
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void Render(CStateManager& mgr) override;
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EBallCameraBehaviour GetBehaviour() const { return x188_behaviour; }
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EBallCameraState GetState() const { return x400_state; }
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void SetState(EBallCameraState state, CStateManager& mgr);
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void Think(float dt, CStateManager& mgr) override;
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bool TransitionFromMorphBallState(CStateManager& mgr);
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TUniqueId GetTooCloseActorId() const { return x3dc_tooCloseActorId; }
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float GetTooCloseActorDistance() const { return x3e0_tooCloseActorDist; }
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void TeleportCamera(const zeus::CVector3f& pos, CStateManager& mgr);
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void TeleportCamera(const zeus::CTransform& xf, CStateManager& mgr);
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const zeus::CVector3f& GetLookPos() const { return x1d8_lookPos; }
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void ResetToTweaks(CStateManager& mgr);
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void UpdateLookAtPosition(float dt, CStateManager& mgr);
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zeus::CTransform UpdateLookDirection(const zeus::CVector3f& dir, CStateManager& mgr);
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void SetClampVelTimer(float f) { x470_clampVelTimer = f; }
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void SetClampVelRange(float f) { x474_clampVelRange = f; }
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void ApplyCameraHint(CStateManager& mgr);
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void ResetPosition(CStateManager& mgr);
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void DoorClosed(TUniqueId doorId);
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void DoorClosing(TUniqueId doorId);
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const zeus::CVector3f& GetLookPosAhead() const { return x1c0_lookPosAhead; }
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const zeus::CVector3f& GetFixedLookPos() const { return x1cc_fixedLookPos; }
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static bool IsBallNearDoor(const zeus::CVector3f& pos, CStateManager& mgr);
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};
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} // namespace urde
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