prime/include/MetroidPrime/Cameras/CCameraManager.hpp

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#ifndef _CCAMERAMANAGER
#define _CCAMERAMANAGER
#include "types.h"
#include "MetroidPrime/CGameArea.hpp"
#include "MetroidPrime/TGameTypes.hpp"
#include "MetroidPrime/Cameras/CCameraShakeData.hpp"
#include "Kyoto/Math/CVector3f.hpp"
#include "rstl/list.hpp"
#include "rstl/pair.hpp"
#include "rstl/reserved_vector.hpp"
#include "rstl/vector.hpp"
class CBallCamera;
class CCameraShakeData;
class CFirstPersonCamera;
class CGameCamera;
class CInterpolationCamera;
class CStateManager;
#ifdef __MWERKS__
#pragma cpp_extensions on
#endif
class CCameraManager {
static float sFirstPersonFOV;
static float sThirdPersonFOV;
static float sNearPlane;
static float sFarPlane;
static float sAspectRatio;
static float lbl_805A6BE4;
static float lbl_805A6BE8;
public:
CCameraManager(TUniqueId curCamera = kInvalidUniqueId);
void CreateStandardCameras(CStateManager& mgr);
void ThinkCameras(float dt, CStateManager& mgr);
void ResetCameras(CStateManager& mgr);
void RenderCameras(const CStateManager& mgr);
TUniqueId GetCurrentCameraId() const;
CGameCamera& CurrentCamera(CStateManager& mgr);
const CGameCamera& GetCurrentCamera(const CStateManager& mgr) const;
const CGameCamera& GetLastCineCamera(CStateManager& mgr) const;
TUniqueId GetLastCineCameraId() const;
void SetCurrentCameraId(TUniqueId camId);
void UpdateSfxListener(CStateManager& mgr);
void UpdateRumble(float dt, CStateManager& mgr);
CFirstPersonCamera* FirstPersonCamera() const /* map */ { return x7c_fpCamera; }
const CFirstPersonCamera* GetFirstPersonCamera() const { return x7c_fpCamera; }
CTransform4f GetCurrentCameraTransform(const CStateManager& mgr) const;
void SetPlayerCamera(CStateManager& mgr, TUniqueId newCamId);
void SetFogDensity(float fogDensityTarget, float fogDensitySpeed);
bool IsInCinematicCamera() const;
void RemoveCameraShaker(int id);
int AddCameraShaker(const CCameraShakeData& data, bool sfx);
void SetCurrentFov(float fov) { x3bc_curFov = fov; }
int GetFluidCounter() const { return x74_fluidCounter; }
static float DefaultThirdPersonFov();
static float DefaultFirstPersonFov();
static float DefaultNearPlane();
static float DefaultFarPlane();
static float DefaultAspect();
private:
TUniqueId x0_curCameraId;
rstl::vector< TUniqueId > x4_cineCameras;
rstl::list< CCameraShakeData > x14_shakers;
uint x2c_lastShakeId;
CVector3f x30_shakeOffset;
CGameArea::CAreaFog x3c_fog;
int x74_fluidCounter;
TUniqueId x78_fluidId;
CFirstPersonCamera* x7c_fpCamera;
CBallCamera* x80_ballCamera;
int x84_rumbleId;
CInterpolationCamera* x88_interpCamera;
short x8c_;
float x90_rumbleCooldown;
float x94_fogDensityFactor;
float x98_fogDensitySpeed;
float x9c_fogDensityFactorTarget;
union {
struct {
bool xa0_24_pendingRumble : 1;
bool xa0_25_rumbling : 1;
bool xa0_26_inWater : 1;
};
uchar xa0_flags;
};
TUniqueId xa2_spindleCamId;
TUniqueId xa4_pathCamId;
TUniqueId xa6_camHintId;
int xa8_hintPriority;
rstl::reserved_vector< rstl::pair< int, TUniqueId >, 64 > xac_cameraHints;
rstl::reserved_vector< TUniqueId, 64 > x2b0_inactiveCameraHints;
rstl::reserved_vector< TUniqueId, 64 > x334_activeCameraHints;
bool x3b8_24_ : 1;
bool x3b8_25_ : 1;
float x3bc_curFov;
};
CHECK_SIZEOF(CCameraManager, 0x3c0)
#ifdef __MWERKS__
#pragma cpp_extensions reset
#endif
#endif // _CCAMERAMANAGER