Shipwright/soh/src/code/z_camera.c
David Chavez b74be9196c
[Accessibility] Add ability to disable camera re-centering on idle (#2503)
* Add ability to disable camera recentering on idle

* Remove platform check

* Update else camera comment
2023-02-28 21:42:15 -05:00

8303 lines
299 KiB
C

#include <libultraship/libultra.h>
#include "global.h"
#include "vt.h"
#include <string.h>
#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
#include "soh/frame_interpolation.h"
s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags);
s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 flags);
s32 Camera_QRegInit(void);
s32 Camera_UpdateWater(Camera* camera);
#define RELOAD_PARAMS \
(camera->animState == 0 || camera->animState == 0xA || camera->animState == 0x14 || R_RELOAD_CAM_PARAMS)
#define PCT(x) ((x)*0.01f)
#define NEXTSETTING ((values++)->val)
#define NEXTPCT PCT(NEXTSETTING)
#define BGCAM_POS(v) ((v)[0])
#define BGCAM_ROT(v) ((v)[1])
#define BGCAM_FOV(v) ((v)[2].x)
#define BGCAM_JFIFID(v) ((v)[2].y)
#define FLG_ADJSLOPE (1 << 0)
#define FLG_OFFGROUND (1 << 7)
#define DISTORTION_HOT_ROOM (1 << 0)
#define DISTORTION_UNDERWATER_WEAK (1 << 1)
#define DISTORTION_UNDERWATER_MEDIUM (1 << 2)
#define DISTORTION_UNDERWATER_STRONG (1 << 3)
#define DISTORTION_UNDERWATER_FISHING (1 << 4)
#include "z_camera_data.inc"
/*===============================================================*/
/**
* Interpolates along a curve between 0 and 1 with a period of
* -a <= p <= a at time `b`
*/
f32 Camera_InterpolateCurve(f32 a, f32 b) {
f32 ret;
f32 absB;
f32 t = 0.4f;
f32 t2;
f32 t3;
f32 t4;
absB = fabsf(b);
if (a < absB) {
ret = 1.0f;
} else {
t2 = 1.0f - t;
if ((a * t2) > absB) {
t3 = SQ(b) * (1.0f - t);
t4 = SQ(a * t2);
ret = t3 / t4;
} else {
t3 = SQ(a - absB) * t;
t4 = SQ(0.4f * a);
ret = 1.0f - (t3 / t4);
}
}
return ret;
}
/*
* Performs linear interpoloation between `cur` and `target`. If `cur` is within
* `minDiff` units, The result is rounded up to `target`
*/
f32 Camera_LERPCeilF(f32 target, f32 cur, f32 stepScale, f32 minDiff) {
f32 diff = target - cur;
f32 step;
f32 ret;
if (fabsf(diff) >= minDiff) {
step = diff * stepScale;
ret = cur + step;
} else {
ret = target;
}
return ret;
}
/*
* Performs linear interpoloation between `cur` and `target`. If `cur` is within
* `minDiff` units, The result is rounded down to `cur`
*/
f32 Camera_LERPFloorF(f32 target, f32 cur, f32 stepScale, f32 minDiff) {
f32 diff = target - cur;
f32 step;
f32 ret;
if (fabsf(diff) >= minDiff) {
step = diff * stepScale;
ret = cur + step;
} else {
ret = cur;
}
return ret;
}
/*
* Performs linear interpoloation between `cur` and `target`. If `cur` is within
* `minDiff` units, The result is rounded up to `target`
*/
s16 Camera_LERPCeilS(s16 target, s16 cur, f32 stepScale, s16 minDiff) {
s16 diff = target - cur;
s16 step;
s32 ret;
if (ABS(diff) >= minDiff) {
step = diff * stepScale + 0.5f;
ret = cur + step;
} else {
ret = target;
}
return ret;
}
/*
* Performs linear interpoloation between `cur` and `target`. If `cur` is within
* `minDiff` units, The result is rounded down to `cur`
*/
s16 Camera_LERPFloorS(s16 target, s16 cur, f32 stepScale, s16 minDiff) {
s16 diff = target - cur;
s16 step;
s32 ret;
if (ABS(diff) >= minDiff) {
step = diff * stepScale + 0.5f;
ret = cur + step;
} else {
ret = cur;
}
return ret;
}
/*
* Performs linear interpoloation between `cur` and `target`. If `cur` is within
* `minDiff` units, The result is rounded up to `target`
*/
void Camera_LERPCeilVec3f(Vec3f* target, Vec3f* cur, f32 yStepScale, f32 xzStepScale, f32 minDiff) {
cur->x = Camera_LERPCeilF(target->x, cur->x, xzStepScale, minDiff);
cur->y = Camera_LERPCeilF(target->y, cur->y, yStepScale, minDiff);
cur->z = Camera_LERPCeilF(target->z, cur->z, xzStepScale, minDiff);
}
void func_80043ABC(Camera* camera) {
camera->yawUpdateRateInv = 100.0f;
camera->pitchUpdateRateInv = R_CAM_DEFA_PHI_UPDRATE;
camera->rUpdateRateInv = OREG(6);
camera->xzOffsetUpdateRate = PCT(OREG(2));
camera->yOffsetUpdateRate = PCT(OREG(3));
camera->fovUpdateRate = PCT(OREG(4));
}
void func_80043B60(Camera* camera) {
camera->rUpdateRateInv = OREG(27);
camera->yawUpdateRateInv = OREG(27);
camera->pitchUpdateRateInv = OREG(27);
camera->xzOffsetUpdateRate = 0.001f;
camera->yOffsetUpdateRate = 0.001f;
camera->fovUpdateRate = 0.001f;
}
Vec3f* Camera_Vec3sToVec3f(Vec3f* dest, Vec3s* src) {
Vec3f copy;
copy.x = src->x;
copy.y = src->y;
copy.z = src->z;
*dest = copy;
return dest;
}
Vec3f* Camera_Vec3fVecSphGeoAdd(Vec3f* dest, Vec3f* a, VecSph* b) {
Vec3f copy;
Vec3f vecB;
OLib_VecSphGeoToVec3f(&vecB, b);
copy.x = a->x + vecB.x;
copy.y = a->y + vecB.y;
copy.z = a->z + vecB.z;
*dest = copy;
return dest;
}
Vec3f* Camera_Vec3fTranslateByUnitVector(Vec3f* dest, Vec3f* src, Vec3f* unitVector, f32 uvScale) {
Vec3f copy;
copy.x = src->x + (unitVector->x * uvScale);
copy.y = src->y + (unitVector->y * uvScale);
copy.z = src->z + (unitVector->z * uvScale);
*dest = copy;
return dest;
}
/**
* Detects the collision poly between `from` and `to`, places collision info in `to`
*/
s32 Camera_BGCheckInfo(Camera* camera, Vec3f* from, CamColChk* to) {
CollisionContext* colCtx = &camera->play->colCtx;
Vec3f toNewPos;
Vec3f toPoint;
Vec3f fromToNorm;
f32 floorPolyY;
CollisionPoly* floorPoly;
s32 floorBgId = 0;
VecSph fromToOffset;
OLib_Vec3fDiffToVecSphGeo(&fromToOffset, from, &to->pos);
fromToOffset.r += 8.0f;
Camera_Vec3fVecSphGeoAdd(&toPoint, from, &fromToOffset);
if (!BgCheck_CameraLineTest1(colCtx, from, &toPoint, &toNewPos, &to->poly, 1, 1, 1, -1, &to->bgId)) {
// no poly in path.
OLib_Vec3fDistNormalize(&fromToNorm, from, &to->pos);
to->norm.x = -fromToNorm.x;
to->norm.y = -fromToNorm.y;
to->norm.z = -fromToNorm.z;
toNewPos = to->pos;
toNewPos.y += 5.0f;
floorPolyY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, &floorBgId, &toNewPos);
if ((to->pos.y - floorPolyY) > 5.0f) {
// if the y distance from the check point to the floor is more than 5 units
// the point is not colliding with any collision.
to->pos.x += to->norm.x;
to->pos.y += to->norm.y;
to->pos.z += to->norm.z;
return 0;
}
to->poly = floorPoly;
toNewPos.y = floorPolyY + 1.0f;
to->bgId = floorBgId;
}
to->norm.x = COLPOLY_GET_NORMAL(to->poly->normal.x);
to->norm.y = COLPOLY_GET_NORMAL(to->poly->normal.y);
to->norm.z = COLPOLY_GET_NORMAL(to->poly->normal.z);
to->pos.x = to->norm.x + toNewPos.x;
to->pos.y = to->norm.y + toNewPos.y;
to->pos.z = to->norm.z + toNewPos.z;
return floorBgId + 1;
}
/**
* Detects if there is collision between `from` and `to`
*/
s32 Camera_BGCheck(Camera* camera, Vec3f* from, Vec3f* to) {
CamColChk toCol;
s32 bgId;
toCol.pos = *to;
bgId = Camera_BGCheckInfo(camera, from, &toCol);
*to = toCol.pos;
return bgId;
}
s32 func_80043F94(Camera* camera, Vec3f* from, CamColChk* to) {
CollisionContext* colCtx = &camera->play->colCtx;
Vec3f toNewPos;
Vec3f toPos;
Vec3f fromToNorm;
Vec3f playerFloorNormF;
f32 floorY;
CollisionPoly* floorPoly;
s32 bgId;
VecSph fromToGeo;
OLib_Vec3fDiffToVecSphGeo(&fromToGeo, from, &to->pos);
fromToGeo.r += 8.0f;
Camera_Vec3fVecSphGeoAdd(&toPos, from, &fromToGeo);
if (!BgCheck_CameraLineTest1(colCtx, from, &toPos, &toNewPos, &to->poly, 1, 1, 1, -1, &to->bgId)) {
OLib_Vec3fDistNormalize(&fromToNorm, from, &to->pos);
to->norm.x = -fromToNorm.x;
to->norm.y = -fromToNorm.y;
to->norm.z = -fromToNorm.z;
toNewPos = to->pos;
toNewPos.y += 5.0f;
floorY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, &bgId, &toNewPos);
if ((to->pos.y - floorY) > 5.0f) {
// to is not on the ground or below it.
to->pos.x += to->norm.x;
to->pos.y += to->norm.y;
to->pos.z += to->norm.z;
return 0;
}
// to is touching the ground, move it up 1 unit.
to->poly = floorPoly;
toNewPos.y = floorY + 1.0f;
to->bgId = bgId;
}
to->norm.x = COLPOLY_GET_NORMAL(to->poly->normal.x);
to->norm.y = COLPOLY_GET_NORMAL(to->poly->normal.y);
to->norm.z = COLPOLY_GET_NORMAL(to->poly->normal.z);
if ((to->norm.y > 0.5f) || (to->norm.y < -0.8f)) {
to->pos.x = to->norm.x + toNewPos.x;
to->pos.y = to->norm.y + toNewPos.y;
to->pos.z = to->norm.z + toNewPos.z;
} else if (playerFloorPoly != NULL) {
playerFloorNormF.x = COLPOLY_GET_NORMAL(playerFloorPoly->normal.x);
playerFloorNormF.y = COLPOLY_GET_NORMAL(playerFloorPoly->normal.y);
playerFloorNormF.z = COLPOLY_GET_NORMAL(playerFloorPoly->normal.z);
if (Math3D_LineSegVsPlane(playerFloorNormF.x, playerFloorNormF.y, playerFloorNormF.z, playerFloorPoly->dist,
from, &toPos, &toNewPos, 1)) {
// line is from->to is touching the poly the player is on.
to->norm = playerFloorNormF;
to->poly = playerFloorPoly;
to->bgId = camera->bgCheckId;
to->pos.x = to->norm.x + toNewPos.x;
to->pos.y = to->norm.y + toNewPos.y;
to->pos.z = to->norm.z + toNewPos.z;
} else {
OLib_Vec3fDistNormalize(&fromToNorm, from, &to->pos);
to->norm.x = -fromToNorm.x;
to->norm.y = -fromToNorm.y;
to->norm.z = -fromToNorm.z;
to->pos.x += to->norm.x;
to->pos.y += to->norm.y;
to->pos.z += to->norm.z;
return 0;
}
}
return 1;
}
void func_80044340(Camera* camera, Vec3f* arg1, Vec3f* arg2) {
CamColChk sp20;
Vec3s unused;
sp20.pos = *arg2;
func_80043F94(camera, arg1, &sp20);
*arg2 = sp20.pos;
}
/**
* Checks if `from` to `to` is looking from the outside of a poly towards the front
*/
s32 Camera_CheckOOB(Camera* camera, Vec3f* from, Vec3f* to) {
s32 pad;
Vec3f intersect;
s32 pad2;
s32 bgId;
CollisionPoly* poly;
CollisionContext* colCtx = &camera->play->colCtx;
poly = NULL;
if (BgCheck_CameraLineTest1(colCtx, from, to, &intersect, &poly, 1, 1, 1, 0, &bgId) &&
(CollisionPoly_GetPointDistanceFromPlane(poly, from) < 0.0f)) {
// if there is a poly between `from` and `to` and the `from` is behind the poly.
return true;
}
return false;
}
/**
* Gets the floor position underneath `chkPos`, and returns the normal of the floor to `floorNorm`,
* and bgId to `bgId`. If no floor is found, then the normal is a flat surface pointing upwards.
*/
f32 Camera_GetFloorYNorm(Camera* camera, Vec3f* floorNorm, Vec3f* chkPos, s32* bgId) {
s32 pad;
CollisionPoly* floorPoly;
f32 floorY = BgCheck_EntityRaycastFloor3(&camera->play->colCtx, &floorPoly, bgId, chkPos);
if (floorY == BGCHECK_Y_MIN) {
// no floor
floorNorm->x = 0.0f;
floorNorm->y = 1.0f;
floorNorm->z = 0.0f;
} else {
floorNorm->x = COLPOLY_GET_NORMAL(floorPoly->normal.x);
floorNorm->y = COLPOLY_GET_NORMAL(floorPoly->normal.y);
floorNorm->z = COLPOLY_GET_NORMAL(floorPoly->normal.z);
}
return floorY;
}
/**
* Gets the position of the floor from `pos`
*/
f32 Camera_GetFloorY(Camera* camera, Vec3f* pos) {
Vec3f posCheck;
Vec3f floorNorm;
s32 bgId;
posCheck = *pos;
posCheck.y += 80.0f;
return Camera_GetFloorYNorm(camera, &floorNorm, &posCheck, &bgId);
}
/**
* Gets the position of the floor from `pos`, and if the floor is considered not solid,
* it checks the next floor below that up to 3 times. Returns the normal of the floor into `norm`
*/
f32 Camera_GetFloorYLayer(Camera* camera, Vec3f* norm, Vec3f* pos, s32* bgId) {
CollisionPoly* floorPoly;
CollisionContext* colCtx = &camera->play->colCtx;
f32 floorY;
s32 i;
for (i = 3; i > 0; i--) {
floorY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, bgId, pos);
if (floorY == BGCHECK_Y_MIN ||
(camera->playerGroundY < floorY && !(COLPOLY_GET_NORMAL(floorPoly->normal.y) > 0.5f))) {
// no floor, or player is below the floor and floor is not considered steep
norm->x = 0.0f;
norm->y = 1.0f;
norm->z = 0.0f;
floorY = BGCHECK_Y_MIN;
break;
} else if (func_80041D4C(colCtx, floorPoly, *bgId) == 1) {
// floor is not solid, check below that floor.
pos->y = floorY - 10.0f;
continue;
} else {
norm->x = COLPOLY_GET_NORMAL(floorPoly->normal.x);
norm->y = COLPOLY_GET_NORMAL(floorPoly->normal.y);
norm->z = COLPOLY_GET_NORMAL(floorPoly->normal.z);
break;
}
}
if (i == 0) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: foward check: too many layer!\n" VT_RST);
}
return floorY;
}
/**
* Returns the CameraSettingType of the camera at index `camDataIdx`
*/
s16 Camera_GetCamDataSetting(Camera* camera, s32 camDataIdx) {
return func_80041A4C(&camera->play->colCtx, camDataIdx, BGCHECK_SCENE);
}
/**
* Returns the scene camera info for the current camera data index
*/
Vec3s* Camera_GetCamBGData(Camera* camera) {
return func_80041C10(&camera->play->colCtx, camera->camDataIdx, BGCHECK_SCENE);
}
/**
* Gets the scene's camera index for the poly `poly`, returns -1 if
* there is no camera data for that poly.
*/
s32 Camera_GetDataIdxForPoly(Camera* camera, s32* bgId, CollisionPoly* poly) {
s32 camDataIdx;
PosRot playerPosRot;
s32 ret;
Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor); // unused.
camDataIdx = SurfaceType_GetCamDataIndex(&camera->play->colCtx, poly, *bgId);
if (func_80041A4C(&camera->play->colCtx, camDataIdx, *bgId) == CAM_SET_NONE) {
ret = -1;
} else {
ret = camDataIdx;
}
return ret;
}
/**
* Returns the scene camera info for the floor under the player.
* If there is no floor then there is no camera data, returns the number of
* pieces of data there are in `dataCnt`
*/
Vec3s* Camera_GetCamBgDataUnderPlayer(Camera* camera, u16* dataCnt) {
CollisionPoly* floorPoly;
s32 pad;
s32 bgId;
PosRot playerPosShape;
Actor_GetWorldPosShapeRot(&playerPosShape, &camera->player->actor);
playerPosShape.pos.y += Player_GetHeight(camera->player);
if (BgCheck_EntityRaycastFloor3(&camera->play->colCtx, &floorPoly, &bgId, &playerPosShape.pos) ==
BGCHECK_Y_MIN) {
// no floor
return NULL;
}
*dataCnt = SurfaceType_GetNumCameras(&camera->play->colCtx, floorPoly, bgId);
return SurfaceType_GetCamPosData(&camera->play->colCtx, floorPoly, bgId);
}
/**
* Gets the Camera information for the water box the player is in.
* Returns -1 if the player is not in a water box, or does not have a swimming state.
* Returns -2 if there is no camera index for the water box.
* Returns the camera data index otherwise.
*/
s32 Camera_GetWaterBoxDataIdx(Camera* camera, f32* waterY) {
PosRot playerPosShape;
WaterBox* waterBox;
s32 ret;
Actor_GetWorldPosShapeRot(&playerPosShape, &camera->player->actor);
*waterY = playerPosShape.pos.y;
if (!WaterBox_GetSurface1(camera->play, &camera->play->colCtx, playerPosShape.pos.x, playerPosShape.pos.z,
waterY, &waterBox)) {
// player's position is not in a water box.
*waterY = BGCHECK_Y_MIN;
return -1;
}
if (!(camera->player->stateFlags1 & 0x8000000)) {
// player is not swimming
*waterY = BGCHECK_Y_MIN;
return -1;
}
ret = WaterBox_GetCamDataIndex(&camera->play->colCtx, waterBox);
if ((ret <= 0) || (WaterBox_GetCameraSType(&camera->play->colCtx, waterBox) <= 0)) {
// no camera data idx, or no CameraSettingType
return -2;
}
return ret;
}
/**
* Checks if `chkPos` is inside a waterbox. If there is no water box below `chkPos`
* or if `chkPos` is above the water surface, return BGCHECK_Y_MIN, output
* environment properites to `envProp` if `chkPos` is inside the waterbox.
