mirror of https://github.com/PrimeDecomp/prime.git
294 lines
10 KiB
C++
294 lines
10 KiB
C++
#ifndef _CBALLCAMERA
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#define _CBALLCAMERA
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#include "types.h"
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#include "MetroidPrime/Cameras/CCameraSpline.hpp"
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#include "MetroidPrime/Cameras/CGameCamera.hpp"
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#include "Kyoto/Math/CMath.hpp"
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class CCameraSpring {
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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(CMath::SqrtF(k) * 2.f), x8_max(max), xc_tardis(tardis), x10_dx(0.f) {}
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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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private:
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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;
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};
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class CCameraCollider {
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public:
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CCameraCollider(float radius, 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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, x4c_occlusionCount(0)
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, x50_scale(scale) {}
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virtual ~CCameraCollider() {}
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float GetRadius() const { return x4_radius; }
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// TODO
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const CVector3f& GetRealPosition() const { return x2c_lastWorldPos; }
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const CVector3f& GetDesiredPosition() const { return x14_localPos; }
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const CVector3f& GetLookAtPosition() const { return x20_scaledWorldPos; }
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const CVector3f& GetLineOfSight() const;
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const CVector3f& GetPosition() const { return x8_lastLocalPos; }
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int GetOcclusionCount() const { return x4c_occlusionCount; }
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float GetScale() const { return x50_scale; }
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void SetRadius(float radius) { this->x4_radius = radius; }
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// TODO
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void SetPosition(CVector3f vec) { x8_lastLocalPos = vec; }
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void SetRealPosition(CVector3f vec) { x2c_lastWorldPos = vec; }
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void SetDesiredPosition(CVector3f vec) { x14_localPos = vec; }
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void SetLookAtPosition(CVector3f vec) { x20_scaledWorldPos = vec; }
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void SetLineOfSight();
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void SetOcclusionCount(int val) { x4c_occlusionCount = val; }
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void SetScale(float val) { x50_scale = val; }
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private:
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float x4_radius;
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CVector3f x8_lastLocalPos; // position
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CVector3f x14_localPos; // desired position
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CVector3f x20_scaledWorldPos; // look at position
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CVector3f x2c_lastWorldPos; // real position
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CCameraSpring x38_spring;
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int x4c_occlusionCount;
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float x50_scale;
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};
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class CBallCamera : public CGameCamera {
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public:
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enum EBallCameraState {
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kBCS_Default,
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kBCS_One,
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kBCS_Chase,
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kBCS_Boost,
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kBCS_ToBall,
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kBCS_FromBall,
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};
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enum EBallCameraBehaviour {
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kBCB_Default,
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kBCB_FreezeLookPosition, // Unused
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kBCB_HintBallToCam,
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kBCB_HintInitializePosition,
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kBCB_HintFixedPosition,
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kBCB_HintFixedTransform,
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kBCB_PathCameraDesiredPos, // Unused
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kBCB_PathCamera,
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kBCB_SpindleCamera,
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};
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enum ESplineState {
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kBSS_Invalid,
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kBSS_Nav,
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kBSS_Arc,
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};
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CBallCamera(TUniqueId uid, TUniqueId watchedId, const CTransform4f& xf, float fovY, float nearZ,
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float farZ, float aspect);
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// CEntity
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~CBallCamera() override;
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void Accept(IVisitor& visitor) override;
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void Think(float dt, CStateManager& mgr) override;
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override;
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// CActor
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void Render(const CStateManager&) const override;
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// CGameCamera
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void ProcessInput(const CFinalInput&, CStateManager& mgr) override;
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void Reset(const CTransform4f&, CStateManager& mgr) override;
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// CBallCamera
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void SetupColliders(rstl::vector< CCameraCollider >& out, float xMag, float zMag, float radius,
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int count, float k, float max, float startAngle);
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void TeleportColliders(rstl::vector< CCameraCollider >& colliderList, CVector3f pos);
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void TeleportCamera(const CVector3f& pos, CStateManager& mgr);
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void TeleportCamera(const CTransform4f& xf, CStateManager& mgr);
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void ResetPosition(CStateManager& mgr);
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void ResetToTweaks(CStateManager& mgr);
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CVector3f FindDesiredPosition(float distance, float elevation, CVector3f dir, CStateManager& mgr,
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bool fullTest);
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void UpdateCollidersDistances(rstl::vector< CCameraCollider >& colliderList, float xMag,
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float zMag, float angOffset);
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void UpdateColliders(const CTransform4f& xf, rstl::vector< CCameraCollider >& colliderList,
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int& idx, int count, float tolerance, const TEntityList& nearList, float dt,
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CStateManager& mgr);
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CVector3f CalculateCollidersCentroid(const rstl::vector< CCameraCollider >& colliderList,
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int numObscured) const;
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CVector3f ApplyColliders();
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int CountObscuredColliders(const rstl::vector< CCameraCollider >& colliderList) const;
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CAABox CalculateCollidersBoundingBox(const rstl::vector< CCameraCollider >& colliderList,
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const CStateManager&) const;
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CVector3f AvoidGeometryFull(const CTransform4f& xf, const TEntityList& nearList, float dt,
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CStateManager& mgr);
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CVector3f AvoidGeometry(const CTransform4f& xf, const TEntityList& nearList, float dt,
