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[Enhancement] Add fix camera drift option to fixes menu (#1983)
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@ -944,6 +944,8 @@ void Environment_StopStormNatureAmbience(PlayState* play);
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void Environment_WarpSongLeave(PlayState* play);
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f32 Math_CosS(s16 angle);
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f32 Math_SinS(s16 angle);
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f32 Math_AccurateCosS(s16 angle);
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f32 Math_AccurateSinS(s16 angle);
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s32 Math_ScaledStepToS(s16* pValue, s16 target, s16 step);
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s32 Math_StepToS(s16* pValue, s16 target, s16 step);
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s32 Math_StepToF(f32* pValue, f32 target, f32 step);
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@ -1201,6 +1201,8 @@ namespace GameMenuBar {
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UIWidgets::Tooltip("Extend certain credits scenes so the music lines up properly with the visuals");
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UIWidgets::PaddedEnhancementCheckbox("Fix Gerudo Warrior's clothing colors", "gGerudoWarriorClothingFix", true, false);
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UIWidgets::Tooltip("Prevent the Gerudo Warrior's clothes changing color when changing Link's tunic or using bombs in front of her");
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UIWidgets::PaddedEnhancementCheckbox("Fix Camera Drift", "gFixCameraDrift", true, false);
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UIWidgets::Tooltip("Fixes camera slightly drifting to the left when standing still due to a math error");
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ImGui::EndMenu();
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}
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@ -1376,7 +1378,7 @@ namespace GameMenuBar {
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UIWidgets::Tooltip("Holding down B skips text");
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UIWidgets::PaddedEnhancementCheckbox("Free Camera", "gFreeCamera", true, false);
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UIWidgets::Tooltip("Enables camera control\nNote: You must remap C buttons off of the right stick in the controller config menu, and map the camera stick to the right stick.");
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#ifdef __SWITCH__
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UIWidgets::Spacer(0);
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int slot = CVar_GetS32("gSwitchPerfMode", (int)Ship::SwitchProfiles::STOCK);
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@ -1238,7 +1238,8 @@ f32 Camera_LERPClampDist(Camera* camera, f32 dist, f32 min, f32 max) {
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}
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camera->rUpdateRateInv = Camera_LERPCeilF(rUpdateRateInvTarget, camera->rUpdateRateInv, PCT(OREG(25)), 0.1f);
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return Camera_LERPCeilF(distTarget, camera->dist, 1.0f / camera->rUpdateRateInv, 0.2f);
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return Camera_LERPCeilF(distTarget, camera->dist, 1.0f / camera->rUpdateRateInv,
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CVar_GetS32("gFixCameraDrift", 0) ? 0.0f : 0.2f);
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}
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f32 Camera_ClampDist(Camera* camera, f32 dist, f32 minDist, f32 maxDist, s16 timer) {
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@ -1260,7 +1261,8 @@ f32 Camera_ClampDist(Camera* camera, f32 dist, f32 minDist, f32 maxDist, s16 tim
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}
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camera->rUpdateRateInv = Camera_LERPCeilF(rUpdateRateInvTarget, camera->rUpdateRateInv, PCT(OREG(25)), 0.1f);
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return Camera_LERPCeilF(distTarget, camera->dist, 1.0f / camera->rUpdateRateInv, 0.2f);
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return Camera_LERPCeilF(distTarget, camera->dist, 1.0f / camera->rUpdateRateInv,
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CVar_GetS32("gFixCameraDrift", 0) ? 0.0f : 0.2f);
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}
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s16 Camera_CalcDefaultPitch(Camera* camera, s16 arg1, s16 arg2, s16 arg3) {
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@ -1,4 +1,5 @@
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#include "global.h"
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#include <math.h>
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f32 Math_CosS(s16 angle) {
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return coss(angle) * SHT_MINV;
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@ -8,6 +9,14 @@ f32 Math_SinS(s16 angle) {
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return sins(angle) * SHT_MINV;
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}
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f32 Math_AccurateCosS(s16 angle) {
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return cosf(DEG_TO_RAD((f32)(angle & 0xFFFC) / SHT_MAX) * 180.0f);
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}
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f32 Math_AccurateSinS(s16 angle) {
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return sinf(DEG_TO_RAD((f32)(angle & 0xFFFC) / SHT_MAX) * 180.0f);
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}
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/**
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* Changes pValue by step (scaled by the update rate) towards target, setting it equal when the target is reached.
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* Returns true when target is reached, false otherwise.
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@ -76,12 +76,22 @@ Vec3f* OLib_Vec3fDistNormalize(Vec3f* dest, Vec3f* a, Vec3f* b) {
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Vec3f* OLib_VecSphToVec3f(Vec3f* dest, VecSph* sph) {
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Vec3f v;
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f32 sinPitch;
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f32 cosPitch = Math_CosS(sph->pitch);
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f32 cosPitch;
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f32 sinYaw;
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f32 cosYaw = Math_CosS(sph->yaw);
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f32 cosYaw;
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sinPitch = Math_SinS(sph->pitch);
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sinYaw = Math_SinS(sph->yaw);
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if (CVar_GetS32("gFixCameraDrift", 0)) {
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cosPitch = Math_AccurateCosS(sph->pitch);
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cosYaw = Math_AccurateCosS(sph->yaw);
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sinPitch = Math_AccurateSinS(sph->pitch);
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sinYaw = Math_AccurateSinS(sph->yaw);
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} else {
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cosPitch = Math_CosS(sph->pitch);
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cosYaw = Math_CosS(sph->yaw);
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sinPitch = Math_SinS(sph->pitch);
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sinYaw = Math_SinS(sph->yaw);
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}
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v.x = sph->r * sinPitch * sinYaw;
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v.y = sph->r * cosPitch;
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