*/
f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* envProp) {
PosRot playerPosRot;
f32 waterY;
WaterBox* waterBox;
Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor);
waterY = playerPosRot.pos.y;
if (!WaterBox_GetSurface1(camera->play, &camera->play->colCtx, chkPos->x, chkPos->z, &waterY,
&waterBox)) {
// chkPos is not within the x/z boundaries of a water box.
return BGCHECK_Y_MIN;
}
if (waterY < chkPos->y) {
// the water's y position is below the check position
// meaning the position is NOT in the water.
return BGCHECK_Y_MIN;
}
*envProp = WaterBox_GetLightSettingIndex(&camera->play->colCtx, waterBox);
return waterY;
}
/**
* Calculates the angle between points `from` and `to`
*/
s16 Camera_XZAngle(Vec3f* to, Vec3f* from) {
return DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(from->x - to->x, from->z - to->z)));
}
f32 D_8015CE50;
f32 D_8015CE54;
CamColChk D_8015CE58;
s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
Vec3f playerPos;
Vec3f rotatedPos;
Vec3f floorNorm;
f32 temp_f2;
s16 temp_s0;
s16 temp_s1;
f32 phi_f18;
f32 sinYaw;
f32 cosYaw;
s32 bgId;
f32 sp30;
f32 sp2C;
f32 phi_f16;
f32 playerHeight;
sinYaw = Math_SinS(yaw);
cosYaw = Math_CosS(yaw);
playerHeight = Player_GetHeight(camera->player);
temp_f2 = PCT(OREG(19)) * playerHeight;
sp30 = PCT(OREG(17)) * playerHeight;
sp2C = PCT(OREG(18)) * playerHeight;
playerPos.x = camera->playerPosRot.pos.x;
playerPos.y = camera->playerGroundY + temp_f2;
playerPos.z = camera->playerPosRot.pos.z;
rotatedPos.x = playerPos.x + (sp30 * sinYaw);
rotatedPos.y = playerPos.y;
rotatedPos.z = playerPos.z + (sp30 * cosYaw);
if (arg2 || (camera->play->state.frames % 2) == 0) {
D_8015CE58.pos.x = playerPos.x + (sp2C * sinYaw);
D_8015CE58.pos.y = playerPos.y;
D_8015CE58.pos.z = playerPos.z + (sp2C * cosYaw);
Camera_BGCheckInfo(camera, &playerPos, &D_8015CE58);
if (arg2) {
D_8015CE50 = D_8015CE54 = camera->playerGroundY;
}
} else {
sp2C = OLib_Vec3fDistXZ(&playerPos, &D_8015CE58.pos);
D_8015CE58.pos.x += D_8015CE58.norm.x * 5.0f;
D_8015CE58.pos.y += D_8015CE58.norm.y * 5.0f;
D_8015CE58.pos.z += D_8015CE58.norm.z * 5.0f;
if (sp2C < sp30) {
sp30 = sp2C;
D_8015CE50 = D_8015CE54 = Camera_GetFloorYLayer(camera, &floorNorm, &D_8015CE58.pos, &bgId);
} else {
D_8015CE50 = Camera_GetFloorYLayer(camera, &floorNorm, &rotatedPos, &bgId);
D_8015CE54 = Camera_GetFloorYLayer(camera, &floorNorm, &D_8015CE58.pos, &bgId);
}
if (D_8015CE50 == BGCHECK_Y_MIN) {
D_8015CE50 = camera->playerGroundY;
}
if (D_8015CE54 == BGCHECK_Y_MIN) {
D_8015CE54 = D_8015CE50;
}
}
phi_f16 = PCT(OREG(20)) * (D_8015CE50 - camera->playerGroundY);
phi_f18 = (1.0f - PCT(OREG(20))) * (D_8015CE54 - camera->playerGroundY);
temp_s0 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(phi_f16, sp30)));
temp_s1 = DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(phi_f18, sp2C)));
return temp_s0 + temp_s1;
}
Vec3f* Camera_CalcUpFromPitchYawRoll(Vec3f* dest, s16 pitch, s16 yaw, s16 roll) {
f32 sinPitch;
f32 cosPitch;
f32 sinYaw;
f32 cosYaw;
f32 sinNegRoll;
f32 cosNegRoll;
Vec3f spA4;
f32 pad;
f32 sp54;
f32 sp4C;
f32 cosPitchCosYawSinRoll;
f32 negSinPitch;
f32 temp_f10_2;
f32 cosPitchcosYaw;
f32 temp_f14;
f32 negSinPitchSinYaw;
f32 negSinPitchCosYaw;
f32 cosPitchSinYaw;
f32 temp_f4_2;
f32 temp_f6;
f32 temp_f8;
f32 temp_f8_2;
f32 temp_f8_3;
sinPitch = Math_SinS(pitch);
cosPitch = Math_CosS(pitch);
sinYaw = Math_SinS(yaw);
cosYaw = Math_CosS(yaw);
negSinPitch = -sinPitch;
sinNegRoll = Math_SinS(-roll);
cosNegRoll = Math_CosS(-roll);
negSinPitchSinYaw = negSinPitch * sinYaw;
temp_f14 = 1.0f - cosNegRoll;
cosPitchSinYaw = cosPitch * sinYaw;
sp54 = SQ(cosPitchSinYaw);
sp4C = (cosPitchSinYaw * sinPitch) * temp_f14;
cosPitchcosYaw = cosPitch * cosYaw;
temp_f4_2 = ((1.0f - sp54) * cosNegRoll) + sp54;
cosPitchCosYawSinRoll = cosPitchcosYaw * sinNegRoll;
negSinPitchCosYaw = negSinPitch * cosYaw;
temp_f6 = (cosPitchcosYaw * cosPitchSinYaw) * temp_f14;
temp_f10_2 = sinPitch * sinNegRoll;
spA4.x = ((negSinPitchSinYaw * temp_f4_2) + (cosPitch * (sp4C - cosPitchCosYawSinRoll))) +
(negSinPitchCosYaw * (temp_f6 + temp_f10_2));
sp54 = SQ(sinPitch);
temp_f4_2 = (sinPitch * cosPitchcosYaw) * temp_f14;
temp_f8_3 = cosPitchSinYaw * sinNegRoll;
temp_f8 = sp4C + cosPitchCosYawSinRoll;
spA4.y = ((negSinPitchSinYaw * temp_f8) + (cosPitch * (((1.0f - sp54) * cosNegRoll) + sp54))) +
(negSinPitchCosYaw * (temp_f4_2 - temp_f8_3));
temp_f8_2 = temp_f6 - temp_f10_2;
spA4.z = ((negSinPitchSinYaw * temp_f8_2) + (cosPitch * (temp_f4_2 + temp_f8_3))) +
(negSinPitchCosYaw * (((1.0f - SQ(cosPitchcosYaw)) * cosNegRoll) + SQ(cosPitchcosYaw)));
*dest = spA4;
return dest;
}
f32 Camera_ClampLERPScale(Camera* camera, f32 maxLERPScale) {
f32 ret;
if (camera->atLERPStepScale < PCT(R_AT_LERP_MIN)) {
ret = PCT(R_AT_LERP_MIN);
} else if (camera->atLERPStepScale >= maxLERPScale) {
ret = maxLERPScale;
} else {
ret = PCT(R_AT_LERP_SCALE) * camera->atLERPStepScale;
}
return ret;
}
void Camera_CopyDataToRegs(Camera* camera, s16 mode) {
CameraModeValue* values;
CameraModeValue* valueP;
s32 i;
if (PREG(82)) {
osSyncPrintf("camera: res: stat (%d/%d/%d)\n", camera->thisIdx, camera->setting, mode);
}
values = sCameraSettings[camera->setting].cameraModes[mode].values;
for (i = 0; i < sCameraSettings[camera->setting].cameraModes[mode].valueCnt; i++) {
valueP = &values[i];
PREG(valueP->dataType) = valueP->val;
if (PREG(82)) {
osSyncPrintf("camera: res: PREG(%02d) = %d\n", valueP->dataType, valueP->val);
}
}
camera->animState = 0;
}
s32 Camera_CopyPREGToModeValues(Camera* camera) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
CameraModeValue* valueP;
s32 i;
for (i = 0; i < sCameraSettings[camera->setting].cameraModes[camera->mode].valueCnt; i++) {
valueP = &values[i];
valueP->val = R_CAM_DATA(valueP->dataType);
if (PREG(82)) {
osSyncPrintf("camera: res: %d = PREG(%02d)\n", valueP->val, valueP->dataType);
}
}
return true;
}
#define SHRINKWIN_MASK (0xF000)
#define SHRINKWINVAL_MASK (0x7000)
#define SHRINKWIN_CURVAL (0x8000)
#define IFACE_ALPHA_MASK (0x0F00)
void Camera_UpdateInterface(s16 flags) {
s16 interfaceAlpha;
if ((flags & SHRINKWIN_MASK) != SHRINKWIN_MASK) {
switch (flags & SHRINKWINVAL_MASK) {
case 0x1000:
sCameraShrinkWindowVal = 0x1A;
break;
case 0x2000:
sCameraShrinkWindowVal = 0x1B;
break;
case 0x3000:
sCameraShrinkWindowVal = 0x20;
break;
default:
sCameraShrinkWindowVal = 0;
break;
}
if (flags & SHRINKWIN_CURVAL) {
ShrinkWindow_SetCurrentVal(sCameraShrinkWindowVal);
} else {
ShrinkWindow_SetVal(sCameraShrinkWindowVal);
}
}
if ((flags & IFACE_ALPHA_MASK) != IFACE_ALPHA_MASK) {
interfaceAlpha = (flags & IFACE_ALPHA_MASK) >> 8;
if (interfaceAlpha == 0) {
interfaceAlpha = 0x32;
}
if (interfaceAlpha != sCameraInterfaceAlpha) {
sCameraInterfaceAlpha = interfaceAlpha;
Interface_ChangeAlpha(sCameraInterfaceAlpha);
}
}
}
Vec3f* Camera_BGCheckCorner(Vec3f* dst, Vec3f* linePointA, Vec3f* linePointB, CamColChk* pointAColChk,
CamColChk* pointBColChk) {
Vec3f closestPoint;
if (!func_800427B4(pointAColChk->poly, pointBColChk->poly, linePointA, linePointB, &closestPoint)) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: corner check no cross point %x %x\n" VT_RST, pointAColChk,
pointBColChk);
*dst = pointAColChk->pos;
return dst;
}
*dst = closestPoint;
return dst;
}
/**
* Checks collision between at and eyeNext, if `checkEye` is set, if there is no collsion between
* eyeNext->at, then eye->at is also checked.
* Returns:
* 0 if no collsion is found between at->eyeNext
* 2 if the angle between the polys is between 60 degrees and 120 degrees
* 3 ?
* 6 if the angle between the polys is greater than 120 degrees
*/
s32 func_80045508(Camera* camera, VecSph* diffSph, CamColChk* eyeChk, CamColChk* atChk, s16 checkEye) {
Vec3f* at = &camera->at;
Vec3f* eye = &camera->eye;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f eyePos;
s32 atEyeBgId;
s32 eyeAtBgId;
s32 ret;
f32 cosEyeAt;
eyeChk->pos = camera->eyeNext;
ret = 0;
atEyeBgId = Camera_BGCheckInfo(camera, at, eyeChk);
if (atEyeBgId != 0) {
// collision found between at->eye
atChk->pos = camera->at;
OLib_Vec3fToVecSphGeo(&eyeChk->sphNorm, &eyeChk->norm);
if (eyeChk->sphNorm.pitch >= 0x2EE1) {
eyeChk->sphNorm.yaw = diffSph->yaw;
}
eyeAtBgId = Camera_BGCheckInfo(camera, eyeNext, atChk);
if (eyeAtBgId == 0) {
// no collision from eyeNext->at
if (checkEye & 1) {
atChk->pos = *at;
eyePos = *eye;
if (Camera_BGCheckInfo(camera, &eyePos, atChk) == 0) {
// no collision from eye->at
return 3;
} else if (eyeChk->poly == atChk->poly) {
// at->eye and eye->at is the same poly
return 3;
}
} else {
return 3;
}
} else if (eyeChk->poly == atChk->poly) {
// at->eyeNext and eyeNext->at is the same poly
return 3;
}
OLib_Vec3fToVecSphGeo(&atChk->sphNorm, &atChk->norm);
if (atChk->sphNorm.pitch >= 0x2EE1) {
atChk->sphNorm.yaw = BINANG_ROT180(diffSph->yaw);
}
if (atEyeBgId != eyeAtBgId) {
// different bgIds for at->eye[Next] and eye[Next]->at
ret = 3;
} else {
cosEyeAt = Math3D_Cos(&eyeChk->norm, &atChk->norm);
if (cosEyeAt < -0.5f) {
ret = 6;
} else if (cosEyeAt > 0.5f) {
ret = 3;
} else {
ret = 2;
}
}
}
return ret;
}
/**
* Calculates how much to adjust the camera at's y value when on a slope.
*/
f32 Camera_CalcSlopeYAdj(Vec3f* floorNorm, s16 playerYRot, s16 eyeAtYaw, f32 adjAmt) {
f32 tmp;
VecSph floorNormSph;
OLib_Vec3fToVecSphGeo(&floorNormSph, floorNorm);
tmp = Math_CosS(floorNormSph.pitch) * Math_CosS(playerYRot - floorNormSph.yaw);
return (fabsf(tmp) * adjAmt) * Math_CosS(playerYRot - eyeAtYaw);
}
/**
* Calculates new at vector for the camera pointing in `eyeAtDir`
*/
s32 Camera_CalcAtDefault(Camera* camera, VecSph* eyeAtDir, f32 extraYOffset, s16 calcSlope) {
Vec3f* at = &camera->at;
Vec3f posOffsetTarget;
Vec3f atTarget;
s32 pad2;
PosRot* playerPosRot = &camera->playerPosRot;
f32 yOffset;
yOffset = Player_GetHeight(camera->player);
posOffsetTarget.x = 0.f;
posOffsetTarget.y = yOffset + extraYOffset;
posOffsetTarget.z = 0.f;
if (calcSlope) {
posOffsetTarget.y -= OLib_ClampMaxDist(
Camera_CalcSlopeYAdj(&camera->floorNorm, playerPosRot->rot.y, eyeAtDir->yaw, OREG(9)), yOffset);
}
Camera_LERPCeilVec3f(&posOffsetTarget, &camera->posOffset, camera->yOffsetUpdateRate, camera->xzOffsetUpdateRate,
0.1f);
atTarget.x = playerPosRot->pos.x + camera->posOffset.x;
atTarget.y = playerPosRot->pos.y + camera->posOffset.y;
atTarget.z = playerPosRot->pos.z + camera->posOffset.z;
Camera_LERPCeilVec3f(&atTarget, at, camera->atLERPStepScale, camera->atLERPStepScale, 0.2f);
return true;
}
s32 func_800458D4(Camera* camera, VecSph* eyeAtDir, f32 arg2, f32* arg3, s16 arg4) {
f32 phi_f2;
Vec3f posOffsetTarget;
Vec3f atTarget;
f32 eyeAtAngle;
PosRot* playerPosRot = &camera->playerPosRot;
f32 deltaY;
s32 pad[2];
posOffsetTarget.y = Player_GetHeight(camera->player) + arg2;
posOffsetTarget.x = 0.0f;
posOffsetTarget.z = 0.0f;
if (arg4) {
posOffsetTarget.y -= Camera_CalcSlopeYAdj(&camera->floorNorm, playerPosRot->rot.y, eyeAtDir->yaw, OREG(9));
}
deltaY = playerPosRot->pos.y - *arg3;
eyeAtAngle = Math_FAtan2F(deltaY, OLib_Vec3fDistXZ(&camera->at, &camera->eye));
if (eyeAtAngle > DEGF_TO_RADF(OREG(32))) {
phi_f2 = 1.0f - sinf(DEGF_TO_RADF(eyeAtAngle - OREG(32)));
} else if (eyeAtAngle < DEGF_TO_RADF(OREG(33))) {
phi_f2 = 1.0f - sinf(DEGF_TO_RADF(OREG(33)) - eyeAtAngle);
} else {
phi_f2 = 1.0f;
}
posOffsetTarget.y -= deltaY * phi_f2;
Camera_LERPCeilVec3f(&posOffsetTarget, &camera->posOffset, PCT(OREG(29)), PCT(OREG(30)), 0.1f);
atTarget.x = playerPosRot->pos.x + camera->posOffset.x;
atTarget.y = playerPosRot->pos.y + camera->posOffset.y;
atTarget.z = playerPosRot->pos.z + camera->posOffset.z;
Camera_LERPCeilVec3f(&atTarget, &camera->at, camera->atLERPStepScale, camera->atLERPStepScale, 0.2f);
return 1;
}
s32 func_80045B08(Camera* camera, VecSph* eyeAtDir, f32 yExtra, s16 arg3) {
f32 phi_f2;
Vec3f posOffsetTarget;
Vec3f atTarget;
f32 pad;
f32 temp_ret;
PosRot* playerPosRot = &camera->playerPosRot;
posOffsetTarget.y = Player_GetHeight(camera->player) + yExtra;
posOffsetTarget.x = 0.0f;
posOffsetTarget.z = 0.0f;
temp_ret = Math_SinS(arg3);
if (temp_ret < 0.0f) {
phi_f2 = Math_CosS(playerPosRot->rot.y - eyeAtDir->yaw);
} else {
phi_f2 = -Math_CosS(playerPosRot->rot.y - eyeAtDir->yaw);
}
posOffsetTarget.y -= temp_ret * phi_f2 * OREG(9);
Camera_LERPCeilVec3f(&posOffsetTarget, &camera->posOffset, camera->yOffsetUpdateRate, camera->xzOffsetUpdateRate,
0.1f);
atTarget.x = playerPosRot->pos.x + camera->posOffset.x;
atTarget.y = playerPosRot->pos.y + camera->posOffset.y;
atTarget.z = playerPosRot->pos.z + camera->posOffset.z;
Camera_LERPCeilVec3f(&atTarget, &camera->at, camera->atLERPStepScale, camera->atLERPStepScale, 0.2f);
return 1;
}
/**
* Adjusts the camera's at position for Camera_Parallel1
*/
s32 Camera_CalcAtForParallel(Camera* camera, VecSph* arg1, f32 yOffset, f32* arg3, s16 arg4) {
Vec3f* at = &camera->at;
Vec3f posOffsetTarget;
Vec3f atTarget;
Vec3f* eye = &camera->eye;
PosRot* playerPosRot = &camera->playerPosRot;
f32 temp_f2;
f32 phi_f16;
f32 sp54;
f32 phi_f20;
f32 temp_f0_4;
temp_f0_4 = Player_GetHeight(camera->player);
posOffsetTarget.x = 0.0f;
posOffsetTarget.y = temp_f0_4 + yOffset;
posOffsetTarget.z = 0.0f;
if (PREG(76) && arg4) {
posOffsetTarget.y -= Camera_CalcSlopeYAdj(&camera->floorNorm, playerPosRot->rot.y, arg1->yaw, OREG(9));
}
if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
camera->player->stateFlags1 & 0x200000) {
*arg3 = Camera_LERPCeilF(playerPosRot->pos.y, *arg3, PCT(OREG(43)), 0.1f);
phi_f20 = playerPosRot->pos.y - *arg3;
posOffsetTarget.y -= phi_f20;
Camera_LERPCeilVec3f(&posOffsetTarget, &camera->posOffset, camera->yOffsetUpdateRate,
camera->xzOffsetUpdateRate, 0.1f);
} else {
if (!PREG(75)) {
phi_f20 = playerPosRot->pos.y - *arg3;
sp54 = OLib_Vec3fDistXZ(at, &camera->eye);
phi_f16 = sp54;
Math_FAtan2F(phi_f20, sp54);
temp_f2 = Math_FTanF(DEG_TO_RAD(camera->fov * 0.4f)) * phi_f16;
if (temp_f2 < phi_f20) {
*arg3 += phi_f20 - temp_f2;
phi_f20 = temp_f2;
} else if (phi_f20 < -temp_f2) {
*arg3 += phi_f20 + temp_f2;
phi_f20 = -temp_f2;
}
posOffsetTarget.y -= phi_f20;
} else {
phi_f20 = playerPosRot->pos.y - *arg3;
temp_f2 = Math_FAtan2F(phi_f20, OLib_Vec3fDistXZ(at, eye));
if (DEG_TO_RAD(OREG(32)) < temp_f2) {
phi_f16 = 1 - sinf(temp_f2 - DEG_TO_RAD(OREG(32)));
} else if (temp_f2 < DEG_TO_RAD(OREG(33))) {
phi_f16 = 1 - sinf(DEG_TO_RAD(OREG(33)) - temp_f2);
} else {
phi_f16 = 1;
}
posOffsetTarget.y -= phi_f20 * phi_f16;
}
Camera_LERPCeilVec3f(&posOffsetTarget, &camera->posOffset, PCT(OREG(29)), PCT(OREG(30)), 0.1f);
camera->yOffsetUpdateRate = PCT(OREG(29));
camera->xzOffsetUpdateRate = PCT(OREG(30));
}
atTarget.x = playerPosRot->pos.x + camera->posOffset.x;
atTarget.y = playerPosRot->pos.y + camera->posOffset.y;
atTarget.z = playerPosRot->pos.z + camera->posOffset.z;
Camera_LERPCeilVec3f(&atTarget, at, camera->atLERPStepScale, camera->atLERPStepScale, 0.2f);
return 1;
}
/**
* Adjusts at position for Camera_Battle1 and Camera_KeepOn1
*/
s32 Camera_CalcAtForLockOn(Camera* camera, VecSph* eyeAtDir, Vec3f* targetPos, f32 yOffset, f32 distance,
f32* yPosOffset, VecSph* outPlayerToTargetDir, s16 flags) {
Vec3f* at = &camera->at;
Vec3f tmpPos0;
Vec3f tmpPos1;
Vec3f lookFromOffset;
Vec3f* floorNorm = &camera->floorNorm;
VecSph playerToTargetDir;
PosRot* playerPosRot = &camera->playerPosRot;
f32 yPosDelta;
f32 phi_f16;
f32 eyeAtDist;
f32 temp_f0_2;
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
tmpPos0.x = 0.0f;
tmpPos0.y = playerHeight + yOffset;
tmpPos0.z = 0.0f;
if (PREG(76) && (flags & FLG_ADJSLOPE)) {
tmpPos0.y -= Camera_CalcSlopeYAdj(floorNorm, playerPosRot->rot.y, eyeAtDir->yaw, OREG(9));
}
// tmpPos1 is player's head
tmpPos1 = playerPosRot->pos;
tmpPos1.y += playerHeight;
OLib_Vec3fDiffToVecSphGeo(outPlayerToTargetDir, &tmpPos1, targetPos);
playerToTargetDir = *outPlayerToTargetDir;
if (distance < playerToTargetDir.r) {
playerToTargetDir.r = playerToTargetDir.r * PCT(OREG(38));
} else {
// ratio of player's height off ground to player's height.