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CStateManager& mgr);
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bool DetectCollision(const CVector3f& from, const CVector3f& to, float radius, float& d,
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CStateManager& mgr);
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const CVector3f& GetLookAtPosition() const { return x1d8_lookPos; }
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float GetDistance() const { return x190_curMinDistance; }
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float GetElevation() const { return x1a0_elevation; }
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void SetBehaviourType(EBallCameraBehaviour type) { x188_behaviour = type; }
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void SetAllowChaseCamera(bool v) { x18c_25_chaseAllowed = v; }
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void SetAllowBoostCamera(bool v) { x18c_26_boostAllowed = v; }
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// void SetLineOfSightCheck(bool v);
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void SetGeometryAvoidance(bool v) { x18c_27_obscureAvoidance = true; }
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void SetMinDistance(float v) { x194_targetMinDistance = v; }
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void SetMaxDistance(float v) { x198_maxDistance = v; }
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void SetBackwardsDistance(float v) { x19c_backwardsDistance = v; }
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void SetDistanceSpring(const CCameraSpring& spring) { x214_ballCameraSpring = spring; }
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void SetCentroidDistanceSpring(const CCameraSpring& spring) {
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x250_ballCameraCentroidDistanceSpring = spring;
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}
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void SetElevation(float v) { x1a0_elevation = v; }
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void SetLookAtOffset(CVector3f vec) { x1b4_lookAtOffset = vec; }
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void SetChaseLookAtOffset(CVector3f vec) { x410_chaseLookAtOffset = vec; }
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void SetWorldOffset(CVector3f vec); // TODO
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EBallCameraState GetState() const { return x400_state; }
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void SetState(EBallCameraState state);
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void ApplyCameraHint(CStateManager& mgr);
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private:
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struct SFailsafeState {
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CTransform4f x0_playerXf;
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CTransform4f x30_camXf;
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CVector3f x60_lookPos;
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CVector3f x6c_behindPos;
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CVector3f x78_;
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CVector3f x84_playerPos;
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rstl::vector< CVector3f > x90_splinePoints;
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SFailsafeState();
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};
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struct SUnknown {
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SUnknown();
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};
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EBallCameraBehaviour x188_behaviour;
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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;
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float x1b0_azimuthRange;
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CVector3f x1b4_lookAtOffset;
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CVector3f x1c0_lookPosAhead;
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CVector3f x1cc_fixedLookPos;
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CVector3f x1d8_lookPos;
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CTransform4f 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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rstl::vector< CCameraCollider > x264_smallColliders;
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rstl::vector< CCameraCollider > x274_mediumColliders;
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rstl::vector< CCameraCollider > x284_largeColliders;
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CVector3f x294_dampedPos;
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CVector3f x2a0_smallCentroid;
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CVector3f x2ac_mediumCentroid;
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CVector3f x2b8_largeCentroid;
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int x2c4_smallCollidersObsCount;
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int x2c8_mediumCollidersObsCount;
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int x2cc_largeCollidersObsCount;
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int x2d0_smallColliderIt;
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int x2d4_mediumColliderIt;
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int x2d8_largeColliderIt;
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CVector3f x2dc_prevBallPos;
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float x2e8_ballVelFlat;
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float x2ec_maxBallVel;
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CVector3f x2f0_ballDelta;
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CVector3f x2fc_ballDeltaFlat;
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float x308_speedFactor;
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float x30c_speedingTime;
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CVector3f x310_idealLookVec;
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CVector3f x31c_predictedLookPos;
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int x328_avoidGeomCycle;
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float x32c_colliderMag;
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float x330_clearColliderThreshold;
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CAABox x334_collidersAABB;
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float x34c_obscuredTime;
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CMaterialList x350_obscuringMaterial;
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float x358_unobscureMag;
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CVector3f x35c_splineIntermediatePos;
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TUniqueId x368_obscuringObjectId;
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ESplineState x36c_splineState;
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bool x370_24_reevalSplineEnd : 1;
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float x374_splineCtrl;
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float x378_splineCtrlRange;
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CCameraSpline x37c_camSpline;
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CMaterialList x3c8_collisionExcludeList;
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bool x3d0_24_camBehindFloorOrWall : 1;
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float x3d4_elevInterpTimer;
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float x3d8_elevInterpStart;
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TUniqueId x3dc_tooCloseActorId;
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float x3e0_tooCloseActorDist;
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bool x3e4_pendingFailsafe;
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float x3e8_;
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float x3ec_;
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float x3f0_;
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float x3f4_;
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float x3f8_;
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float x3fc_;
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EBallCameraState x400_state;
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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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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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CVector3f x43c_boostLookAtOffset;
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CCameraSpring x448_ballCameraBoostSpring;
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CVector3f x45c_overrideBallToCam;
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float x468_conservativeDoorCamDistance;
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TUniqueId x46c_collisionActorId;
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float x470_clampVelTimer;
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float x474_clampVelRange;
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uint x478_shortMoveCount;
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rstl::single_ptr< SFailsafeState > x47c_failsafeState;
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rstl::single_ptr< SUnknown > x480_;
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};
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CHECK_SIZEOF(CBallCamera, 0x488)
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#endif // _CBALLCAMERA
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