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Free cam collision v2 (#836)
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@ -1431,70 +1431,53 @@ s32 SetCameraManual(Camera* camera) {
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}
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s32 Camera_Free(Camera* camera) {
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Normal1* norm1 = (Normal1*)camera->paramData;
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Vec3f* eye = &camera->eye;
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Vec3f* at = &camera->at;
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Vec3f* eyeNext = &camera->eyeNext;
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VecSph spA8;
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CamColChk sp6C;
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Parallel1* para1 = (Parallel1*)camera->paramData;
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f32 playerHeight;
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f32 playerHeight = Player_GetHeight(camera->player);
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f32 sp94;
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CamColChk camBgChk;
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PosRot* playerPosRot = &camera->playerPosRot;
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Vec3f at;
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at->x = Camera_LERPCeilF(camera->player->actor.world.pos.x, camera->at.x, 0.5f, 1.0f);
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at->y = Camera_LERPCeilF(camera->player->actor.world.pos.y + (camera->player->rideActor != NULL
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? Player_GetHeight(camera->player) / 2
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: Player_GetHeight(camera->player)) /
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1.2f,
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camera->at.y, 0.5f, 1.0f);
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at->z = Camera_LERPCeilF(camera->player->actor.world.pos.z, camera->at.z, 0.5f, 1.0f);
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sCameraInterfaceFlags = norm1->interfaceFlags;
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playerHeight = Player_GetHeight(camera->player);
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if (RELOAD_PARAMS) {
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VecSph eyeAdjustment1;
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OLib_Vec3fDiffToVecSphGeo(&eyeAdjustment1, &camera->at, &camera->eye);
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OLib_Vec3fDiffToVecSphGeo(&spA8, &camera->at, &camera->eye);
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camera->globalCtx->camX = eyeAdjustment1.yaw;
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camera->globalCtx->camY = eyeAdjustment1.pitch;
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camera->globalCtx->camX = spA8.yaw;
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camera->globalCtx->camY = spA8.pitch;
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CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
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f32 yNormal = (1.0f + PCT(R_CAM_YOFFSET_NORM) - PCT(R_CAM_YOFFSET_NORM) * (68.0f / playerHeight));
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sp94 = yNormal * PCT(playerHeight);
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f32 yNormal = (1.0f + PCT(OREG(46))) - (PCT(OREG(46)) * (68.0f / playerHeight));
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norm1->yOffset = NEXTSETTING * sp94;
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norm1->distMin = NEXTSETTING * sp94;
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norm1->distMax = NEXTSETTING * sp94;
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norm1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
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norm1->unk_0C = NEXTSETTING;
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norm1->unk_10 = NEXTSETTING;
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norm1->unk_14 = NEXTPCT;
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norm1->fovTarget = NEXTSETTING;
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norm1->atLERPScaleMax = NEXTPCT;
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norm1->interfaceFlags = NEXTSETTING;
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para1->yOffset = NEXTPCT * playerHeight * yNormal;
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para1->distTarget = NEXTPCT * playerHeight * yNormal;
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para1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
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para1->yawTarget = DEGF_TO_BINANG(NEXTSETTING);
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para1->unk_08 = NEXTSETTING;
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para1->unk_0C = NEXTSETTING;
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para1->fovTarget = NEXTSETTING;
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para1->unk_14 = NEXTPCT;
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para1->interfaceFlags = NEXTSETTING;
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para1->unk_18 = NEXTPCT * playerHeight * yNormal;
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para1->unk_1C = NEXTPCT;
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}
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if (R_RELOAD_CAM_PARAMS) {
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Camera_CopyPREGToModeValues(camera);
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}
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VecSph eyeAdjustment;
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const f32 camSpeed = 0.5f;
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sCameraInterfaceFlags = 1;
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camera->animState = 0;
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at.x = Camera_LERPCeilF(camera->player->actor.world.pos.x, camera->at.x, camSpeed, 1.0f);
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at.y = Camera_LERPCeilF(camera->player->actor.world.pos.y + (camera->player->rideActor != NULL ? Player_GetHeight(camera->player) / 2 : Player_GetHeight(camera->player)) / 1.2f, camera->at.y, camSpeed, 1.0f);
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at.z = Camera_LERPCeilF(camera->player->actor.world.pos.z, camera->at.z, camSpeed, 1.0f);
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OLib_Vec3fDiffToVecSphGeo(&eyeAdjustment, &at, &camera->eye);
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camBgChk.pos = camera->eye;
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float maxRadius = 150.0f;
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if (Camera_BGCheckInfo(camera, &at, &camBgChk)) {
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VecSph collSphere;
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OLib_Vec3fDiffToVecSphGeo(&collSphere, &at, &camBgChk.pos);
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float rad = collSphere.r;
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if (rad >= maxRadius) {
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camera->dist = eyeAdjustment.r = Camera_LERPCeilF(maxRadius, camera->dist, camSpeed / 4, 1.0f);
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} else {
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camera->dist = eyeAdjustment.r = rad;
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}
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} else {
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camera->dist = eyeAdjustment.r = Camera_LERPCeilF(maxRadius, camera->dist, camSpeed / 4, 1.0f);
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}
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camera->animState = 1;
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f32 newCamX = -D_8015BD7C->state.input[0].cur.cam_x;
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f32 newCamY = D_8015BD7C->state.input[0].cur.cam_y;
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@ -1509,15 +1492,22 @@ s32 Camera_Free(Camera* camera) {
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camera->globalCtx->camY = -0x228C;
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}
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eyeAdjustment.yaw = camera->globalCtx->camX;
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eyeAdjustment.pitch = camera->globalCtx->camY;
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camera->dist = Camera_LERPCeilF(para1->distTarget, camera->dist, 1.0f / camera->rUpdateRateInv, 0.0f);
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OLib_Vec3fDiffToVecSphGeo(&spA8, at, eyeNext);
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Camera_Vec3fVecSphGeoAdd(&camera->eye, &at, &eyeAdjustment);
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spA8.r = camera->dist;
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spA8.yaw = camera->globalCtx->camX;
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spA8.pitch = camera->globalCtx->camY;
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camera->at = at;
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camera->fov = Camera_LERPCeilF(60.0f, camera->fov, camSpeed / 2, 1.0f);
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camera->roll = 0;
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camera->eyeNext = camera->eye;
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Camera_Vec3fVecSphGeoAdd(eyeNext, at, &spA8);
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if (camera->status == CAM_STAT_ACTIVE) {
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sp6C.pos = *eyeNext;
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Camera_BGCheckInfo(camera, at, &sp6C);
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*eye = sp6C.pos;
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}
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camera->fov = Camera_LERPCeilF(65.0f, camera->fov, camera->fovUpdateRate, 1.0f);
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camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5, 0xA);
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return 1;
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}
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