temp_f0_2 = OLib_ClampMaxDist((playerPosRot->pos.y - camera->playerGroundY) / playerHeight, 1.0f);
playerToTargetDir.r =
(playerToTargetDir.r * PCT(OREG(39))) -
(((PCT(OREG(39)) - PCT(OREG(38))) * playerToTargetDir.r) * (playerToTargetDir.r / distance));
playerToTargetDir.r = playerToTargetDir.r - (playerToTargetDir.r * temp_f0_2) * temp_f0_2;
}
if (flags & FLG_OFFGROUND) {
playerToTargetDir.r *= 0.2f;
camera->xzOffsetUpdateRate = camera->yOffsetUpdateRate = .01f;
}
OLib_VecSphGeoToVec3f(&lookFromOffset, &playerToTargetDir);
if (PREG(89)) {
osSyncPrintf("%f (%f %f %f) %f\n", playerToTargetDir.r / distance, lookFromOffset.x, lookFromOffset.y,
lookFromOffset.z, camera->atLERPStepScale);
}
tmpPos0.x = tmpPos0.x + lookFromOffset.x;
tmpPos0.y = tmpPos0.y + lookFromOffset.y;
tmpPos0.z = tmpPos0.z + lookFromOffset.z;
if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
camera->player->stateFlags1 & 0x200000) {
*yPosOffset = Camera_LERPCeilF(playerPosRot->pos.y, *yPosOffset, PCT(OREG(43)), 0.1f);
yPosDelta = playerPosRot->pos.y - *yPosOffset;
tmpPos0.y -= yPosDelta;
Camera_LERPCeilVec3f(&tmpPos0, &camera->posOffset, camera->yOffsetUpdateRate, camera->xzOffsetUpdateRate, 0.1f);
} else {
if (!(flags & FLG_OFFGROUND)) {
yPosDelta = playerPosRot->pos.y - *yPosOffset;
eyeAtDist = OLib_Vec3fDistXZ(at, &camera->eye);
phi_f16 = eyeAtDist;
Math_FAtan2F(yPosDelta, eyeAtDist);
temp_f0_2 = Math_FTanF(DEG_TO_RAD(camera->fov * 0.4f)) * phi_f16;
if (temp_f0_2 < yPosDelta) {
*yPosOffset = *yPosOffset + (yPosDelta - temp_f0_2);
yPosDelta = temp_f0_2;
} else if (yPosDelta < -temp_f0_2) {
*yPosOffset = *yPosOffset + (yPosDelta + temp_f0_2);
yPosDelta = -temp_f0_2;
}
tmpPos0.y = tmpPos0.y - yPosDelta;
} else {
yPosDelta = playerPosRot->pos.y - *yPosOffset;
temp_f0_2 = Math_FAtan2F(yPosDelta, OLib_Vec3fDistXZ(at, &camera->eye));
if (temp_f0_2 > DEG_TO_RAD(OREG(32))) {
phi_f16 = 1.0f - sinf(temp_f0_2 - DEG_TO_RAD(OREG(32)));
} else if (temp_f0_2 < DEG_TO_RAD(OREG(33))) {
phi_f16 = 1.0f - sinf(DEG_TO_RAD(OREG(33)) - temp_f0_2);
} else {
phi_f16 = 1.0f;
}
tmpPos0.y -= (yPosDelta * phi_f16);
}
Camera_LERPCeilVec3f(&tmpPos0, &camera->posOffset, PCT(OREG(29)), PCT(OREG(30)), 0.1f);
camera->yOffsetUpdateRate = PCT(OREG(29));
camera->xzOffsetUpdateRate = PCT(OREG(30));
}
tmpPos1.x = playerPosRot->pos.x + camera->posOffset.x;
tmpPos1.y = playerPosRot->pos.y + camera->posOffset.y;
tmpPos1.z = playerPosRot->pos.z + camera->posOffset.z;
Camera_LERPCeilVec3f(&tmpPos1, at, camera->atLERPStepScale, camera->atLERPStepScale, 0.2f);
return 1;
}
s32 Camera_CalcAtForHorse(Camera* camera, VecSph* eyeAtDir, f32 yOffset, f32* yPosOffset, s16 calcSlope) {
Vec3f* at = &camera->at;
Vec3f posOffsetTarget;
Vec3f atTarget;
s32 pad;
s32 pad2;
f32 playerHeight;
Player* player;
PosRot horsePosRot;
playerHeight = Player_GetHeight(camera->player);
player = camera->player;
Actor_GetWorldPosShapeRot(&horsePosRot, player->rideActor);
if (EN_HORSE_CHECK_JUMPING((EnHorse*)player->rideActor)) {
horsePosRot.pos.y -= 49.f;
*yPosOffset = Camera_LERPCeilF(horsePosRot.pos.y, *yPosOffset, 0.1f, 0.2f);
camera->atLERPStepScale = Camera_LERPCeilF(0.4f, camera->atLERPStepScale, 0.2f, 0.02f);
} else {
*yPosOffset = Camera_LERPCeilF(horsePosRot.pos.y, *yPosOffset, 0.5f, 0.2f);
}
posOffsetTarget.x = 0.0f;
posOffsetTarget.y = playerHeight + yOffset;
posOffsetTarget.z = 0.0f;
if (calcSlope != 0) {
posOffsetTarget.y -=
Camera_CalcSlopeYAdj(&camera->floorNorm, camera->playerPosRot.rot.y, eyeAtDir->yaw, OREG(9));
}
Camera_LERPCeilVec3f(&posOffsetTarget, &camera->posOffset, camera->yOffsetUpdateRate, camera->xzOffsetUpdateRate,
0.1f);
atTarget.x = camera->posOffset.x + horsePosRot.pos.x;
atTarget.y = camera->posOffset.y + horsePosRot.pos.y;
atTarget.z = camera->posOffset.z + horsePosRot.pos.z;
Camera_LERPCeilVec3f(&atTarget, at, camera->atLERPStepScale, camera->atLERPStepScale, 0.2f);
return 1;
}
f32 Camera_LERPClampDist(Camera* camera, f32 dist, f32 min, f32 max) {
f32 distTarget;
f32 rUpdateRateInvTarget;
if (dist < min) {
distTarget = min;
rUpdateRateInvTarget = OREG(6);
} else if (dist > max) {
distTarget = max;
rUpdateRateInvTarget = OREG(6);
} else {
distTarget = dist;
rUpdateRateInvTarget = 1.0f;
}
camera->rUpdateRateInv = Camera_LERPCeilF(rUpdateRateInvTarget, camera->rUpdateRateInv, PCT(OREG(25)), 0.1f);
return Camera_LERPCeilF(distTarget, camera->dist, 1.0f / camera->rUpdateRateInv,
CVarGetInteger("gFixCameraDrift", 0) ? 0.0f : 0.2f);
}
f32 Camera_ClampDist(Camera* camera, f32 dist, f32 minDist, f32 maxDist, s16 timer) {
f32 distTarget;
f32 rUpdateRateInvTarget;
if (dist < minDist) {
distTarget = minDist;
rUpdateRateInvTarget = timer != 0 ? OREG(6) * 0.5f : OREG(6);
} else if (maxDist < dist) {
distTarget = maxDist;
rUpdateRateInvTarget = timer != 0 ? OREG(6) * 0.5f : OREG(6);
} else {
distTarget = dist;
rUpdateRateInvTarget = timer != 0 ? OREG(6) : 1.0f;
}
camera->rUpdateRateInv = Camera_LERPCeilF(rUpdateRateInvTarget, camera->rUpdateRateInv, PCT(OREG(25)), 0.1f);
return Camera_LERPCeilF(distTarget, camera->dist, 1.0f / camera->rUpdateRateInv,
CVarGetInteger("gFixCameraDrift", 0) ? 0.0f : 0.2f);
}
s16 Camera_CalcDefaultPitch(Camera* camera, s16 arg1, s16 arg2, s16 arg3) {
f32 pad;
f32 phi_a2;
f32 t;
s16 phi_v0;
s16 phi_v1;
s16 sp1C;
phi_v1 = ABS(arg1);
phi_v0 = arg3 > 0 ? (s16)(Math_CosS(arg3) * arg3) : arg3;
sp1C = arg2 - phi_v0;
if (ABS(sp1C) < phi_v1) {
phi_a2 = (1.0f / camera->pitchUpdateRateInv) * 3.0f;
} else {
t = phi_v1 * (1.0f / R_CAM_MAX_PHI);
pad = Camera_InterpolateCurve(0.8f, 1.0f - t);
phi_a2 = (1.0f / camera->pitchUpdateRateInv) * pad;
}
return Camera_LERPCeilS(sp1C, arg1, phi_a2, 0xA);
}
s16 Camera_CalcDefaultYaw(Camera* camera, s16 cur, s16 target, f32 arg3, f32 accel) {
f32 velocity;
s16 angDelta;
f32 updSpeed;
f32 speedT;
f32 velFactor;
f32 yawUpdRate;
if (camera->xzSpeed > 0.001f) {
angDelta = target - BINANG_ROT180(cur);
speedT = COLPOLY_GET_NORMAL(BINANG_ROT180(angDelta));
} else {
angDelta = target - BINANG_ROT180(cur);
speedT = PCT(OREG(48));
}
updSpeed = Camera_InterpolateCurve(arg3, speedT);
velocity = updSpeed + (1.0f - updSpeed) * accel;
if (velocity < 0.0f) {
velocity = 0.0f;
}
velFactor = Camera_InterpolateCurve(0.5f, camera->speedRatio);
yawUpdRate = 1.0f / camera->yawUpdateRateInv;
return cur + (s16)(angDelta * velocity * velFactor * yawUpdRate);
}
//Follow player with collision
void func_80046E20(Camera* camera, VecSph* eyeAdjustment, f32 minDist, f32 arg3, f32* arg4, SwingAnimation* anim) {
static CamColChk atEyeColChk;
static CamColChk eyeAtColChk;
static CamColChk newEyeColChk;
Vec3f* eye = &camera->eye;
s32 temp_v0;
Vec3f* at = &camera->at;
Vec3f peekAroundPoint;
Vec3f* eyeNext = &camera->eyeNext;
f32 temp_f0;
VecSph newEyeAdjustment;
VecSph sp40;
temp_v0 = func_80045508(camera, eyeAdjustment, &atEyeColChk, &eyeAtColChk, !anim->unk_18);
switch (temp_v0) {
case 1:
case 2:
// angle between polys is between 60 and 120 degrees.
Camera_BGCheckCorner(&anim->collisionClosePoint, at, eyeNext, &atEyeColChk, &eyeAtColChk);
peekAroundPoint.x = anim->collisionClosePoint.x + (atEyeColChk.norm.x + eyeAtColChk.norm.x);
peekAroundPoint.y = anim->collisionClosePoint.y + (atEyeColChk.norm.y + eyeAtColChk.norm.y);
peekAroundPoint.z = anim->collisionClosePoint.z + (atEyeColChk.norm.z + eyeAtColChk.norm.z);
temp_f0 = OLib_Vec3fDist(at, &atEyeColChk.pos);
*arg4 = temp_f0 > minDist ? 1.0f : temp_f0 / minDist;
anim->swingUpdateRate = PCT(OREG(10));
anim->unk_18 = 1;
anim->atEyePoly = eyeAtColChk.poly;
OLib_Vec3fDiffToVecSphGeo(&newEyeAdjustment, at, &peekAroundPoint);
newEyeAdjustment.r = eyeAdjustment->r;
Camera_Vec3fVecSphGeoAdd(eye, at, &newEyeAdjustment);
newEyeColChk.pos = *eye;
if (Camera_BGCheckInfo(camera, at, &newEyeColChk) == 0) {
// no collision found between at->newEyePos
newEyeAdjustment.yaw += BINANG_SUB(eyeAdjustment->yaw, newEyeAdjustment.yaw) >> 1;
newEyeAdjustment.pitch += BINANG_SUB(eyeAdjustment->pitch, newEyeAdjustment.pitch) >> 1;
Camera_Vec3fVecSphGeoAdd(eye, at, &newEyeAdjustment);
if (atEyeColChk.sphNorm.pitch < 0x2AA8) {
// ~ 60 degrees
anim->unk_16 = newEyeAdjustment.yaw;
anim->unk_14 = newEyeAdjustment.pitch;
} else {
anim->unk_16 = eyeAdjustment->yaw;
anim->unk_14 = eyeAdjustment->pitch;
}
peekAroundPoint.x = anim->collisionClosePoint.x - (atEyeColChk.norm.x + eyeAtColChk.norm.x);
peekAroundPoint.y = anim->collisionClosePoint.y - (atEyeColChk.norm.y + eyeAtColChk.norm.y);
peekAroundPoint.z = anim->collisionClosePoint.z - (atEyeColChk.norm.z + eyeAtColChk.norm.z);
OLib_Vec3fDiffToVecSphGeo(&newEyeAdjustment, at, &peekAroundPoint);
newEyeAdjustment.r = eyeAdjustment->r;
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &newEyeAdjustment);
break;
}
camera->eye = newEyeColChk.pos;
atEyeColChk = newEyeColChk;
case 3:
case 6:
if (anim->unk_18 != 0) {
anim->swingUpdateRateTimer = OREG(52);
anim->unk_18 = 0;
*eyeNext = *eye;
}
temp_f0 = OLib_Vec3fDist(at, &atEyeColChk.pos);
*arg4 = temp_f0 > minDist ? 1.0f : temp_f0 / minDist;
anim->swingUpdateRate = *arg4 * arg3;
Camera_Vec3fTranslateByUnitVector(eye, &atEyeColChk.pos, &atEyeColChk.norm, 1.0f);
anim->atEyePoly = NULL;
if (temp_f0 < OREG(21)) {
sp40.yaw = eyeAdjustment->yaw;
sp40.pitch = Math_SinS(atEyeColChk.sphNorm.pitch + 0x3FFF) * 16380.0f;
sp40.r = (OREG(21) - temp_f0) * PCT(OREG(22));
Camera_Vec3fVecSphGeoAdd(eye, eye, &sp40);
}
break;
default:
if (anim->unk_18 != 0) {
anim->swingUpdateRateTimer = OREG(52);
*eyeNext = *eye;
anim->unk_18 = 0;
}
anim->swingUpdateRate = arg3;
anim->atEyePoly = NULL;
eye->x = atEyeColChk.pos.x + atEyeColChk.norm.x;
eye->y = atEyeColChk.pos.y + atEyeColChk.norm.y;
eye->z = atEyeColChk.pos.z + atEyeColChk.norm.z;
break;
}
}
s32 Camera_Noop(Camera* camera) {
return true;
}
s32 SetCameraManual(Camera* camera) {
f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f;
f32 newCamY = D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f;
if ((fabsf(newCamX) >= 15.0f || fabsf(newCamY) >= 15.0f) && camera->play->manualCamera == false) {
camera->play->manualCamera = true;
VecSph eyeAdjustment;
OLib_Vec3fDiffToVecSphGeo(&eyeAdjustment, &camera->at, &camera->eye);
camera->play->camX = eyeAdjustment.yaw;
camera->play->camY = eyeAdjustment.pitch;
}
if (camera->play->manualCamera) {
return 1;
}
return 0;
}
s32 Camera_Free(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
VecSph spA8;
CamColChk sp6C;
Parallel1* para1 = (Parallel1*)camera->paramData;
f32 playerHeight;
at->x = Camera_LERPCeilF(camera->player->actor.world.pos.x, camera->at.x, 0.5f, 1.0f);
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, 0.5f, 1.0f);
at->z = Camera_LERPCeilF(camera->player->actor.world.pos.z, camera->at.z, 0.5f, 1.0f);
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
OLib_Vec3fDiffToVecSphGeo(&spA8, &camera->at, &camera->eye);
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (1.0f + PCT(OREG(46))) - (PCT(OREG(46)) * (68.0f / playerHeight));
para1->yOffset = NEXTPCT * playerHeight * yNormal;
para1->distTarget = NEXTPCT * playerHeight * yNormal;
para1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
para1->yawTarget = DEGF_TO_BINANG(NEXTSETTING);
para1->unk_08 = NEXTSETTING;
para1->unk_0C = NEXTSETTING;
para1->fovTarget = NEXTSETTING;
para1->unk_14 = NEXTPCT;
para1->interfaceFlags = NEXTSETTING;
para1->unk_18 = NEXTPCT * playerHeight * yNormal;
para1->unk_1C = NEXTPCT;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sCameraInterfaceFlags = 1;
camera->animState = 0;
f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f * (CVarGetFloat("gThirdPersonCameraSensitivityX", 1.0f));
f32 newCamY = D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f * (CVarGetFloat("gThirdPersonCameraSensitivityY", 1.0f));
camera->play->camX += newCamX * (CVarGetInteger("gInvertXAxis", 0) ? -1 : 1);
camera->play->camY += newCamY * (CVarGetInteger("gInvertYAxis", 1) ? 1 : -1);
if (camera->play->camY > 0x32A4) {
camera->play->camY = 0x32A4;
}
if (camera->play->camY < -0x228C) {
camera->play->camY = -0x228C;
}
f32 distTarget = CVarGetInteger("gFreeCameraDistMax", para1->distTarget);
f32 speedScaler = CVarGetInteger("gFreeCameraTransitionSpeed", 25);
f32 distDiff = ABS(distTarget - camera->dist);
if (distDiff > 0)
camera->dist = Camera_LERPCeilF(distTarget, camera->dist, speedScaler / (distDiff + speedScaler), 0.0f);
OLib_Vec3fDiffToVecSphGeo(&spA8, at, eyeNext);
spA8.r = camera->dist;
spA8.yaw = camera->play->camX;
spA8.pitch = camera->play->camY;
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &spA8);
if (camera->status == CAM_STAT_ACTIVE) {
sp6C.pos = *eyeNext;
Camera_BGCheckInfo(camera, at, &sp6C);
*eye = sp6C.pos;
}
camera->fov = Camera_LERPCeilF(65.0f, camera->fov, camera->fovUpdateRate, 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5, 0xA);
return 1;
}
s32 Camera_Normal1(Camera* camera) {
if (CVarGetInteger("gFreeCamera", 0) && SetCameraManual(camera) == 1) {
Camera_Free(camera);
return 1;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
f32 spA0;
f32 sp9C;
f32 sp98;
f32 sp94;
Vec3f sp88;
s16 wiggleAdj;
s16 t;
VecSph eyeAdjustment;
VecSph atEyeGeo;
VecSph atEyeNextGeo;
PosRot* playerPosRot = &camera->playerPosRot;
Normal1* norm1 = (Normal1*)camera->paramData;
Normal1Anim* anim = &norm1->anim;
f32 playerHeight;
f32 rate = 0.1f;
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (1.0f + PCT(R_CAM_YOFFSET_NORM) - PCT(R_CAM_YOFFSET_NORM) * (68.0f / playerHeight));
sp94 = yNormal * PCT(playerHeight);
norm1->yOffset = NEXTSETTING * sp94;
norm1->distMin = NEXTSETTING * sp94;
norm1->distMax = NEXTSETTING * sp94;
norm1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
norm1->unk_0C = NEXTSETTING;
norm1->unk_10 = NEXTSETTING;
norm1->unk_14 = NEXTPCT;
norm1->fovTarget = NEXTSETTING;
norm1->atLERPScaleMax = NEXTPCT;
norm1->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sCameraInterfaceFlags = norm1->interfaceFlags;
OLib_Vec3fDiffToVecSphGeo(&atEyeGeo, at, eye);
OLib_Vec3fDiffToVecSphGeo(&atEyeNextGeo, at, eyeNext);
switch (camera->animState) {
case 0x14:
camera->yawUpdateRateInv = OREG(27);
camera->pitchUpdateRateInv = OREG(27);
case 0:
case 0xA:
case 0x19:
anim->swing.atEyePoly = NULL;
anim->slopePitchAdj = 0;
anim->unk_28 = 0xA;
anim->swing.unk_16 = anim->swing.unk_14 = anim->swing.unk_18 = 0;
anim->swing.swingUpdateRate = norm1->unk_0C;
anim->yOffset = camera->playerPosRot.pos.y;
anim->unk_20 = camera->xzSpeed;
anim->swing.swingUpdateRateTimer = 0;
anim->swingYawTarget = atEyeGeo.yaw;
sUpdateCameraDirection = 0;
anim->startSwingTimer = OREG(50) + OREG(51);
break;
default:
break;
}
camera->animState = 1;
sUpdateCameraDirection = 1;
if (anim->unk_28 != 0) {
anim->unk_28--;
}
if (camera->xzSpeed > 0.001f) {
anim->startSwingTimer = OREG(50) + OREG(51);
} else if (anim->startSwingTimer > 0) {
if (anim->startSwingTimer > OREG(50)) {
anim->swingYawTarget = atEyeGeo.yaw + (BINANG_SUB(BINANG_ROT180(camera->playerPosRot.rot.y), atEyeGeo.yaw) /
anim->startSwingTimer);
}
anim->startSwingTimer--;
}
spA0 = camera->speedRatio * PCT(OREG(25));
sp9C = camera->speedRatio * PCT(OREG(26));
sp98 = anim->swing.unk_18 != 0 ? PCT(OREG(25)) : spA0;
sp94 = (camera->xzSpeed - anim->unk_20) * (0.333333f);
if (sp94 > 1.0f) {
sp94 = 1.0f;
}
if (sp94 > -1.0f) {
sp94 = -1.0f;
}
anim->unk_20 = camera->xzSpeed;
if (anim->swing.swingUpdateRateTimer != 0) {
camera->yawUpdateRateInv =
Camera_LERPCeilF(anim->swing.swingUpdateRate + (f32)(anim->swing.swingUpdateRateTimer * 2),
camera->yawUpdateRateInv, sp98, rate);
camera->pitchUpdateRateInv =
Camera_LERPCeilF((f32)R_CAM_DEFA_PHI_UPDRATE + (f32)(anim->swing.swingUpdateRateTimer * 2),
camera->pitchUpdateRateInv, sp9C, rate);
anim->swing.swingUpdateRateTimer--;
} else {
camera->yawUpdateRateInv =
Camera_LERPCeilF(anim->swing.swingUpdateRate - ((OREG(49) * 0.01f) * anim->swing.swingUpdateRate * sp94),
camera->yawUpdateRateInv, sp98, rate);
camera->pitchUpdateRateInv = Camera_LERPCeilF(R_CAM_DEFA_PHI_UPDRATE, camera->pitchUpdateRateInv, sp9C, rate);
}
camera->pitchUpdateRateInv = Camera_LERPCeilF(R_CAM_DEFA_PHI_UPDRATE, camera->pitchUpdateRateInv, sp9C, rate);
camera->xzOffsetUpdateRate = Camera_LERPCeilF(PCT(OREG(2)), camera->xzOffsetUpdateRate, spA0, rate);
camera->yOffsetUpdateRate = Camera_LERPCeilF(PCT(OREG(3)), camera->yOffsetUpdateRate, sp9C, rate);
camera->fovUpdateRate = Camera_LERPCeilF(PCT(OREG(4)), camera->yOffsetUpdateRate, camera->speedRatio * 0.05f, rate);
if (norm1->interfaceFlags & 1) {
t = func_80044ADC(camera, BINANG_ROT180(atEyeGeo.yaw), 0);
sp9C = ((1.0f / norm1->unk_10) * 0.5f) * (1.0f - camera->speedRatio);
anim->slopePitchAdj = Camera_LERPCeilS(t, anim->slopePitchAdj, ((1.0f / norm1->unk_10) * 0.5f) + sp9C, 0xF);
} else {
anim->slopePitchAdj = 0;
if (camera->playerGroundY == camera->playerPosRot.pos.y) {
anim->yOffset = camera->playerPosRot.pos.y;
}
}
spA0 = ((anim->swing.unk_18 != 0) && (norm1->yOffset > -40.0f))
? (sp9C = Math_SinS(anim->swing.unk_14), ((-40.0f * sp9C) + (norm1->yOffset * (1.0f - sp9C))))
: norm1->yOffset;
if (norm1->interfaceFlags & 0x80) {
func_800458D4(camera, &atEyeNextGeo, spA0, &anim->yOffset, norm1->interfaceFlags & 1);
} else if (norm1->interfaceFlags & 0x20) {
func_80045B08(camera, &atEyeNextGeo, spA0, anim->slopePitchAdj);
} else {
Camera_CalcAtDefault(camera, &atEyeNextGeo, spA0, norm1->interfaceFlags & 1);
}
OLib_Vec3fDiffToVecSphGeo(&eyeAdjustment, at, eyeNext);
camera->dist = eyeAdjustment.r =
Camera_ClampDist(camera, eyeAdjustment.r, norm1->distMin, norm1->distMax, anim->unk_28);
if (anim->startSwingTimer <= 0) {
if (CVarGetInteger("gA11yDisableIdleCam", 0)) return;
eyeAdjustment.pitch = atEyeNextGeo.pitch;
eyeAdjustment.yaw =
Camera_LERPCeilS(anim->swingYawTarget, atEyeNextGeo.yaw, 1.0f / camera->yawUpdateRateInv, 0xA);
} else if (anim->swing.unk_18 != 0) {
if (CVarGetInteger("gA11yDisableIdleCam", 0)) return;
eyeAdjustment.yaw =
Camera_LERPCeilS(anim->swing.unk_16, atEyeNextGeo.yaw, 1.0f / camera->yawUpdateRateInv, 0xA);
eyeAdjustment.pitch =
Camera_LERPCeilS(anim->swing.unk_14, atEyeNextGeo.pitch, 1.0f / camera->yawUpdateRateInv, 0xA);
} else {
// rotate yaw to follow player while moving around - to keep player on camera.
