mirror of https://github.com/PrimeDecomp/prime.git
70 lines
2.7 KiB
C++
70 lines
2.7 KiB
C++
#ifndef _CCINEMATICCAMERA
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#define _CCINEMATICCAMERA
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#include "types.h"
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#include "MetroidPrime/Cameras/CGameCamera.hpp"
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class CCinematicCamera : public CGameCamera {
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public:
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CCinematicCamera(TUniqueId uid, const rstl::string& name, const CEntityInfo& info,
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const CTransform4f& xf, bool active, float shotDuration, float fovy, float znear,
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float zfar, float aspect, uint flags);
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~CCinematicCamera();
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// CActor
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void Accept(IVisitor& visitor);
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void Think(float dt, CStateManager& mgr);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr);
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// CGameCamera
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void ProcessInput(const CFinalInput&, CStateManager& mgr);
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void Reset(const CTransform4f&, CStateManager& mgr);
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// CCinematicCamera
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u32 GetFlags() const { return x21c_flags; }
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void WasDeactivated(CStateManager& mgr);
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void SendArrivedMsg(TUniqueId reciever, CStateManager& mgr) const;
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float GetDuration() const { return x1e8_duration; }
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CVector3f GetInterpolatedSplinePoint(const rstl::vector< CVector3f >& points, int& idxOut,
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float t) const;
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CQuaternion GetInterpolatedOrientation(const rstl::vector< CQuaternion >& rotations,
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float t) const;
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float GetInterpolatedHFov(const rstl::vector< float >& fovs, float t) const;
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float GetMoveOutofIntoAlpha() const;
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void DeactivateSelf(CStateManager& mgr);
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void CalculateMoveOutofIntoEyePosition(bool outOfEye, CStateManager& mgr);
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void GenerateMoveOutofIntoPoints(bool outOfEye, CStateManager& mgr);
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static bool PickRandomActiveConnection(const rstl::vector< SConnection >& conns,
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SConnection& randConn, CStateManager& mgr);
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void CalculateWaypoints(CStateManager& mgr);
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private:
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rstl::vector< CVector3f > x188_viewPoints;
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rstl::vector< CQuaternion > x198_viewOrientations;
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rstl::vector< TUniqueId > x1a8_viewPointArrivals;
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rstl::vector< CVector3f > x1b8_targets;
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rstl::vector< TUniqueId > x1c8_targetArrivals;
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rstl::vector< float > x1d8_viewHFovs;
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float x1e8_duration;
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float x1ec_t;
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float x1f0_origFovy;
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int x1f4_passedViewPoint;
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int x1f8_passedTarget;
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CQuaternion x1fc_origOrientation;
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TUniqueId x20c_lookAtId;
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CVector3f x210_moveIntoEyePos;
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u32 x21c_flags; // 0x1: look at player
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// 0x2: out of player eye
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// 0x4: into player eye
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// 0x10: finish cine skip
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// 0x20: disable input
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// 0x40: draw player
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// 0x80: check failsafe
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// 0x100: cinematic pause
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// 0x200: disable out of into
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bool x220_24_ : 1;
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};
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#endif // _CCINEMATICCAMERA
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