eyeAdjustment.yaw =
Camera_CalcDefaultYaw(camera, atEyeNextGeo.yaw, camera->playerPosRot.rot.y, norm1->unk_14, sp94);
eyeAdjustment.pitch =
Camera_CalcDefaultPitch(camera, atEyeNextGeo.pitch, norm1->pitchTarget, anim->slopePitchAdj);
}
// set eyeAdjustment pitch from 79.65 degrees to -85 degrees
if (eyeAdjustment.pitch > 0x38A4) {
eyeAdjustment.pitch = 0x38A4;
}
if (eyeAdjustment.pitch < -0x3C8C) {
eyeAdjustment.pitch = -0x3C8C;
}
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &eyeAdjustment);
if ((camera->status == CAM_STAT_ACTIVE) && (!(norm1->interfaceFlags & 0x10))) {
anim->swingYawTarget = BINANG_ROT180(camera->playerPosRot.rot.y);
if (!CVarGetInteger("gFixCameraSwing", 0)) {
if (anim->startSwingTimer > 0) {
func_80046E20(camera, &eyeAdjustment, norm1->distMin, norm1->unk_0C, &sp98, &anim->swing);
} else {
sp88 = *eyeNext;
anim->swing.swingUpdateRate = camera->yawUpdateRateInv = norm1->unk_0C * 2.0f;
if (Camera_BGCheck(camera, at, &sp88)) {
anim->swingYawTarget = atEyeNextGeo.yaw;
anim->startSwingTimer = -1;
} else {
*eye = *eyeNext;
}
anim->swing.unk_18 = 0;
}
} else {
if (anim->startSwingTimer <= 0) {
anim->swing.swingUpdateRate = camera->yawUpdateRateInv = norm1->unk_0C * 2.0f;
anim->swing.unk_18 = 0;
}
func_80046E20(camera, &eyeAdjustment, norm1->distMin, norm1->unk_0C, &sp98, &anim->swing);
}
if (anim->swing.unk_18 != 0) {
camera->inputDir.y =
Camera_LERPCeilS(camera->inputDir.y + BINANG_SUB(BINANG_ROT180(anim->swing.unk_16), camera->inputDir.y),
camera->inputDir.y, 1.0f - (0.99f * sp98), 0xA);
}
if (norm1->interfaceFlags & 4) {
camera->inputDir.x = -atEyeGeo.pitch;
camera->inputDir.y = BINANG_ROT180(atEyeGeo.yaw);
camera->inputDir.z = 0;
} else {
OLib_Vec3fDiffToVecSphGeo(&eyeAdjustment, eye, at);
camera->inputDir.x = eyeAdjustment.pitch;
camera->inputDir.y = eyeAdjustment.yaw;
camera->inputDir.z = 0;
}
// crit wiggle
if(!CVarGetInteger("gDisableCritWiggle",0)) {
if (gSaveContext.health <= 16 && ((camera->play->state.frames % 256) == 0)) {
wiggleAdj = Rand_ZeroOne() * 10000.0f;
camera->inputDir.y = wiggleAdj + camera->inputDir.y;
}
}
} else {
anim->swing.swingUpdateRate = norm1->unk_0C;
anim->swing.unk_18 = 0;
sUpdateCameraDirection = 0;
*eye = *eyeNext;
}
spA0 = (gSaveContext.health <= 16 ? 0.8f : 1.0f);
camera->fov = Camera_LERPCeilF(norm1->fovTarget * spA0, camera->fov, camera->fovUpdateRate, 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
camera->atLERPStepScale = Camera_ClampLERPScale(camera, norm1->atLERPScaleMax);
return 1;
}
s32 Camera_Normal2(Camera* camera) {
if (CVarGetInteger("gFreeCamera", 0) && SetCameraManual(camera) == 1) {
Camera_Free(camera);
return 1;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
CamColChk bgChk;
s16 phi_a0;
s16 phi_a1;
f32 spA4;
f32 spA0;
VecSph adjSph;
VecSph sp90;
VecSph sp88;
VecSph atToEyeDir;
VecSph atToEyeNextDir;
PosRot* playerPosRot = &camera->playerPosRot;
Normal2* norm2 = (Normal2*)camera->paramData;
Normal2Anim* anim = &norm2->anim;
s32 pad;
Vec3s* bgData;
f32 playerHeight;
f32 yNormal;
playerHeight = Player_GetHeight(camera->player);
yNormal = (1.0f + PCT(R_CAM_YOFFSET_NORM)) - (PCT(R_CAM_YOFFSET_NORM) * (68.0f / playerHeight));
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
norm2->unk_00 = NEXTPCT * playerHeight * yNormal;
norm2->unk_04 = NEXTPCT * playerHeight * yNormal;
norm2->unk_08 = NEXTPCT * playerHeight * yNormal;
norm2->unk_1C = DEGF_TO_BINANG(NEXTSETTING);
norm2->unk_0C = NEXTSETTING;
norm2->unk_10 = NEXTPCT;
norm2->unk_14 = NEXTSETTING;
norm2->unk_18 = NEXTPCT;
norm2->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sCameraInterfaceFlags = norm2->interfaceFlags;
switch (camera->animState) {
case 0:
case 0xA:
case 0x14:
case 0x19:
bgData = Camera_GetCamBGData(camera);
Camera_Vec3sToVec3f(&anim->unk_00, &BGCAM_POS(bgData));
anim->unk_20 = BGCAM_ROT(bgData).x;
anim->unk_22 = BGCAM_ROT(bgData).y;
anim->unk_24 = playerPosRot->pos.y;
anim->unk_1C = BGCAM_FOV(bgData) == -1 ? norm2->unk_14
: BGCAM_FOV(bgData) >= 0x169 ? PCT(BGCAM_FOV(bgData))
: BGCAM_FOV(bgData);
anim->unk_28 = BGCAM_JFIFID(bgData) == -1 ? 0 : BGCAM_JFIFID(bgData);
anim->unk_18 = 0.0f;
if (norm2->interfaceFlags & 4) {
sp88.pitch = anim->unk_20;
sp88.yaw = anim->unk_22 + 0x3FFF;
sp88.r = 100.0f;
OLib_VecSphGeoToVec3f(&anim->unk_0C, &sp88);
}
camera->animState = 1;
camera->yawUpdateRateInv = 50.0f;
break;
default:
if (camera->playerGroundY == playerPosRot->pos.y) {
anim->unk_24 = playerPosRot->pos.y;
}
break;
}
OLib_Vec3fDiffToVecSphGeo(&atToEyeDir, at, eye);
OLib_Vec3fDiffToVecSphGeo(&atToEyeNextDir, at, eyeNext);
camera->speedRatio *= 0.5f;
spA4 = PCT(OREG(25)) * camera->speedRatio;
spA0 = PCT(OREG(26)) * camera->speedRatio;
camera->yawUpdateRateInv =
Camera_LERPCeilF(norm2->unk_0C, camera->yawUpdateRateInv * camera->speedRatio, PCT(OREG(25)), 0.1f);
camera->pitchUpdateRateInv = Camera_LERPCeilF(OREG(7), camera->pitchUpdateRateInv, spA0, 0.1f);
camera->xzOffsetUpdateRate = Camera_LERPCeilF(PCT(OREG(2)), camera->xzOffsetUpdateRate, spA4, 0.1f);
camera->yOffsetUpdateRate = Camera_LERPCeilF(PCT(OREG(3)), camera->yOffsetUpdateRate, spA0, 0.1f);
camera->fovUpdateRate = Camera_LERPCeilF(PCT(OREG(4)), camera->yOffsetUpdateRate, camera->speedRatio * 0.05f, 0.1f);
if (!(norm2->interfaceFlags & 0x80)) {
Camera_CalcAtDefault(camera, &atToEyeNextDir, norm2->unk_00, norm2->interfaceFlags & 1);
} else {
func_800458D4(camera, &atToEyeNextDir, norm2->unk_00, &anim->unk_24, norm2->interfaceFlags & 1);
}
if (norm2->interfaceFlags & 4) {
anim->unk_00.x = playerPosRot->pos.x + anim->unk_0C.x;
anim->unk_00.z = playerPosRot->pos.z + anim->unk_0C.z;
}
anim->unk_00.y = playerPosRot->pos.y;
OLib_Vec3fDiffToVecSphGeo(&sp88, &anim->unk_00, at);
OLib_Vec3fDiffToVecSphGeo(&sp90, at, eyeNext);
phi_a1 = (anim->unk_28 & 2 ? anim->unk_22 : norm2->unk_1C);
phi_a0 = BINANG_SUB(sp90.yaw, sp88.yaw);
if ((phi_a1 < 0x4000 && ABS(phi_a0) > phi_a1) || (phi_a1 >= 0x4000 && ABS(phi_a0) < phi_a1)) {
phi_a0 = (phi_a0 < 0 ? -phi_a1 : phi_a1);
phi_a0 += sp88.yaw;
adjSph.yaw =
Camera_LERPCeilS(phi_a0, atToEyeDir.yaw, (1.0f / camera->yawUpdateRateInv) * camera->speedRatio, 0xA);
if (anim->unk_28 & 1) {
adjSph.pitch = Camera_CalcDefaultPitch(camera, atToEyeNextDir.pitch, anim->unk_20, 0);
} else {
adjSph.pitch = atToEyeDir.pitch;
}
} else {
adjSph = sp90;
}
camera->dist = adjSph.r = Camera_ClampDist(camera, sp90.r, norm2->unk_04, norm2->unk_08, 0);
if (!(anim->unk_28 & 1)) {
if (adjSph.pitch >= 0xE39) {
adjSph.pitch += (BINANG_SUB(0xE38, adjSph.pitch) >> 2);
}
if (adjSph.pitch < 0) {
adjSph.pitch += (BINANG_SUB(-0x38E, adjSph.pitch) >> 2);
}
}
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &adjSph);
if (camera->status == CAM_STAT_ACTIVE) {
bgChk.pos = *eyeNext;
if (!camera->play->envCtx.skyboxDisabled || norm2->interfaceFlags & 0x10) {
Camera_BGCheckInfo(camera, at, &bgChk);
*eye = bgChk.pos;
} else {
func_80043F94(camera, at, &bgChk);
*eye = bgChk.pos;
OLib_Vec3fDiffToVecSphGeo(&adjSph, eye, at);
camera->inputDir.x = adjSph.pitch;
camera->inputDir.y = adjSph.yaw;
camera->inputDir.z = 0;
}
}
camera->fov = Camera_LERPCeilF(anim->unk_1C, camera->fov, camera->fovUpdateRate, 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
camera->atLERPStepScale = Camera_ClampLERPScale(camera, norm2->unk_18);
return 1;
}
// riding epona
s32 Camera_Normal3(Camera* camera) {
if (CVarGetInteger("gFreeCamera", 0) && SetCameraManual(camera) == 1) {
Camera_Free(camera);
return 1;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
f32 sp98;
f32 sp94;
f32 sp90;
f32 sp8C;
VecSph sp84;
VecSph sp7C;
VecSph sp74;
PosRot* playerPosRot = &camera->playerPosRot;
f32 temp_f0;
f32 temp_f6;
s16 phi_a0;
s16 t2;
Normal3* norm3 = (Normal3*)camera->paramData;
Normal3Anim* anim = &norm3->anim;
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
norm3->yOffset = NEXTSETTING * PCT(playerHeight);
norm3->distMin = NEXTSETTING * PCT(playerHeight);
norm3->distMax = NEXTSETTING * PCT(playerHeight);
norm3->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
norm3->yawUpdateSpeed = NEXTSETTING;
norm3->unk_10 = NEXTSETTING;
norm3->fovTarget = NEXTSETTING;
norm3->maxAtLERPScale = NEXTPCT;
norm3->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
OLib_Vec3fDiffToVecSphGeo(&sp7C, at, eye);
OLib_Vec3fDiffToVecSphGeo(&sp74, at, eyeNext);
sUpdateCameraDirection = true;
sCameraInterfaceFlags = norm3->interfaceFlags;
switch (camera->animState) {
case 0:
case 0xA:
case 0x14:
case 0x19:
anim->swing.atEyePoly = NULL;
anim->curPitch = 0;
anim->unk_1C = 0.0f;
anim->unk_20 = camera->playerGroundY;
anim->swing.unk_16 = anim->swing.unk_14 = anim->swing.unk_18 = 0;
anim->swing.swingUpdateRate = norm3->yawUpdateSpeed;
anim->yawUpdAmt = BINANG_SUB(BINANG_ROT180(playerPosRot->rot.y), sp7C.yaw) * (1.0f / OREG(23));
anim->distTimer = 10;
anim->yawTimer = OREG(23);
camera->animState = 1;
anim->swing.swingUpdateRateTimer = 0;
}
if (anim->distTimer != 0) {
anim->distTimer--;
}
sp98 = PCT(OREG(25)) * camera->speedRatio;
sp94 = PCT(OREG(26)) * camera->speedRatio;
if (anim->swing.swingUpdateRateTimer != 0) {
camera->yawUpdateRateInv = Camera_LERPCeilF(norm3->yawUpdateSpeed + (anim->swing.swingUpdateRateTimer * 2),
camera->yawUpdateRateInv, sp98, 0.1f);
camera->pitchUpdateRateInv = Camera_LERPCeilF((f32)OREG(7) + (anim->swing.swingUpdateRateTimer * 2),
camera->pitchUpdateRateInv, sp94, 0.1f);
anim->swing.swingUpdateRateTimer--;
} else {
camera->yawUpdateRateInv = Camera_LERPCeilF(norm3->yawUpdateSpeed, camera->yawUpdateRateInv, sp98, 0.1f);
camera->pitchUpdateRateInv = Camera_LERPCeilF(OREG(7), camera->pitchUpdateRateInv, sp94, 0.1f);
}
camera->xzOffsetUpdateRate = Camera_LERPCeilF(PCT(OREG(2)), camera->xzOffsetUpdateRate, sp98, 0.1f);
camera->yOffsetUpdateRate = Camera_LERPCeilF(PCT(OREG(3)), camera->yOffsetUpdateRate, sp94, 0.1f);
camera->fovUpdateRate = Camera_LERPCeilF(PCT(OREG(4)), camera->fovUpdateRate, sp94, 0.1f);
t2 = func_80044ADC(camera, BINANG_ROT180(sp7C.yaw), 1);
sp94 = ((1.0f / norm3->unk_10) * 0.5f);
temp_f0 = (((1.0f / norm3->unk_10) * 0.5f) * (1.0f - camera->speedRatio));
anim->curPitch = Camera_LERPCeilS(t2, anim->curPitch, sp94 + temp_f0, 0xF);
Camera_CalcAtForHorse(camera, &sp74, norm3->yOffset, &anim->unk_20, 1);
sp90 = (norm3->distMax + norm3->distMin) * 0.5f;
OLib_Vec3fDiffToVecSphGeo(&sp84, at, eyeNext);
camera->dist = sp84.r = Camera_ClampDist(camera, sp84.r, norm3->distMin, norm3->distMax, anim->distTimer);
if (camera->xzSpeed > 0.001f) {
sp84.r += (sp90 - sp84.r) * 0.002f;
}
phi_a0 = BINANG_SUB(norm3->pitchTarget, anim->curPitch);
sp84.pitch = Camera_LERPCeilS(phi_a0, sp74.pitch, 1.0f / camera->pitchUpdateRateInv, 0xA);
if (OREG(5) < sp84.pitch) {
sp84.pitch = OREG(5);
}
if (sp84.pitch < OREG(34)) {
sp84.pitch = OREG(34);
}
phi_a0 = BINANG_SUB(playerPosRot->rot.y, BINANG_ROT180(sp74.yaw));
if (ABS(phi_a0) > 0x2AF8) {
if (phi_a0 > 0) {
phi_a0 = 0x2AF8;
} else {
phi_a0 = -0x2AF8;
}
}
sp90 = 1.0f;
sp98 = 0.5;
sp94 = camera->speedRatio;
sp90 -= sp98;
sp98 = sp98 + (sp94 * sp90);
sp98 = (sp98 * phi_a0) / camera->yawUpdateRateInv;
sp84.yaw = fabsf(sp98) > (150.0f * (1.0f - camera->speedRatio)) ? (s16)(sp74.yaw + sp98) : sp74.yaw;
if (anim->yawTimer > 0) {
sp84.yaw += anim->yawUpdAmt;
anim->yawTimer--;
}
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &sp84);
if (camera->status == CAM_STAT_ACTIVE) {
func_80046E20(camera, &sp84, norm3->distMin, norm3->yawUpdateSpeed, &sp8C, &anim->swing);
} else {
*eye = *eyeNext;
}
camera->fov = Camera_LERPCeilF(norm3->fovTarget, camera->fov, camera->fovUpdateRate, 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
camera->atLERPStepScale = Camera_ClampLERPScale(camera, norm3->maxAtLERPScale);
return 1;
}
s32 Camera_Normal4(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Normal0(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Parallel1(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
f32 spB8;
f32 spB4;
s16 tangle;
VecSph spA8;
VecSph atToEyeDir;
VecSph atToEyeNextDir;
PosRot* playerPosRot = &camera->playerPosRot;
CamColChk sp6C;
s16 sp6A;
s16 phi_a0;
Parallel1* para1 = (Parallel1*)camera->paramData;
Parallel1Anim* anim = &para1->anim;
f32 pad2;
f32 playerHeight;
s32 pad3;
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (1.0f + PCT(OREG(46))) - (PCT(OREG(46)) * (68.0f / playerHeight));
para1->yOffset = NEXTPCT * playerHeight * yNormal;
para1->distTarget = NEXTPCT * playerHeight * yNormal;
para1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
para1->yawTarget = DEGF_TO_BINANG(NEXTSETTING);
para1->unk_08 = NEXTSETTING;
para1->unk_0C = NEXTSETTING;
para1->fovTarget = NEXTSETTING;
para1->unk_14 = NEXTPCT;
para1->interfaceFlags = NEXTSETTING;
para1->unk_18 = NEXTPCT * playerHeight * yNormal;
para1->unk_1C = NEXTPCT;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
OLib_Vec3fDiffToVecSphGeo(&atToEyeDir, at, eye);
OLib_Vec3fDiffToVecSphGeo(&atToEyeNextDir, at, eyeNext);
camera->play->manualCamera = false;
switch (camera->animState) {
case 0:
case 0xA:
case 0x14:
case 0x19:
anim->unk_16 = 0;
anim->unk_10 = 0;
if (para1->interfaceFlags & 4) {
anim->animTimer = 20;
} else {
anim->animTimer = OREG(23);
}
anim->unk_00.x = 0.0f;
anim->yTarget = playerPosRot->pos.y - camera->playerPosDelta.y;
camera->animState++;
}
if (anim->animTimer != 0) {
if (para1->interfaceFlags & 2) {
// Rotate para1->yawTarget degrees from behind the player.
anim->yawTarget = BINANG_ROT180(playerPosRot->rot.y) + para1->yawTarget;
} else if (para1->interfaceFlags & 4) {
// rotate to para1->yawTarget
anim->yawTarget = para1->yawTarget;
} else {
// leave the rotation alone.
anim->yawTarget = atToEyeNextDir.yaw;
}
} else {
if (para1->interfaceFlags & 0x20) {
anim->yawTarget = BINANG_ROT180(playerPosRot->rot.y) + para1->yawTarget;
}
sCameraInterfaceFlags = para1->interfaceFlags;
}
anim->pitchTarget = para1->pitchTarget;
if (camera->animState == 0x15) {
anim->unk_16 = 1;
camera->animState = 1;
} else if (camera->animState == 0xB) {
camera->animState = 1;
}
spB8 = PCT(OREG(25)) * camera->speedRatio;
spB4 = PCT(OREG(26)) * camera->speedRatio;
camera->rUpdateRateInv = Camera_LERPCeilF(OREG(6), camera->rUpdateRateInv, spB8, 0.1f);
camera->yawUpdateRateInv = Camera_LERPCeilF(para1->unk_08, camera->yawUpdateRateInv, spB8, 0.1f);
camera->pitchUpdateRateInv = Camera_LERPCeilF(2.0f, camera->pitchUpdateRateInv, spB4, 0.1f);
camera->xzOffsetUpdateRate = Camera_LERPCeilF(PCT(OREG(2)), camera->xzOffsetUpdateRate, spB8, 0.1f);
camera->yOffsetUpdateRate = Camera_LERPCeilF(PCT(OREG(3)), camera->yOffsetUpdateRate, spB4, 0.1f);
camera->fovUpdateRate = Camera_LERPCeilF(PCT(OREG(4)), camera->fovUpdateRate, camera->speedRatio * 0.05f, 0.1f);
if (para1->interfaceFlags & 1) {
tangle = func_80044ADC(camera, BINANG_ROT180(atToEyeDir.yaw), 1);
spB8 = ((1.0f / para1->unk_0C) * 0.3f);
pad2 = (((1.0f / para1->unk_0C) * 0.7f) * (1.0f - camera->speedRatio));
anim->unk_10 = Camera_LERPCeilS(tangle, anim->unk_10, spB8 + pad2, 0xF);
} else {
anim->unk_10 = 0;
}
if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
camera->player->stateFlags1 & 0x200000) {
anim->yTarget = playerPosRot->pos.y;
sp6A = 0;
} else {
sp6A = 1;
}
if (!(para1->interfaceFlags & 0x80) && !sp6A) {
Camera_CalcAtForParallel(camera, &atToEyeNextDir, para1->yOffset, &anim->yTarget, para1->interfaceFlags & 1);
} else {
func_800458D4(camera, &atToEyeNextDir, para1->unk_18, &anim->yTarget, para1->interfaceFlags & 1);
}
if (anim->animTimer != 0) {
camera->unk_14C |= 0x20;
tangle = (((anim->animTimer + 1) * anim->animTimer) >> 1);
spA8.yaw = atToEyeDir.yaw + ((BINANG_SUB(anim->yawTarget, atToEyeDir.yaw) / tangle) * anim->animTimer);
spA8.pitch = atToEyeDir.pitch;
spA8.r = atToEyeDir.r;
anim->animTimer--;
} else {
anim->unk_16 = 0;
camera->dist = Camera_LERPCeilF(para1->distTarget, camera->dist, 1.0f / camera->rUpdateRateInv, 2.0f);
OLib_Vec3fDiffToVecSphGeo(&spA8, at, eyeNext);
spA8.r = camera->dist;
if (para1->interfaceFlags & 0x40) {
spA8.yaw = Camera_LERPCeilS(anim->yawTarget, atToEyeNextDir.yaw, 0.6f, 0xA);
} else {
spA8.yaw = Camera_LERPCeilS(anim->yawTarget, atToEyeNextDir.yaw, 0.8f, 0xA);
}
if (para1->interfaceFlags & 1) {
phi_a0 = BINANG_SUB(anim->pitchTarget, anim->unk_10);
} else {
phi_a0 = anim->pitchTarget;
}
spA8.pitch = Camera_LERPCeilS(phi_a0, atToEyeNextDir.pitch, 1.0f / camera->pitchUpdateRateInv, 4);
if (spA8.pitch > OREG(5)) {
spA8.pitch = OREG(5);
}
if (spA8.pitch < OREG(34)) {
spA8.pitch = OREG(34);
}
}
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &spA8);
if (camera->status == CAM_STAT_ACTIVE) {
sp6C.pos = *eyeNext;
if (!camera->play->envCtx.skyboxDisabled || para1->interfaceFlags & 0x10) {
Camera_BGCheckInfo(camera, at, &sp6C);
*eye = sp6C.pos;
} else {
func_80043F94(camera, at, &sp6C);
*eye = sp6C.pos;
OLib_Vec3fDiffToVecSphGeo(&spA8, eye, at);
camera->inputDir.x = spA8.pitch;
camera->inputDir.y = spA8.yaw;
camera->inputDir.z = 0;
}
}
camera->fov = Camera_LERPCeilF(para1->fovTarget, camera->fov, camera->fovUpdateRate, 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5, 0xA);
camera->atLERPStepScale = Camera_ClampLERPScale(camera, sp6A ? para1->unk_1C : para1->unk_14);
//! @bug No return
}
s32 Camera_Parallel2(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Parallel3(Camera* camera) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
s16 val = NEXTSETTING;
sCameraInterfaceFlags = val;
if (val & 1) {
camera->unk_14C |= 0x400;
}
if (val & 2) {
camera->unk_14C |= 0x10;
}
//! @bug doesn't return
}
s32 Camera_Parallel4(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Parallel0(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Generic jump, jumping off ledges
*/
s32 Camera_Jump1(Camera* camera) {
if (CVarGetInteger("gFreeCamera", 0) && SetCameraManual(camera) == 1) {
Camera_Free(camera);
return 1;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
s32 pad2;
f32 spA4;
Vec3f newEye;
VecSph eyeAtOffset;
VecSph eyeNextAtOffset;
VecSph eyeDiffSph;
VecSph eyeDiffTarget;
PosRot* playerPosRot = &camera->playerPosRot;
PosRot playerhead;
s16 tangle;
Jump1* jump1 = (Jump1*)camera->paramData;
Jump1Anim* anim = &jump1->anim;
s32 pad;
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (1.0f + PCT(R_CAM_YOFFSET_NORM)) - (PCT(R_CAM_YOFFSET_NORM) * (68.0f / playerHeight));
jump1->atYOffset = PCT(NEXTSETTING) * playerHeight * yNormal;
jump1->distMin = PCT(NEXTSETTING) * playerHeight * yNormal;
jump1->distMax = PCT(NEXTSETTING) * playerHeight * yNormal;
jump1->yawUpateRateTarget = NEXTSETTING;
jump1->maxYawUpdate = PCT(NEXTSETTING);
jump1->unk_14 = NEXTSETTING;
jump1->atLERPScaleMax = PCT(NEXTSETTING);
jump1->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
// playerhead never gets used.
Actor_GetFocus(&playerhead, &camera->player->actor);
OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, at, eye);
OLib_Vec3fDiffToVecSphGeo(&eyeNextAtOffset, at, eyeNext);
sCameraInterfaceFlags = jump1->interfaceFlags;
if (camera->animState == 0 || camera->animState == 0xA || camera->animState == 0x14) {
anim->swing.unk_16 = anim->swing.unk_18 = 0;
anim->swing.atEyePoly = NULL;
anim->unk_20.pitch = 0;
anim->unk_20.yaw = 0xC8;
anim->swing.swingUpdateRateTimer = 0;
anim->swing.swingUpdateRate = jump1->yawUpateRateTarget;
anim->unk_1C = playerPosRot->pos.y - camera->playerPosDelta.y;
anim->unk_20.r = eyeAtOffset.r;
camera->posOffset.y -= camera->playerPosDelta.y;
camera->xzOffsetUpdateRate = (1.0f / 10000.0f);
camera->animState++;
}
if (anim->swing.swingUpdateRateTimer != 0) {
camera->yawUpdateRateInv = Camera_LERPCeilF(jump1->yawUpateRateTarget + anim->swing.swingUpdateRateTimer,
camera->yawUpdateRateInv, PCT(OREG(26)), 0.1f);
camera->pitchUpdateRateInv = Camera_LERPCeilF((f32)R_CAM_DEFA_PHI_UPDRATE + anim->swing.swingUpdateRateTimer,
camera->pitchUpdateRateInv, PCT(OREG(26)), 0.1f);
anim->swing.swingUpdateRateTimer--;
} else {
camera->yawUpdateRateInv =
Camera_LERPCeilF(jump1->yawUpateRateTarget, camera->yawUpdateRateInv, PCT(OREG(26)), 0.1f);
camera->pitchUpdateRateInv =
Camera_LERPCeilF((f32)R_CAM_DEFA_PHI_UPDRATE, camera->pitchUpdateRateInv, PCT(OREG(26)), 0.1f);
}
camera->xzOffsetUpdateRate = Camera_LERPCeilF(PCT(OREG(2)), camera->xzOffsetUpdateRate, PCT(OREG(25)), 0.1f);
camera->yOffsetUpdateRate = Camera_LERPCeilF(PCT(OREG(3)), camera->yOffsetUpdateRate, PCT(OREG(26)), 0.1f);
camera->fovUpdateRate = Camera_LERPCeilF(PCT(OREG(4)), camera->yOffsetUpdateRate, 0.05f, 0.1f);
func_800458D4(camera, &eyeNextAtOffset, jump1->atYOffset, &anim->unk_1C, 0);
eyeDiffSph = eyeAtOffset;
OLib_Vec3fDiffToVecSphGeo(&eyeDiffTarget, at, eye);
eyeDiffSph.r = Camera_LERPCeilF(eyeDiffTarget.r, eyeAtOffset.r, PCT(OREG(29)), 1.0f);
eyeDiffSph.pitch = Camera_LERPCeilS(eyeDiffTarget.pitch, eyeAtOffset.pitch, PCT(OREG(29)), 0xA);
if (anim->swing.unk_18) {
eyeDiffSph.yaw =
Camera_LERPCeilS(anim->swing.unk_16, eyeNextAtOffset.yaw, 1.0f / camera->yawUpdateRateInv, 0xA);
eyeDiffSph.pitch =
Camera_LERPCeilS(anim->swing.unk_14, eyeNextAtOffset.pitch, 1.0f / camera->yawUpdateRateInv, 0xA);
} else {
eyeDiffSph.yaw =
Camera_CalcDefaultYaw(camera, eyeNextAtOffset.yaw, camera->playerPosRot.rot.y, jump1->maxYawUpdate, 0.0f);
}
// Clamp the eye->at distance to jump1->distMin < eyeDiffSph.r < jump1->distMax
if (eyeDiffSph.r < jump1->distMin) {
eyeDiffSph.r = jump1->distMin;
} else if (eyeDiffSph.r > jump1->distMax) {
eyeDiffSph.r = jump1->distMax;
}
// Clamp the phi rotation at R_CAM_MAX_PHI AND R_CAM_MIN_PHI2
if (eyeDiffSph.pitch > R_CAM_MAX_PHI) {
eyeDiffSph.pitch = R_CAM_MAX_PHI;
} else if (eyeDiffSph.pitch < R_CAM_MIN_PHI2) {
eyeDiffSph.pitch = R_CAM_MIN_PHI2;
}
Camera_Vec3fVecSphGeoAdd(&newEye, at, &eyeDiffSph);
eyeNext->x = newEye.x;
eyeNext->z = newEye.z;
eyeNext->y += (newEye.y - eyeNext->y) * PCT(OREG(31));
if ((camera->status == CAM_STAT_ACTIVE) && !(jump1->interfaceFlags & 0x10)) {
func_80046E20(camera, &eyeDiffSph, jump1->distMin, jump1->yawUpateRateTarget, &spA4, &anim->swing);
if (jump1->interfaceFlags & 4) {
camera->inputDir.x = -eyeAtOffset.pitch;
camera->inputDir.y = BINANG_ROT180(eyeAtOffset.yaw);
camera->inputDir.z = 0;
} else {
OLib_Vec3fDiffToVecSphGeo(&eyeDiffSph, eye, at);
camera->inputDir.x = eyeDiffSph.pitch;
camera->inputDir.y = eyeDiffSph.yaw;
camera->inputDir.z = 0;
}
if (anim->swing.unk_18) {
camera->inputDir.y =
Camera_LERPCeilS(camera->inputDir.y + BINANG_SUB(BINANG_ROT180(anim->swing.unk_16), camera->inputDir.y),
camera->inputDir.y, 1.0f - (0.99f * spA4), 0xA);
}
} else {
anim->swing.swingUpdateRate = jump1->yawUpateRateTarget;
anim->swing.unk_18 = 0;
sUpdateCameraDirection = 0;
*eye = *eyeNext;
}
camera->dist = OLib_Vec3fDist(at, eye);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
camera->atLERPStepScale = Camera_ClampLERPScale(camera, jump1->atLERPScaleMax);
return true;
}
// Climbing ladders/vines
s32 Camera_Jump2(Camera* camera) {
if (CVarGetInteger("gFreeCamera", 0) && SetCameraManual(camera) == 1) {
Camera_Free(camera);
return 1;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f bgChkPos;
Vec3f floorNorm;
VecSph adjAtToEyeDir;
VecSph bgChkPara;
VecSph atToEyeNextDir;
VecSph atToEyeDir;
f32 temp_f14;
f32 temp_f16;
f32 sp90;
f32 sp8C;
s32 bgId;
CamColChk camBgChk;
PosRot* playerPosRot = &camera->playerPosRot;
s16 yawDiff;
s16 playerYawRot180;
Jump2* jump2 = (Jump2*)camera->paramData;
Jump2Anim* anim = &jump2->anim;
CameraModeValue* values;
f32 playerHeight;
f32 yNormal;
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
yNormal = (1.0f + PCT(OREG(46))) - (PCT(OREG(46)) * (68.0f / playerHeight));
jump2->atYOffset =
PCT((camera->playerPosDelta.y > 0.0f ? -10.0f : 10.0f) + NEXTSETTING) * playerHeight * yNormal;
jump2->minDist = NEXTPCT * playerHeight * yNormal;
jump2->maxDist = NEXTPCT * playerHeight * yNormal;
jump2->minMaxDistFactor = NEXTPCT;
jump2->yawUpdRateTarget = NEXTSETTING;
jump2->xzUpdRateTarget = NEXTPCT;
jump2->fovTarget = NEXTSETTING;
jump2->atLERPStepScale = NEXTPCT;
jump2->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
OLib_Vec3fDiffToVecSphGeo(&atToEyeDir, at, eye);
OLib_Vec3fDiffToVecSphGeo(&atToEyeNextDir, at, eyeNext);
sCameraInterfaceFlags = jump2->interfaceFlags;
if (camera->animState == 0 || camera->animState == 0xA || camera->animState == 0x14) {
bgChkPos = playerPosRot->pos;
anim->floorY = Camera_GetFloorY(camera, &bgChkPos);
anim->yawTarget = atToEyeNextDir.yaw;
anim->initYawDiff = 0;
if (anim->floorY == BGCHECK_Y_MIN) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: climb: no floor \n" VT_RST);
anim->onFloor = -1;
anim->floorY = playerPosRot->pos.y - 1000.0f;
} else if (playerPosRot->pos.y - anim->floorY < playerHeight) {
// player's model is within the height of the floor.
anim->onFloor = 1;
} else {
anim->onFloor = -1;
}
yawDiff = BINANG_SUB(BINANG_ROT180(playerPosRot->rot.y), atToEyeNextDir.yaw);
anim->initYawDiff = ((yawDiff / OREG(23)) / 4) * 3;
if (jump2->interfaceFlags & 2) {
anim->yawAdj = 0xA;
} else {
anim->yawAdj = 0x2710;
}
playerPosRot->pos.x -= camera->playerPosDelta.x;
playerPosRot->pos.y -= camera->playerPosDelta.y;
playerPosRot->pos.z -= camera->playerPosDelta.z;
anim->animTimer = OREG(23);
camera->animState++;
camera->atLERPStepScale = jump2->atLERPStepScale;
}
sp90 = PCT(OREG(25)) * camera->speedRatio;
sp8C = PCT(OREG(26)) * camera->speedRatio;
camera->yawUpdateRateInv = Camera_LERPCeilF(jump2->yawUpdRateTarget, camera->yawUpdateRateInv, sp90, 0.1f);
camera->xzOffsetUpdateRate = Camera_LERPCeilF(jump2->xzUpdRateTarget, camera->xzOffsetUpdateRate, sp90, 0.1f);
camera->yOffsetUpdateRate = Camera_LERPCeilF(PCT(OREG(3)), camera->yOffsetUpdateRate, sp8C, 0.1f);
camera->fovUpdateRate = Camera_LERPCeilF(PCT(OREG(4)), camera->yOffsetUpdateRate, camera->speedRatio * 0.05f, 0.1f);
camera->rUpdateRateInv = OREG(27);
Camera_CalcAtDefault(camera, &atToEyeNextDir, jump2->atYOffset, 0);
OLib_Vec3fDiffToVecSphGeo(&adjAtToEyeDir, at, eye);
temp_f16 = jump2->minDist;
sp90 = jump2->maxDist + (jump2->maxDist * jump2->minMaxDistFactor);
temp_f14 = temp_f16 - (jump2->minDist * jump2->minMaxDistFactor);
if (adjAtToEyeDir.r > sp90) {
adjAtToEyeDir.r = sp90;
} else if (adjAtToEyeDir.r < temp_f14) {
adjAtToEyeDir.r = temp_f14;
}
yawDiff = BINANG_SUB(BINANG_ROT180(playerPosRot->rot.y), adjAtToEyeDir.yaw);
if (anim->animTimer != 0) {
anim->yawTarget = BINANG_ROT180(playerPosRot->rot.y);
anim->animTimer--;
adjAtToEyeDir.yaw = Camera_LERPCeilS(anim->yawTarget, atToEyeNextDir.yaw, 0.5f, 0xA);
} else if (anim->yawAdj < ABS(yawDiff)) {
playerYawRot180 = BINANG_ROT180(playerPosRot->rot.y);
adjAtToEyeDir.yaw = Camera_LERPFloorS(
((yawDiff < 0) ? (s16)(playerYawRot180 + anim->yawAdj) : (s16)(playerYawRot180 - anim->yawAdj)),
atToEyeNextDir.yaw, 0.1f, 0xA);
} else {
adjAtToEyeDir.yaw = Camera_LERPCeilS(adjAtToEyeDir.yaw, atToEyeNextDir.yaw, 0.25f, 0xA);
}
// Check the floor at the top of the climb
bgChkPos.x = playerPosRot->pos.x + (Math_SinS(playerPosRot->rot.y) * 25.0f);
bgChkPos.y = playerPosRot->pos.y + (playerHeight * 2.2f);
bgChkPos.z = playerPosRot->pos.z + (Math_CosS(playerPosRot->rot.y) * 25.0f);
sp90 = Camera_GetFloorYNorm(camera, &floorNorm, &bgChkPos, &bgId);
if ((sp90 != BGCHECK_Y_MIN) && (playerPosRot->pos.y < sp90)) {
// top of the climb is within 2.2x of the player's height.
camera->pitchUpdateRateInv = Camera_LERPCeilF(20.0f, camera->pitchUpdateRateInv, PCT(OREG(26)), 0.1f);
camera->rUpdateRateInv = Camera_LERPCeilF(20.0f, camera->rUpdateRateInv, PCT(OREG(26)), 0.1f);
adjAtToEyeDir.pitch = Camera_LERPCeilS(0x1F4, atToEyeNextDir.pitch, 1.0f / camera->pitchUpdateRateInv, 0xA);
} else if ((playerPosRot->pos.y - anim->floorY) < playerHeight) {
// player is within his height of the ground.
camera->pitchUpdateRateInv = Camera_LERPCeilF(20.0f, camera->pitchUpdateRateInv, PCT(OREG(26)), 0.1f);
camera->rUpdateRateInv = Camera_LERPCeilF(20.0f, camera->rUpdateRateInv, PCT(OREG(26)), 0.1f);
adjAtToEyeDir.pitch = Camera_LERPCeilS(0x1F4, atToEyeNextDir.pitch, 1.0f / camera->pitchUpdateRateInv, 0xA);
} else {
camera->pitchUpdateRateInv = 100.0f;
camera->rUpdateRateInv = 100.0f;
}
// max pitch to +/- ~ 60 degrees
if (adjAtToEyeDir.pitch > 0x2AF8) {
adjAtToEyeDir.pitch = 0x2AF8;
}
if (adjAtToEyeDir.pitch < -0x2AF8) {
adjAtToEyeDir.pitch = -0x2AF8;
}
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &adjAtToEyeDir);
camBgChk.pos = *eyeNext;
if (Camera_BGCheckInfo(camera, at, &camBgChk)) {
// Collision detected between at->eyeNext, Check if collision between
// at->eyeNext, but parallel to at (pitch = 0).
bgChkPos = camBgChk.pos;
bgChkPara.r = adjAtToEyeDir.r;
bgChkPara.pitch = 0;
bgChkPara.yaw = adjAtToEyeDir.yaw;
Camera_Vec3fVecSphGeoAdd(&camBgChk.pos, at, &bgChkPara);
if (Camera_BGCheckInfo(camera, at, &camBgChk)) {
// Collision found between parallel at->eyeNext, set eye position to
// first collsion point.
*eye = bgChkPos;
} else {
// no collision found with the parallel at->eye, animate to be parallel
adjAtToEyeDir.pitch = Camera_LERPCeilS(0, adjAtToEyeDir.pitch, 0.2f, 0xA);
Camera_Vec3fVecSphGeoAdd(eye, at, &adjAtToEyeDir);
// useless?
Camera_BGCheck(camera, at, eye);
}
} else {
// no collision detected.
*eye = *eyeNext;
}
camera->dist = adjAtToEyeDir.r;
camera->fov = Camera_LERPCeilF(jump2->fovTarget, camera->fov, camera->fovUpdateRate, 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
return true;
}
// swimming
s32 Camera_Jump3(Camera* camera) {
if (CVarGetInteger("gFreeCamera", 0) && SetCameraManual(camera) == 1) {
Camera_Free(camera);
return 1;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
s32 prevMode;
f32 spC4;
f32 spC0;
f32 spBC;
Vec3f spB0; // unused
VecSph eyeDiffSph;
PosRot* playerPosRot = &camera->playerPosRot;
Jump3* jump3 = (Jump3*)camera->paramData;
VecSph eyeAtOffset;
VecSph eyeNextAtOffset;
s32 pad;
s32 pad2;
CameraModeValue* values;
f32 t2;
f32 phi_f0;
f32 phi_f2;
f32 playerHeight;
PosRot playerhead;
f32 yNormal;
f32 temp_f18;
s32 modeSwitch;
f32 temp_f2_2;
Jump3Anim* anim = &jump3->anim;
playerHeight = Player_GetHeight(camera->player);
Actor_GetFocus(&playerhead, &camera->player->actor);
modeSwitch = false;
if (((camera->waterYPos - eye->y) < OREG(44) || (camera->animState == 0))) {
if (anim->mode != CAM_MODE_NORMAL) {
anim->mode = CAM_MODE_NORMAL;
modeSwitch = true;
}
} else if (((camera->waterYPos - eye->y) > OREG(45)) && (anim->mode != CAM_MODE_BOOMERANG)) {
anim->mode = CAM_MODE_BOOMERANG;
modeSwitch = true;
}
OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, at, eye);
OLib_Vec3fDiffToVecSphGeo(&eyeNextAtOffset, at, eyeNext);
if (camera->animState == 0 || camera->animState == 0xA || camera->animState == 0x14 || modeSwitch ||
R_RELOAD_CAM_PARAMS) {
values = sCameraSettings[camera->setting].cameraModes[anim->mode].values;
yNormal = ((1.0f + PCT(R_CAM_YOFFSET_NORM)) - (PCT(R_CAM_YOFFSET_NORM) * (68.0f / playerHeight)));
t2 = PCT(playerHeight) * yNormal;
jump3->yOffset = NEXTSETTING * t2;
jump3->distMin = NEXTSETTING * t2;
jump3->distMax = NEXTSETTING * t2;
jump3->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
jump3->swingUpdateRate = NEXTSETTING;
jump3->unk_10 = NEXTSETTING;
jump3->unk_14 = NEXTPCT;
jump3->fovTarget = NEXTSETTING;
jump3->unk_1C = NEXTPCT;
jump3->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
prevMode = camera->mode;
camera->mode = anim->mode;
Camera_CopyPREGToModeValues(camera);
camera->mode = prevMode;
}
sCameraInterfaceFlags = jump3->interfaceFlags;
switch (camera->animState) {
case 0:
case 0xA:
case 0x14:
case 0x19:
anim->swing.atEyePoly = NULL;
anim->unk_1C = camera->playerGroundY;
anim->swing.unk_16 = anim->swing.unk_14 = anim->swing.unk_18 = 0;
anim->animTimer = 0xA;
anim->swing.swingUpdateRate = jump3->swingUpdateRate;
camera->animState++;
anim->swing.swingUpdateRateTimer = 0;
break;
default:
if (anim->animTimer != 0) {
anim->animTimer--;
}
break;
}
spB0 = *eye; // unused
(void)spB0; // suppresses set but unused warning
spC4 = PCT(OREG(25)) * camera->speedRatio;
spC0 = camera->speedRatio * PCT(OREG(26));
spBC = anim->swing.unk_18 != 0 ? PCT(OREG(25)) : spC4;
if (anim->swing.swingUpdateRateTimer != 0) {
camera->yawUpdateRateInv = Camera_LERPCeilF(
anim->swing.swingUpdateRate + (anim->swing.swingUpdateRateTimer * 2), camera->yawUpdateRateInv, spC4, 0.1f);
camera->pitchUpdateRateInv =
Camera_LERPCeilF((anim->swing.swingUpdateRateTimer * 2) + 40.0f, camera->pitchUpdateRateInv, spC0, 0.1f);
anim->swing.swingUpdateRateTimer--;
} else {
camera->yawUpdateRateInv = Camera_LERPCeilF(anim->swing.swingUpdateRate, camera->yawUpdateRateInv, spBC, 0.1f);
camera->pitchUpdateRateInv = Camera_LERPCeilF(40.0f, camera->pitchUpdateRateInv, spC0, 0.1f);
}
camera->xzOffsetUpdateRate = Camera_LERPCeilF(PCT(OREG(2)), camera->xzOffsetUpdateRate, spC4, 0.1f);
camera->yOffsetUpdateRate = Camera_LERPCeilF(PCT(OREG(3)), camera->yOffsetUpdateRate, spC0, 0.1f);
camera->fovUpdateRate = Camera_LERPCeilF(PCT(OREG(4)), camera->yOffsetUpdateRate, camera->speedRatio * 0.05f, 0.1f);
Camera_CalcAtDefault(camera, &eyeNextAtOffset, jump3->yOffset, jump3->interfaceFlags);
OLib_Vec3fDiffToVecSphGeo(&eyeDiffSph, at, eyeNext);
camera->dist = eyeDiffSph.r =
Camera_ClampDist(camera, eyeDiffSph.r, jump3->distMin, jump3->distMax, anim->animTimer);
if (camera->playerGroundY <= playerPosRot->pos.y) {
phi_f0 = playerPosRot->pos.y - camera->playerGroundY;
} else {
phi_f0 = -(playerPosRot->pos.y - camera->playerGroundY);
}
if (!(phi_f0 < 10.0f)) {
if (camera->waterYPos <= playerhead.pos.y) {
phi_f2 = playerhead.pos.y - camera->waterYPos;
} else {
phi_f2 = -(playerhead.pos.y - camera->waterYPos);
}
if (!(phi_f2 < 50.0f)) {
camera->pitchUpdateRateInv = 100.0f;
}
}
if (anim->swing.unk_18 != 0) {
eyeDiffSph.yaw =
Camera_LERPCeilS(anim->swing.unk_16, eyeNextAtOffset.yaw, 1.0f / camera->yawUpdateRateInv, 0xA);
eyeDiffSph.pitch =
Camera_LERPCeilS(anim->swing.unk_14, eyeNextAtOffset.pitch, 1.0f / camera->yawUpdateRateInv, 0xA);
} else {
eyeDiffSph.yaw = Camera_CalcDefaultYaw(camera, eyeNextAtOffset.yaw, playerPosRot->rot.y, jump3->unk_14, 0.0f);
eyeDiffSph.pitch = Camera_CalcDefaultPitch(camera, eyeNextAtOffset.pitch, jump3->pitchTarget, 0);
}
if (eyeDiffSph.pitch > OREG(5)) {
eyeDiffSph.pitch = OREG(5);
}
if (eyeDiffSph.pitch < OREG(34)) {
eyeDiffSph.pitch = OREG(34);
}
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &eyeDiffSph);
if ((camera->status == CAM_STAT_ACTIVE) && !(jump3->interfaceFlags & 0x10)) {
func_80046E20(camera, &eyeDiffSph, jump3->distMin, jump3->swingUpdateRate, &spBC, &anim->swing);
if (jump3->interfaceFlags & 4) {
camera->inputDir.x = -eyeAtOffset.pitch;
camera->inputDir.y = BINANG_ROT180(eyeAtOffset.yaw);
camera->inputDir.z = 0;
} else {
OLib_Vec3fDiffToVecSphGeo(&eyeDiffSph, eye, at);
camera->inputDir.x = eyeDiffSph.pitch;
camera->inputDir.y = eyeDiffSph.yaw;
camera->inputDir.z = 0;
}
if (anim->swing.unk_18 != 0) {
camera->inputDir.y =
Camera_LERPCeilS(camera->inputDir.y + BINANG_SUB(BINANG_ROT180(anim->swing.unk_16), camera->inputDir.y),
camera->inputDir.y, 1.0f - (0.99f * spBC), 0xA);
}
} else {
anim->swing.swingUpdateRate = jump3->swingUpdateRate;
anim->swing.unk_18 = 0;
sUpdateCameraDirection = 0;
*eye = *eyeNext;
}
camera->fov = Camera_LERPCeilF(jump3->fovTarget, camera->fov, camera->fovUpdateRate, 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
camera->atLERPStepScale = Camera_ClampLERPScale(camera, jump3->unk_1C);
return true;
}
s32 Camera_Jump4(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Jump0(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Battle1(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f sp128;
Vec3f playerHead;
Vec3f targetPos;
f32 var3;
f32 var2;
f32 temp_f0_2;
f32 temp_f12_2;
f32 spFC;
f32 spF8;
f32 swingAngle;
f32 temp_f2_2;
f32 temp_f14;
s32 skipEyeAtCalc;
f32 distRatio;
CamColChk spBC;
VecSph spB4;
VecSph atToTargetDir;
VecSph playerToTargetDir;
VecSph atToEyeDir;
VecSph atToEyeNextDir;
PosRot* playerPosRot = &camera->playerPosRot;
s16 tmpAng1;
s16 tmpAng2;
Player* player;
s16 sp86;
s16 isOffGround;
f32 distance;
f32 sp7C;
f32 sp78;
f32 fov;
Battle1* batt1 = (Battle1*)camera->paramData;
Battle1Anim* anim = &batt1->anim;
s32 pad;
f32 playerHeight;
skipEyeAtCalc = false;
player = camera->player;
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (1.0f + PCT(OREG(46))) - (PCT(OREG(46)) * (68.0f / playerHeight));
batt1->yOffset = NEXTPCT * playerHeight * yNormal;
batt1->distance = NEXTSETTING;
batt1->swingYawInitial = NEXTSETTING;
batt1->swingYawFinal = NEXTSETTING;
batt1->swingPitchInitial = NEXTSETTING;
batt1->swingPitchFinal = NEXTSETTING;
batt1->swingPitchAdj = NEXTPCT;
batt1->fov = NEXTSETTING;
batt1->atLERPScaleOnGround = NEXTPCT;
batt1->flags = NEXTSETTING;
batt1->yOffsetOffGround = NEXTPCT * playerHeight * yNormal;
batt1->atLERPScaleOffGround = NEXTPCT;
anim->chargeTimer = 40;
anim->unk_10 = PCT(OREG(12));
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
distance = batt1->distance;
sp7C = batt1->swingPitchInitial;
sp78 = batt1->swingPitchFinal;
fov = batt1->fov;
if (camera->player->stateFlags1 & 0x1000) {
// charging sword.
anim->unk_10 = Camera_LERPCeilF(PCT(OREG(12)) * 0.5f, anim->unk_10, PCT(OREG(25)), 0.1f);
camera->xzOffsetUpdateRate = Camera_LERPCeilF(0.2f, camera->xzOffsetUpdateRate, PCT(OREG(25)), 0.1f);
camera->yOffsetUpdateRate = Camera_LERPCeilF(0.2f, camera->yOffsetUpdateRate, PCT(OREG(25)), 0.1f);
if (anim->chargeTimer >= -19) {
anim->chargeTimer--;
} else {
distance = 250.0f;
sp7C = 50.0f;
sp78 = 40.0f;
fov = 60.0f;
}
} else if (anim->chargeTimer < 0) {
distance = 250.0f;
sp7C = 50.0f;
sp78 = 40.0f;
fov = 60.0f;
anim->chargeTimer++;
} else {
anim->chargeTimer = 40;
anim->unk_10 = Camera_LERPCeilF(PCT(OREG(12)), anim->unk_10, PCT(OREG(25)), 0.1f);
camera->xzOffsetUpdateRate =
Camera_LERPCeilF(PCT(OREG(40)), camera->xzOffsetUpdateRate, PCT(OREG(25)) * camera->speedRatio, 0.1f);
camera->yOffsetUpdateRate =
Camera_LERPCeilF(PCT(OREG(40)), camera->yOffsetUpdateRate, PCT(OREG(26)) * camera->speedRatio, 0.1f);
}
camera->fovUpdateRate = Camera_LERPCeilF(PCT(OREG(4)), camera->fovUpdateRate, camera->speedRatio * 0.05f, 0.1f);
playerHeight += batt1->yOffset;
OLib_Vec3fDiffToVecSphGeo(&atToEyeDir, at, eye);
OLib_Vec3fDiffToVecSphGeo(&atToEyeNextDir, at, eyeNext);
if (camera->target == NULL || camera->target->update == NULL) {
if (camera->target == NULL) {
osSyncPrintf(
VT_COL(YELLOW, BLACK) "camera: warning: battle: target is not valid, change parallel\n" VT_RST);
}
camera->target = NULL;
Camera_ChangeMode(camera, CAM_MODE_TARGET);
return true;
}
sCameraInterfaceFlags = batt1->flags;
if (camera->animState == 0 || camera->animState == 0xA || camera->animState == 0x14) {
anim->unk_14 = 0;
anim->roll = 0.0f;
anim->target = camera->target;
camera->animState++;
if (anim->target->id > 0) {
osSyncPrintf("camera: battle: target actor name " VT_FGCOL(BLUE) "%d" VT_RST "\n", anim->target->id);
} else {
osSyncPrintf("camera: battle: target actor name " VT_COL(RED, WHITE) "%d" VT_RST "\n", anim->target->id);
camera->target = NULL;
Camera_ChangeMode(camera, CAM_MODE_TARGET);
return true;
}
anim->animTimer = OREG(23) + OREG(24);
anim->initialEyeToAtYaw = atToEyeDir.yaw;
anim->initialEyeToAtPitch = atToEyeDir.pitch;
anim->initialEyeToAtDist = atToEyeDir.r;
anim->yPosOffset = playerPosRot->pos.y - camera->playerPosDelta.y;
}
if (camera->status == CAM_STAT_ACTIVE) {
sUpdateCameraDirection = 1;
camera->inputDir.x = -atToEyeDir.pitch;
camera->inputDir.y = BINANG_ROT180(atToEyeDir.yaw);
camera->inputDir.z = 0;
}
if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
camera->player->stateFlags1 & 0x200000) {
isOffGround = false;
anim->yPosOffset = playerPosRot->pos.y;
} else {
isOffGround = true;
}
if (anim->animTimer == 0) {
camera->atLERPStepScale =
Camera_ClampLERPScale(camera, isOffGround ? batt1->atLERPScaleOffGround : batt1->atLERPScaleOnGround);
}
Actor_GetFocus(&camera->targetPosRot, camera->target);
if (anim->target != camera->target) {
osSyncPrintf("camera: battle: change target %d -> " VT_FGCOL(BLUE) "%d" VT_RST "\n", anim->target->id,
camera->target->id);
camera->animState = 0;
return true;
}
Camera_CalcAtForLockOn(camera, &atToEyeNextDir, &camera->targetPosRot.pos,
isOffGround ? batt1->yOffsetOffGround : batt1->yOffset, distance, &anim->yPosOffset,
&playerToTargetDir, (isOffGround ? 0x81 : 1) | batt1->flags);
tmpAng2 = playerToTargetDir.yaw;
playerHead = playerPosRot->pos;
playerHead.y += playerHeight;
OLib_Vec3fDiffToVecSphGeo(&playerToTargetDir, &playerHead, &camera->targetPosRot.pos);
distRatio = playerToTargetDir.r > distance ? 1 : playerToTargetDir.r / distance;
targetPos = camera->targetPosRot.pos;
OLib_Vec3fDiffToVecSphGeo(&atToTargetDir, at, &targetPos);
atToTargetDir.r = distance - ((atToTargetDir.r <= distance ? atToTargetDir.r : distance) * 0.5f);
swingAngle = batt1->swingYawInitial + ((batt1->swingYawFinal - batt1->swingYawInitial) * (1.1f - distRatio));
spF8 = OREG(13) + swingAngle;
spB4.r = camera->dist = Camera_LERPCeilF(distance, camera->dist, PCT(OREG(11)), 2.0f);
spB4.yaw = atToEyeNextDir.yaw;
tmpAng1 = BINANG_SUB(atToTargetDir.yaw, BINANG_ROT180(atToEyeNextDir.yaw));
if (anim->animTimer != 0) {
if (anim->animTimer >= OREG(24)) {
sp86 = anim->animTimer - OREG(24);
OLib_Vec3fDiffToVecSphGeo(&playerToTargetDir, at, eye);
playerToTargetDir.yaw = BINANG_ROT180(tmpAng2);
var2 = 1.0f / OREG(23);
var3 = (anim->initialEyeToAtDist - playerToTargetDir.r) * var2;
tmpAng1 = BINANG_SUB(anim->initialEyeToAtYaw, playerToTargetDir.yaw) * var2;
tmpAng2 = BINANG_SUB(anim->initialEyeToAtPitch, playerToTargetDir.pitch) * var2;
spB4.r = Camera_LERPCeilF(playerToTargetDir.r + (var3 * sp86), atToEyeDir.r, PCT(OREG(28)), 1.0f);
spB4.yaw = Camera_LERPCeilS(playerToTargetDir.yaw + (tmpAng1 * sp86), atToEyeDir.yaw, PCT(OREG(28)), 0xA);
spB4.pitch =
Camera_LERPCeilS(playerToTargetDir.pitch + (tmpAng2 * sp86), atToEyeDir.pitch, PCT(OREG(28)), 0xA);
} else {
skipEyeAtCalc = true;
}
anim->animTimer--;
} else if (ABS(tmpAng1) > DEGF_TO_BINANG(swingAngle)) {
spFC = BINANG_TO_DEGF(tmpAng1);
temp_f2_2 = swingAngle + (spF8 - swingAngle) * (OLib_ClampMaxDist(atToTargetDir.r, spB4.r) / spB4.r);
temp_f12_2 = ((temp_f2_2 * temp_f2_2) - 2.0f) / (temp_f2_2 - 360.0f);
var2 = ((temp_f12_2 * spFC) + (2.0f - (360.0f * temp_f12_2)));
temp_f14 = SQ(spFC) / var2;
tmpAng2 = tmpAng1 >= 0 ? DEGF_TO_BINANG(temp_f14) : (-DEGF_TO_BINANG(temp_f14));
spB4.yaw = BINANG_ROT180((s16)(BINANG_ROT180(atToEyeNextDir.yaw) + tmpAng2));
} else {
spFC = 0.05f;
spFC = (1 - camera->speedRatio) * spFC;
tmpAng2 = tmpAng1 >= 0 ? DEGF_TO_BINANG(swingAngle) : -DEGF_TO_BINANG(swingAngle);
spB4.yaw = atToEyeNextDir.yaw - (s16)((tmpAng2 - tmpAng1) * spFC);
}
if (!skipEyeAtCalc) {
var3 = atToTargetDir.pitch * batt1->swingPitchAdj;
var2 = F32_LERPIMP(sp7C, sp78, distRatio);
tmpAng1 = DEGF_TO_BINANG(var2) - (s16)(playerToTargetDir.pitch * (0.5f + distRatio * (1.0f - 0.5f)));
tmpAng1 += (s16)(var3);
if (tmpAng1 < -0x2AA8) {
tmpAng1 = -0x2AA8;
} else if (tmpAng1 > 0x2AA8) {
tmpAng1 = 0x2AA8;
}
spB4.pitch = Camera_LERPCeilS(tmpAng1, atToEyeNextDir.pitch, anim->unk_10, 0xA);
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &spB4);
spBC.pos = *eyeNext;
if (camera->status == CAM_STAT_ACTIVE) {
if (!camera->play->envCtx.skyboxDisabled || batt1->flags & 1) {
Camera_BGCheckInfo(camera, at, &spBC);
} else if (batt1->flags & 2) {
func_80043F94(camera, at, &spBC);
} else {
OLib_Vec3fDistNormalize(&sp128, at, &spBC.pos);
spBC.pos.x -= sp128.x;
spBC.pos.y -= sp128.y;
spBC.pos.z -= sp128.z;
}
*eye = spBC.pos;
} else {
*eye = *eyeNext;
}
}
anim->roll += (((OREG(36) * camera->speedRatio) * (1.0f - distRatio)) - anim->roll) * PCT(OREG(37));
camera->roll = DEGF_TO_BINANG(anim->roll);
camera->fov = Camera_LERPCeilF((player->swordState != 0 ? 0.8f
: gSaveContext.health <= 0x10 ? 0.8f
: 1.0f) *
(fov - ((fov * 0.05f) * distRatio)),
camera->fov, camera->fovUpdateRate, 1.0f);
}
s32 Camera_Battle2(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Battle3(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Charging spin attack
* Camera zooms out slowly for 50 frames, then tilts up to a specified
* setting value.
*/
s32 Camera_Battle4(Camera* camera) {
if (CVarGetInteger("gFreeCamera", 0) && SetCameraManual(camera) == 1) {
Camera_Free(camera);
return 1;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
VecSph eyeNextOffset;
VecSph eyeAtOffset;
VecSph eyeNextAtOffset;
Battle4* batt4 = (Battle4*)camera->paramData;
Battle4Anim* anim = &batt4->anim;
s32 pad;
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (1.0f + PCT(R_CAM_YOFFSET_NORM)) - (PCT(R_CAM_YOFFSET_NORM) * (68.0f / playerHeight));
batt4->yOffset = NEXTPCT * playerHeight * yNormal;
batt4->rTarget = NEXTPCT * playerHeight * yNormal;
batt4->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
batt4->lerpUpdateRate = NEXTPCT;
batt4->fovTarget = NEXTSETTING;
batt4->atLERPTarget = NEXTPCT;
batt4->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, at, eye);
OLib_Vec3fDiffToVecSphGeo(&eyeNextAtOffset, at, eyeNext);
sCameraInterfaceFlags = batt4->interfaceFlags;
switch (camera->animState) {
case 0:
case 0xA:
case 0x14:
anim->animTimer = 50;
camera->animState++;
}
camera->yawUpdateRateInv =
Camera_LERPCeilF(batt4->lerpUpdateRate, camera->yawUpdateRateInv, PCT(OREG(25)) * camera->speedRatio, 0.1f);
camera->rUpdateRateInv = 1000.0f;
camera->pitchUpdateRateInv = 1000.0f;
camera->xzOffsetUpdateRate = Camera_LERPCeilF(0.025f, camera->xzOffsetUpdateRate, PCT(OREG(25)), 0.1f);
camera->yOffsetUpdateRate =
Camera_LERPCeilF(PCT(OREG(3)), camera->yOffsetUpdateRate, PCT(OREG(26)) * camera->speedRatio, 0.1f);
camera->fovUpdateRate = 0.0001f;
Camera_CalcAtDefault(camera, &eyeNextAtOffset, batt4->yOffset, 1);
if (anim->animTimer != 0) {
eyeNextOffset.yaw = eyeAtOffset.yaw;
eyeNextOffset.pitch = eyeAtOffset.pitch;
eyeNextOffset.r = eyeAtOffset.r;
anim->animTimer--;
} else {
eyeNextOffset.yaw = eyeAtOffset.yaw;
eyeNextOffset.pitch = Camera_LERPCeilS(batt4->pitchTarget, eyeAtOffset.pitch, batt4->lerpUpdateRate, 2);
eyeNextOffset.r = Camera_LERPCeilF(batt4->rTarget, eyeAtOffset.r, batt4->lerpUpdateRate, 0.001f);
}
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &eyeNextOffset);
*eye = *eyeNext;
camera->dist = eyeNextOffset.r;
camera->fov = Camera_LERPCeilF(batt4->fovTarget, camera->fov, batt4->lerpUpdateRate, 1.0f);
camera->roll = 0;
camera->atLERPStepScale = Camera_ClampLERPScale(camera, batt4->atLERPTarget);
return true;
}
s32 Camera_Battle0(Camera* camera) {
return Camera_Noop(camera);
}
// Targeting non-enemy
s32 Camera_KeepOn1(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f sp120;
Vec3f sp114;
Vec3f sp108;
f32 sp104;
f32 temp_f12_2;
f32 temp_f14;
f32 t1;
f32 spF4;
f32 spF0;
f32 spEC;
f32 spE8;
f32 t2;
s16 spE2;
s16 spE0;
VecSph spD8;
VecSph spD0;
VecSph spC8;
VecSph spC0;
VecSph spB8;
PosRot* playerPosRot = &camera->playerPosRot;
CamColChk sp8C;
s32 sp88;
f32 sp84;
s16 sp82;
s16 sp80;
KeepOn1* keep1 = (KeepOn1*)camera->paramData;
Keep1Anim* anim = &keep1->anim;
s16 t3;
f32 playerHeight;
sp88 = 0;
playerHeight = Player_GetHeight(camera->player);
if ((camera->target == NULL) || (camera->target->update == NULL)) {
if (camera->target == NULL) {
osSyncPrintf(
VT_COL(YELLOW, BLACK) "camera: warning: keepon: target is not valid, change parallel\n" VT_RST);
}
camera->target = NULL;
Camera_ChangeMode(camera, CAM_MODE_TARGET);
return 1;
}
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (1.0f + PCT(OREG(46))) - (PCT(OREG(46)) * (68.0f / playerHeight));
keep1->unk_00 = NEXTPCT * playerHeight * yNormal;
keep1->unk_04 = NEXTSETTING;
keep1->unk_08 = NEXTSETTING;
keep1->unk_0C = NEXTSETTING;
keep1->unk_10 = NEXTSETTING;
keep1->unk_14 = NEXTSETTING;
keep1->unk_18 = NEXTSETTING;
keep1->unk_1C = NEXTPCT;
keep1->unk_20 = NEXTSETTING;
keep1->unk_24 = NEXTPCT;
keep1->interfaceFlags = NEXTSETTING;
keep1->unk_28 = NEXTPCT * playerHeight * yNormal;
keep1->unk_2C = NEXTPCT;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
playerHeight += keep1->unk_00;
OLib_Vec3fDiffToVecSphGeo(&spC0, at, eye);
OLib_Vec3fDiffToVecSphGeo(&spB8, at, eyeNext);
sCameraInterfaceFlags = keep1->interfaceFlags;
if (camera->animState == 0 || camera->animState == 0xA || camera->animState == 0x14) {
camera->animState++;
anim->unk_10 = 0;
anim->unk_04 = 0.0f;
anim->unk_0C = camera->target;
anim->unk_16 = OREG(23) + OREG(24);
anim->unk_12 = spC0.yaw;
anim->unk_14 = spC0.pitch;
anim->unk_00 = spC0.r;
anim->unk_08 = playerPosRot->pos.y - camera->playerPosDelta.y;
}
if (camera->status == 7) {
sUpdateCameraDirection = 1;
camera->inputDir.x = -spC0.pitch;
camera->inputDir.y = BINANG_ROT180(spC0.yaw);
camera->inputDir.z = 0;
}
sp104 = keep1->unk_04;
sp84 = 1;
switch (camera->paramFlags & 0x18) {
case 8:
if ((camera->player->actor.category == 2) && (camera->player->interactRangeActor == camera->target)) {
PosRot sp54;
Actor_GetFocus(&sp54, &camera->player->actor);
spC8.r = 60.0f;
spC8.yaw = camera->playerPosRot.rot.y;
spC8.pitch = 0x2EE0;
Camera_Vec3fVecSphGeoAdd(&camera->targetPosRot.pos, &sp54.pos, &spC8);
} else {
Actor_GetFocus(&camera->targetPosRot, camera->target);
}
Actor_GetFocus(&camera->targetPosRot, camera->target);
if (anim->unk_0C != camera->target) {
anim->unk_0C = camera->target;
camera->atLERPStepScale = 0.0f;
}
camera->xzOffsetUpdateRate =
Camera_LERPCeilF(1.0f, camera->xzOffsetUpdateRate, PCT(OREG(25)) * camera->speedRatio, 0.1f);
camera->yOffsetUpdateRate =
Camera_LERPCeilF(1.0f, camera->yOffsetUpdateRate, PCT(OREG(26)) * camera->speedRatio, 0.1f);
camera->fovUpdateRate =
Camera_LERPCeilF(PCT(OREG(4)), camera->fovUpdateRate, camera->speedRatio * 0.05f, 0.1f);
goto cont;
case 0x10:
anim->unk_0C = NULL;
cont:
if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
camera->player->stateFlags1 & 0x200000) {
anim->unk_08 = playerPosRot->pos.y;
sp80 = 0;
} else {
sp80 = 1;
}
Camera_CalcAtForLockOn(camera, &spB8, &camera->targetPosRot.pos, sp80 ? keep1->unk_28 : keep1->unk_00,
sp104, &anim->unk_08, &spC8, (sp80 ? 0x80 : 0) | keep1->interfaceFlags);
sp114 = playerPosRot->pos;
sp114.y += playerHeight;
OLib_Vec3fDiffToVecSphGeo(&spC8, &sp114, &camera->targetPosRot.pos);
sp84 = spC8.r > sp104 ? 1.0f : spC8.r / sp104;
break;
default:
*at = playerPosRot->pos;
at->y += playerHeight;
anim->unk_0C = NULL;
break;
}
OLib_Vec3fDiffToVecSphGeo(&spD8, at, eyeNext);
if (spD8.r < keep1->unk_04) {
sp104 = keep1->unk_04;
spE8 = OREG(6);
} else if (keep1->unk_08 < spD8.r) {
sp104 = keep1->unk_08;
spE8 = OREG(6);
} else {
sp104 = spD8.r;
spE8 = 1.0f;
}
camera->rUpdateRateInv = Camera_LERPCeilF(spE8, camera->rUpdateRateInv, PCT(OREG(25)), 0.1f);
spD8.r = spE8 = camera->dist = Camera_LERPCeilF(sp104, camera->dist, 1.0f / camera->rUpdateRateInv, 0.2f);
sp108 = camera->targetPosRot.pos;
OLib_Vec3fDiffToVecSphGeo(&spD0, at, &sp108);
spD0.r = spE8 - ((spD0.r <= spE8 ? spD0.r : spE8) * 0.5f);
spEC = keep1->unk_0C + ((keep1->unk_10 - keep1->unk_0C) * (1.1f - sp84));
spF0 = OREG(13) + spEC;
spD8.r = camera->dist = Camera_LERPCeilF(spE8, camera->dist, PCT(OREG(11)), 2.0f);
spD8.yaw = spB8.yaw;
spE2 = BINANG_SUB(spD0.yaw, BINANG_ROT180(spB8.yaw));
if (anim->unk_16 != 0) {
if (anim->unk_16 >= OREG(24)) {
sp82 = anim->unk_16 - OREG(24);
spE2 = spC8.yaw;
OLib_Vec3fDiffToVecSphGeo(&spC8, at, eye);
spC8.yaw = BINANG_ROT180(spE2);
t2 = 1.0f / OREG(23);
spE8 = (anim->unk_00 - spC8.r) * t2;
spE2 = BINANG_SUB(anim->unk_12, spC8.yaw) * t2;
spE0 = BINANG_SUB(anim->unk_14, spC8.pitch) * t2;
spD8.r = Camera_LERPCeilF(spC8.r + (spE8 * sp82), spC0.r, PCT(OREG(28)), 1.0f);
spD8.yaw = Camera_LERPCeilS(spC8.yaw + (spE2 * sp82), spC0.yaw, PCT(OREG(28)), 0xA);
spD8.pitch = Camera_LERPCeilS(spC8.pitch + (spE0 * sp82), spC0.pitch, PCT(OREG(28)), 0xA);
} else {
sp88 = 1;
}
anim->unk_16--;
} else if (ABS(spE2) > DEGF_TO_BINANG(spEC)) {
spF4 = BINANG_TO_DEGF(spE2);
t2 = spEC + (spF0 - spEC) * (OLib_ClampMaxDist(spD0.r, spD8.r) / spD8.r);
temp_f12_2 = ((SQ(t2) - 2.0f) / (t2 - 360.0f));
t1 = (temp_f12_2 * spF4) + (2.0f - (360.0f * temp_f12_2));
temp_f14 = SQ(spF4) / t1;
spE0 = spE2 >= 0 ? (DEGF_TO_BINANG(temp_f14)) : (-DEGF_TO_BINANG(temp_f14));
spD8.yaw = BINANG_ROT180((s16)(BINANG_ROT180(spB8.yaw) + spE0));
} else {
spF4 = 0.02f;
spF4 = (1.0f - camera->speedRatio) * spF4;
spE0 = spE2 >= 0 ? DEGF_TO_BINANG(spEC) : -DEGF_TO_BINANG(spEC);
spD8.yaw = spB8.yaw - (s16)((spE0 - spE2) * spF4);
}
if (sp88 == 0) {
spE2 = DEGF_TO_BINANG((f32)(keep1->unk_14 + ((keep1->unk_18 - keep1->unk_14) * sp84)));
spE2 -= (s16)(spC8.pitch * (0.5f + (sp84 * 0.5f)));
spE8 = spD0.pitch * keep1->unk_1C;
spE2 += (s16)spE8;
if (spE2 < -0x3200) {
spE2 = -0x3200;
} else if (spE2 > 0x3200) {
spE2 = 0x3200;
}
spD8.pitch = Camera_LERPCeilS(spE2, spB8.pitch, PCT(OREG(12)), 0xA);
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &spD8);
sp8C.pos = *eyeNext;
if (camera->status == CAM_STAT_ACTIVE) {
if (!camera->play->envCtx.skyboxDisabled || keep1->interfaceFlags & 1) {
Camera_BGCheckInfo(camera, at, &sp8C);
} else if (keep1->interfaceFlags & 2) {
func_80043F94(camera, at, &sp8C);
} else {
OLib_Vec3fDistNormalize(&sp120, at, &sp8C.pos);
sp8C.pos.x -= sp120.x;
sp8C.pos.y -= sp120.y;
sp8C.pos.z -= sp120.z;
}
*eye = sp8C.pos;
} else {
*eye = *eyeNext;
}
OLib_Vec3fDistNormalize(&sp120, eye, at);
Camera_Vec3fTranslateByUnitVector(eye, eye, &sp120, OREG(1));
}
camera->fov = Camera_LERPCeilF(keep1->unk_20, camera->fov, camera->fovUpdateRate, 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
camera->atLERPStepScale = Camera_ClampLERPScale(camera, sp80 ? keep1->unk_2C : keep1->unk_24);
return 1;
}
s32 Camera_KeepOn2(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Talking to an NPC
*/
s32 Camera_KeepOn3(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f playerHeadPos;
Vec3f lineChkPointB;
f32 temp_f0;
f32 spBC;
f32 prevTargetPlayerDist;
f32 swingAngle;
Actor* colChkActors[2];
VecSph targetToPlayerDir;
VecSph atToEyeAdj;
VecSph atToEyeDir;
VecSph atToEyeNextDir;
s32 i;
s32 angleCnt;
s16 sp82;
s16 sp80;
PosRot playerPosRot;
PosRot* camPlayerPosRot = &camera->playerPosRot;
KeepOn3* keep3 = (KeepOn3*)camera->paramData;
Keep3Anim* anim = &keep3->anim;
s32 pad;
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
if (camera->target == NULL || camera->target->update == NULL) {
if (camera->target == NULL) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: warning: talk: target is not valid, change parallel\n" VT_RST);
}
camera->target = NULL;
Camera_ChangeMode(camera, CAM_MODE_TARGET);
return 1;
}
if (camera->animState == 0 || camera->animState == 0xA || camera->animState == 0x14) {
if (camera->play->view.unk_124 == 0) {
camera->unk_14C |= 0x20;
camera->play->view.unk_124 = camera->thisIdx | 0x50;
return 1;
}
camera->unk_14C &= ~0x20;
}
camera->unk_14C &= ~0x10;
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (1.0f + PCT(OREG(46))) - (PCT(OREG(46)) * (68.0f / playerHeight));
keep3->yOffset = NEXTPCT * playerHeight * yNormal;
keep3->minDist = NEXTSETTING;
keep3->maxDist = NEXTSETTING;
keep3->swingYawInital = NEXTSETTING;
keep3->swingYawFinal = NEXTSETTING;
keep3->swingPitchInitial = NEXTSETTING;
keep3->swingPitchFinal = NEXTSETTING;
keep3->swingPitchAdj = NEXTPCT;
keep3->fovTarget = NEXTSETTING;
keep3->atLERPScaleMax = NEXTPCT;
keep3->initTimer = NEXTSETTING;
keep3->flags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
playerHeight += keep3->yOffset;
OLib_Vec3fDiffToVecSphGeo(&atToEyeDir, at, eye);
OLib_Vec3fDiffToVecSphGeo(&atToEyeNextDir, at, eyeNext);
Actor_GetFocus(&camera->targetPosRot, camera->target);
Actor_GetFocus(&playerPosRot, &camera->player->actor);
playerHeadPos = camPlayerPosRot->pos;
playerHeadPos.y += playerHeight;
OLib_Vec3fDiffToVecSphGeo(&targetToPlayerDir, &playerHeadPos, &camera->targetPosRot.pos);
sCameraInterfaceFlags = keep3->flags;
if (camera->animState == 0 || camera->animState == 0xA || camera->animState == 0x14) {
colChkActors[0] = camera->target;
colChkActors[1] = &camera->player->actor;
camera->animState++;
anim->target = camera->target;
temp_f0 = (keep3->maxDist < targetToPlayerDir.r ? 1.0f : targetToPlayerDir.r / keep3->maxDist);
anim->animTimer = keep3->initTimer;
spBC = ((1.0f - temp_f0) * targetToPlayerDir.r) / anim->animTimer;
swingAngle = F32_LERPIMP(keep3->swingPitchInitial, keep3->swingPitchFinal, temp_f0);
atToEyeAdj.pitch = DEGF_TO_BINANG(swingAngle) + ((s16)(-(targetToPlayerDir.pitch * keep3->swingPitchAdj)));
swingAngle = F32_LERPIMP(keep3->swingYawInital, keep3->swingYawFinal, temp_f0);
if (keep3->flags & 0x10) {
if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) {
atToEyeAdj.yaw = targetToPlayerDir.yaw + DEGF_TO_BINANG(swingAngle);
} else {
atToEyeAdj.yaw = targetToPlayerDir.yaw - DEGF_TO_BINANG(swingAngle);
}
} else if (keep3->flags & 0x20) {
if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) {
atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - DEGF_TO_BINANG(swingAngle);
} else {
atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + DEGF_TO_BINANG(swingAngle);
}
} else if (ABS(BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw)) < 0x3FFF) {
if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) {
atToEyeAdj.yaw = targetToPlayerDir.yaw + DEGF_TO_BINANG(swingAngle);
} else {
atToEyeAdj.yaw = targetToPlayerDir.yaw - DEGF_TO_BINANG(swingAngle);
}
} else {
if (BINANG_SUB(targetToPlayerDir.yaw, atToEyeNextDir.yaw) < 0) {
atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) - DEGF_TO_BINANG(swingAngle);
} else {
atToEyeAdj.yaw = BINANG_ROT180(targetToPlayerDir.yaw) + DEGF_TO_BINANG(swingAngle);
}
}
prevTargetPlayerDist = targetToPlayerDir.r;
temp_f0 = 0.6f;
targetToPlayerDir.r = (spBC * 0.6f) + (prevTargetPlayerDist * (1.0f - temp_f0));
sp80 = atToEyeAdj.yaw;
sp82 = atToEyeAdj.pitch;
playerHeadPos = camPlayerPosRot->pos;
playerHeadPos.y += playerHeight;
Camera_Vec3fVecSphGeoAdd(&anim->atTarget, &playerHeadPos, &targetToPlayerDir);
angleCnt = ARRAY_COUNT(D_8011D3B0);
i = 0;
targetToPlayerDir.r = prevTargetPlayerDist;
atToEyeAdj.r = ((keep3->minDist + (targetToPlayerDir.r * (1 - 0.5f))) - atToEyeNextDir.r) + atToEyeNextDir.r;
Camera_Vec3fVecSphGeoAdd(&lineChkPointB, &anim->atTarget, &atToEyeAdj);
if (!(keep3->flags & 0x80)) {
while (i < angleCnt) {
if (!CollisionCheck_LineOCCheck(camera->play, &camera->play->colChkCtx, &anim->atTarget,
&lineChkPointB, colChkActors, 2) &&
!Camera_BGCheck(camera, &anim->atTarget, &lineChkPointB)) {
break;
}
atToEyeAdj.yaw = sp80 + D_8011D3B0[i];
atToEyeAdj.pitch = sp82 + D_8011D3CC[i];
Camera_Vec3fVecSphGeoAdd(&lineChkPointB, &anim->atTarget, &atToEyeAdj);
i++;
}
}
osSyncPrintf("camera: talk: BG&collision check %d time(s)\n", i);
camera->unk_14C &= ~0xC;
pad = ((anim->animTimer + 1) * anim->animTimer) >> 1;
anim->eyeToAtTarget.y = (f32)BINANG_SUB(atToEyeAdj.yaw, atToEyeNextDir.yaw) / pad;
anim->eyeToAtTarget.z = (f32)BINANG_SUB(atToEyeAdj.pitch, atToEyeNextDir.pitch) / pad;
anim->eyeToAtTarget.x = (atToEyeAdj.r - atToEyeNextDir.r) / pad;
return 1;
}
if (anim->animTimer != 0) {
at->x += (anim->atTarget.x - at->x) / anim->animTimer;
at->y += (anim->atTarget.y - at->y) / anim->animTimer;
at->z += (anim->atTarget.z - at->z) / anim->animTimer;
// needed to match
//if (!prevTargetPlayerDist) {}
atToEyeAdj.r = ((anim->eyeToAtTarget.x * anim->animTimer) + atToEyeNextDir.r) + 1.0f;
atToEyeAdj.yaw = atToEyeNextDir.yaw + (s16)(anim->eyeToAtTarget.y * anim->animTimer);
atToEyeAdj.pitch = atToEyeNextDir.pitch + (s16)(anim->eyeToAtTarget.z * anim->animTimer);
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &atToEyeAdj);
*eye = *eyeNext;
camera->fov = Camera_LERPCeilF(keep3->fovTarget, camera->fov, 0.5, 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5, 0xA);
camera->atLERPStepScale = Camera_ClampLERPScale(camera, keep3->atLERPScaleMax);
Camera_BGCheck(camera, at, eye);
anim->animTimer--;
} else {
camera->unk_14C |= 0x410;
}
if (camera->unk_14C & 8) {
sCameraInterfaceFlags = 0;
func_80043B60(camera);
camera->atLERPStepScale = 0.0f;
if (camera->xzSpeed > 0.001f || CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CLEFT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CDOWN) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CUP) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_R) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_Z)) {
camera->unk_14C |= 4;
camera->unk_14C &= ~8;
}
}
return 1;
}
s32 Camera_KeepOn4(Camera* camera) {
static Vec3f D_8015BD50;
static Vec3f D_8015BD60;
static Vec3f D_8015BD70;
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Actor* spCC[2];
f32 t = -0.5f;
f32 temp_f0_2;
CollisionPoly* spC0;
VecSph spB8;
VecSph spB0;
VecSph spA8;
s16* temp_s0 = &camera->data2;
s16 spA2;
s16 spA0;
s16 sp9E;
s16 sp9C;
PosRot* playerPosRot = &camera->playerPosRot;
KeepOn4* keep4 = (KeepOn4*)camera->paramData;
KeepOn4_Unk20* unk20 = &keep4->unk_20;
s32 pad;
f32 playerHeight;
Player* player = GET_PLAYER(camera->play);
s16 angleCnt;
s32 i;
if (camera->animState == 0 || camera->animState == 0xA || camera->animState == 0x14) {
if (camera->play->view.unk_124 == 0) {
camera->unk_14C |= 0x20;
camera->unk_14C &= ~(0x4 | 0x2);
camera->play->view.unk_124 = camera->thisIdx | 0x50;
return 1;
}
unk20->unk_14 = *temp_s0;
camera->unk_14C &= ~0x20;
}
if (unk20->unk_14 != *temp_s0) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: item: item type changed %d -> %d\n" VT_RST, unk20->unk_14,
*temp_s0);
camera->animState = 0x14;
camera->unk_14C |= 0x20;
camera->unk_14C &= ~(0x4 | 0x2);
camera->play->view.unk_124 = camera->thisIdx | 0x50;
return 1;
}
playerHeight = Player_GetHeight(camera->player);
camera->unk_14C &= ~0x10;
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (1.0f + t) - ((68.0f / playerHeight) * t);
keep4->unk_00 = NEXTPCT * playerHeight * yNormal;
keep4->unk_04 = NEXTPCT * playerHeight * yNormal;
keep4->unk_08 = NEXTSETTING;
keep4->unk_0C = NEXTSETTING;
keep4->unk_10 = NEXTSETTING;
keep4->unk_18 = NEXTSETTING;
keep4->unk_1C = NEXTSETTING;
keep4->unk_14 = NEXTPCT;
keep4->unk_1E = NEXTSETTING;
osSyncPrintf("camera: item: type %d\n", *temp_s0);
switch (*temp_s0) {
case 1:
keep4->unk_00 = playerHeight * -0.6f * yNormal;
keep4->unk_04 = playerHeight * 2.0f * yNormal;
keep4->unk_08 = 10.0f;
break;
case 2:
case 3:
keep4->unk_08 = -20.0f;
keep4->unk_18 = 80.0f;
break;
case 4:
keep4->unk_00 = playerHeight * -0.2f * yNormal;
keep4->unk_08 = 25.0f;
break;
case 8:
keep4->unk_00 = playerHeight * -0.2f * yNormal;
keep4->unk_04 = playerHeight * 0.8f * yNormal;
keep4->unk_08 = 50.0f;
keep4->unk_18 = 70.0f;
break;
case 9:
keep4->unk_00 = playerHeight * 0.1f * yNormal;
keep4->unk_04 = playerHeight * 0.5f * yNormal;
keep4->unk_08 = -20.0f;
keep4->unk_0C = 0.0f;
keep4->unk_1C = 0x2540;
break;
case 5:
keep4->unk_00 = playerHeight * -0.4f * yNormal;
keep4->unk_08 = -10.0f;
keep4->unk_0C = 45.0f;
keep4->unk_1C = 0x2002;
break;
case 10:
keep4->unk_00 = playerHeight * -0.5f * yNormal;
keep4->unk_04 = playerHeight * 1.5f * yNormal;
keep4->unk_08 = -15.0f;
keep4->unk_0C = 175.0f;
keep4->unk_18 = 70.0f;
keep4->unk_1C = 0x2202;
keep4->unk_1E = 0x3C;
break;
case 12:
keep4->unk_00 = playerHeight * -0.6f * yNormal;
keep4->unk_04 = playerHeight * 1.6f * yNormal;
keep4->unk_08 = -2.0f;
keep4->unk_0C = 120.0f;
keep4->unk_10 = player->stateFlags1 & 0x8000000 ? 0.0f : 20.0f;
keep4->unk_1C = 0x3212;
keep4->unk_1E = 0x1E;
keep4->unk_18 = 50.0f;
break;
case 0x5A:
keep4->unk_00 = playerHeight * -0.3f * yNormal;
keep4->unk_18 = 45.0f;
keep4->unk_1C = 0x2F02;
break;
case 0x5B:
keep4->unk_00 = playerHeight * -0.1f * yNormal;
keep4->unk_04 = playerHeight * 1.5f * yNormal;
keep4->unk_08 = -3.0f;
keep4->unk_0C = 10.0f;
keep4->unk_18 = 55.0f;
keep4->unk_1C = 0x2F08;
break;
case 0x51:
keep4->unk_00 = playerHeight * -0.3f * yNormal;
keep4->unk_04 = playerHeight * 1.5f * yNormal;
keep4->unk_08 = 2.0f;
keep4->unk_0C = 20.0f;
keep4->unk_10 = 20.0f;
keep4->unk_1C = 0x2280;
keep4->unk_1E = 0x1E;
keep4->unk_18 = 45.0f;
break;
case 11:
keep4->unk_00 = playerHeight * -0.19f * yNormal;
keep4->unk_04 = playerHeight * 0.7f * yNormal;
keep4->unk_0C = 130.0f;
keep4->unk_10 = 10.0f;
keep4->unk_1C = 0x2522;
break;
default:
break;
}
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sUpdateCameraDirection = 1;
sCameraInterfaceFlags = keep4->unk_1C;
OLib_Vec3fDiffToVecSphGeo(&spB0, at, eye);
OLib_Vec3fDiffToVecSphGeo(&spA8, at, eyeNext);
D_8015BD50 = playerPosRot->pos;
D_8015BD50.y += playerHeight;
temp_f0_2 = BgCheck_CameraRaycastFloor2(&camera->play->colCtx, &spC0, &i, &D_8015BD50);
if (temp_f0_2 > (keep4->unk_00 + D_8015BD50.y)) {
D_8015BD50.y = temp_f0_2 + 10.0f;
} else {
D_8015BD50.y += keep4->unk_00;
}
sp9C = 0;
switch (camera->animState) {
case 0:
case 0x14:
spCC[sp9C] = &camera->player->actor;
sp9C++;
func_80043ABC(camera);
camera->unk_14C &= ~(0x4 | 0x2);
unk20->unk_10 = keep4->unk_1E;
unk20->unk_08 = playerPosRot->pos.y - camera->playerPosDelta.y;
if (keep4->unk_1C & 2) {
spA2 = DEGF_TO_BINANG(keep4->unk_08);
spA0 = BINANG_SUB(BINANG_ROT180(playerPosRot->rot.y), spA8.yaw) > 0
? BINANG_ROT180(playerPosRot->rot.y) + DEGF_TO_BINANG(keep4->unk_0C)
: BINANG_ROT180(playerPosRot->rot.y) - DEGF_TO_BINANG(keep4->unk_0C);
} else if (keep4->unk_1C & 4) {
spA2 = DEGF_TO_BINANG(keep4->unk_08);
spA0 = DEGF_TO_BINANG(keep4->unk_0C);
} else if ((keep4->unk_1C & 8) && camera->target != NULL) {
PosRot sp60;
Actor_GetWorldPosShapeRot(&sp60, camera->target);
spA2 = DEGF_TO_BINANG(keep4->unk_08) - sp60.rot.x;
spA0 = BINANG_SUB(BINANG_ROT180(sp60.rot.y), spA8.yaw) > 0
? BINANG_ROT180(sp60.rot.y) + DEGF_TO_BINANG(keep4->unk_0C)
: BINANG_ROT180(sp60.rot.y) - DEGF_TO_BINANG(keep4->unk_0C);
spCC[1] = camera->target;
sp9C++;
} else if ((keep4->unk_1C & 0x80) && camera->target != NULL) {
PosRot sp4C;
Actor_GetWorld(&sp4C, camera->target);
spA2 = DEGF_TO_BINANG(keep4->unk_08);
sp9E = Camera_XZAngle(&sp4C.pos, &playerPosRot->pos);
spA0 = (BINANG_SUB(sp9E, spA8.yaw) > 0) ? sp9E + DEGF_TO_BINANG(keep4->unk_0C)
: sp9E - DEGF_TO_BINANG(keep4->unk_0C);
spCC[1] = camera->target;
sp9C++;
} else if (keep4->unk_1C & 0x40) {
spA2 = DEGF_TO_BINANG(keep4->unk_08);
spA0 = spA8.yaw;
} else {
spA2 = spA8.pitch;
spA0 = spA8.yaw;
}
spB8.pitch = spA2;
spB8.yaw = spA0;
spB8.r = keep4->unk_04;
Camera_Vec3fVecSphGeoAdd(&D_8015BD70, &D_8015BD50, &spB8);
if (!(keep4->unk_1C & 1)) {
angleCnt = ARRAY_COUNT(D_8011D3B0);
for (i = 0; i < angleCnt; i++) {
if (!CollisionCheck_LineOCCheck(camera->play, &camera->play->colChkCtx, &D_8015BD50,
&D_8015BD70, spCC, sp9C) &&
!Camera_BGCheck(camera, &D_8015BD50, &D_8015BD70)) {
break;
}
spB8.yaw = D_8011D3B0[i] + spA0;
spB8.pitch = D_8011D3CC[i] + spA2;
Camera_Vec3fVecSphGeoAdd(&D_8015BD70, &D_8015BD50, &spB8);
}
osSyncPrintf("camera: item: BG&collision check %d time(s)\n", i);
}
unk20->unk_04 = BINANG_SUB(spB8.pitch, spA8.pitch) / (f32)unk20->unk_10;
unk20->unk_00 = BINANG_SUB(spB8.yaw, spA8.yaw) / (f32)unk20->unk_10;
unk20->unk_0C = spA8.yaw;
unk20->unk_0E = spA8.pitch;
camera->animState++;
unk20->unk_12 = 1;
break;
case 0xA:
unk20->unk_08 = playerPosRot->pos.y - camera->playerPosDelta.y;
default:
break;
}
camera->xzOffsetUpdateRate = 0.25f;
camera->yOffsetUpdateRate = 0.25f;
camera->atLERPStepScale = 0.75f;
Camera_LERPCeilVec3f(&D_8015BD50, at, 0.5f, 0.5f, 0.2f);
if (keep4->unk_10 != 0.0f) {
spB8.r = keep4->unk_10;
spB8.pitch = 0;
spB8.yaw = playerPosRot->rot.y;
Camera_Vec3fVecSphGeoAdd(at, at, &spB8);
}
camera->atLERPStepScale = 0.0f;
camera->dist = Camera_LERPCeilF(keep4->unk_04, camera->dist, 0.25f, 2.0f);
spB8.r = camera->dist;
if (unk20->unk_10 != 0) {
camera->unk_14C |= 0x20;
unk20->unk_0C += (s16)unk20->unk_00;
unk20->unk_0E += (s16)unk20->unk_04;
unk20->unk_10--;
} else if (keep4->unk_1C & 0x10) {
camera->unk_14C |= (0x400 | 0x10);
camera->unk_14C |= (0x4 | 0x2);
camera->unk_14C &= ~8;
if (camera->timer > 0) {
camera->timer--;
}
} else {
camera->unk_14C |= (0x400 | 0x10);
if (camera->unk_14C & 8 || keep4->unk_1C & 0x80) {
sCameraInterfaceFlags = 0;
camera->unk_14C |= (0x4 | 0x2);
camera->unk_14C &= ~8;
if (camera->prevCamDataIdx < 0) {
Camera_ChangeSettingFlags(camera, camera->prevSetting, 2);
} else {
Camera_ChangeDataIdx(camera, camera->prevCamDataIdx);
camera->prevCamDataIdx = -1;
}
}
}
spB8.yaw = Camera_LERPCeilS(unk20->unk_0C, spA8.yaw, keep4->unk_14, 4);
spB8.pitch = Camera_LERPCeilS(unk20->unk_0E, spA8.pitch, keep4->unk_14, 4);
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &spB8);
*eye = *eyeNext;
Camera_BGCheck(camera, at, eye);
camera->fov = Camera_LERPCeilF(keep4->unk_18, camera->fov, camera->fovUpdateRate, 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
}
/**
* Talking in a pre-rendered room
*/
s32 Camera_KeepOn0(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f* at = &camera->at;
VecSph eyeTargetPosOffset;
VecSph eyeAtOffset;
KeepOn0* keep0 = (KeepOn0*)camera->paramData;
KeepOn0Anim* anim = &keep0->anim;
s32 pad;
Vec3s* sceneCamData;
Vec3s sceneCamRot;
s16 fov;
camera->unk_14C &= ~0x10;
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
keep0->fovScale = NEXTPCT;
keep0->yawScale = NEXTPCT;
keep0->timerInit = NEXTSETTING;
keep0->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sceneCamData = Camera_GetCamBGData(camera);
Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData));
*eye = *eyeNext;
sceneCamRot = BGCAM_ROT(sceneCamData); // unused
(void)sceneCamRot; // suppresses set but unused warning
fov = BGCAM_FOV(sceneCamData);
if (fov == -1) {
fov = 6000;
}
if (camera->target == NULL || camera->target->update == NULL) {
if (camera->target == NULL) {
osSyncPrintf(
VT_COL(YELLOW, BLACK) "camera: warning: talk: target is not valid, change normal camera\n" VT_RST);
}
camera->target = NULL;
Camera_ChangeMode(camera, CAM_MODE_NORMAL);
return true;
}
Actor_GetFocus(&camera->targetPosRot, camera->target);
OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, eye, at);
OLib_Vec3fDiffToVecSphGeo(&eyeTargetPosOffset, eye, &camera->targetPosRot.pos);
sCameraInterfaceFlags = keep0->interfaceFlags;
if (camera->animState == 0) {
camera->animState++;
camera->fov = PCT(fov);
camera->roll = 0;
camera->atLERPStepScale = 0.0f;
anim->animTimer = keep0->timerInit;
anim->fovTarget = camera->fov - (camera->fov * keep0->fovScale);
}
if (anim->animTimer != 0) {
eyeAtOffset.yaw += (BINANG_SUB(eyeTargetPosOffset.yaw, eyeAtOffset.yaw) / anim->animTimer) * keep0->yawScale;
Camera_Vec3fVecSphGeoAdd(at, eye, &eyeAtOffset);
anim->animTimer--;
} else {
camera->unk_14C |= (0x400 | 0x10);
}
camera->fov = Camera_LERPCeilF(anim->fovTarget, camera->fov, 0.5f, 10.0f);
return true;
}
s32 Camera_Fixed1(Camera* camera) {
Fixed1* fixd1 = (Fixed1*)camera->paramData;
Fixed1Anim* anim = &fixd1->anim;
s32 pad;
VecSph eyeOffset;
VecSph eyeAtOffset;
s32 pad2;
Vec3f adjustedPos;
Vec3s* scenePosData;
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
PosRot* playerPosRot = &camera->playerPosRot;
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
scenePosData = Camera_GetCamBGData(camera);
Camera_Vec3sToVec3f(&anim->eyePosRotTarget.pos, &BGCAM_POS(scenePosData));
anim->eyePosRotTarget.rot = BGCAM_ROT(scenePosData);
anim->fov = BGCAM_FOV(scenePosData);
fixd1->unk_00 = NEXTPCT * playerHeight;
fixd1->lerpStep = NEXTPCT;
fixd1->fov = NEXTSETTING;
fixd1->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
if (anim->fov == -1) {
anim->fov = fixd1->fov * 100.0f;
} else if (anim->fov < 361) {
anim->fov *= 100;
}
sCameraInterfaceFlags = fixd1->interfaceFlags;
if (camera->animState == 0) {
camera->animState++;
func_80043B60(camera);
if (anim->fov != -1) {
fixd1->fov = PCT(anim->fov);
}
}
OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, eye, at);
Camera_LERPCeilVec3f(&anim->eyePosRotTarget.pos, eye, 0.1f, 0.1f, 0.2f);
adjustedPos = playerPosRot->pos;
adjustedPos.y += playerHeight;
camera->dist = OLib_Vec3fDist(&adjustedPos, eye);
eyeOffset.r = camera->dist;
eyeOffset.pitch = Camera_LERPCeilS(-anim->eyePosRotTarget.rot.x, eyeAtOffset.pitch, fixd1->lerpStep, 5);
eyeOffset.yaw = Camera_LERPCeilS(anim->eyePosRotTarget.rot.y, eyeAtOffset.yaw, fixd1->lerpStep, 5);
Camera_Vec3fVecSphGeoAdd(at, eye, &eyeOffset);
camera->eyeNext = *eye;
camera->fov = Camera_LERPCeilF(fixd1->fov, camera->fov, fixd1->lerpStep, 0.01f);
camera->roll = 0;
camera->atLERPStepScale = 0.0f;
camera->posOffset.x = camera->at.x - playerPosRot->pos.x;
camera->posOffset.y = camera->at.y - playerPosRot->pos.y;
camera->posOffset.z = camera->at.z - playerPosRot->pos.z;
return true;
}
s32 Camera_Fixed2(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f atTarget;
Vec3f posOffsetTarget;
PosRot* playerPosRot = &camera->playerPosRot;
Vec3s* scenePosData;
Fixed2* fixd2 = (Fixed2*)camera->paramData;
Fixed2InitParams* initParams = &fixd2->initParams;
s32 pad;
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (1.0f + PCT(R_CAM_YOFFSET_NORM)) - (PCT(R_CAM_YOFFSET_NORM) * (68.0f / playerHeight));
fixd2->yOffset = (NEXTPCT * playerHeight) * yNormal;
fixd2->eyeStepScale = NEXTPCT;
fixd2->posStepScale = NEXTPCT;
fixd2->fov = NEXTSETTING;
fixd2->interfaceFlags = NEXTSETTING;
initParams->fov = fixd2->fov * 100.0f;
scenePosData = Camera_GetCamBGData(camera);
if (scenePosData != NULL) {
Camera_Vec3sToVec3f(&initParams->eye, &BGCAM_POS(scenePosData));
if (BGCAM_FOV(scenePosData) != -1) {
initParams->fov = BGCAM_FOV(scenePosData);
}
} else {
initParams->eye = *eye;
}
if (initParams->fov < 361) {
initParams->fov *= 100;
}
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sCameraInterfaceFlags = fixd2->interfaceFlags;
posOffsetTarget.x = 0.0f;
posOffsetTarget.y = fixd2->yOffset + playerHeight;
posOffsetTarget.z = 0.0f;
Camera_LERPCeilVec3f(&posOffsetTarget, &camera->posOffset, fixd2->posStepScale, fixd2->posStepScale, 0.1f);
atTarget.x = playerPosRot->pos.x + camera->posOffset.x;
atTarget.y = playerPosRot->pos.y + camera->posOffset.y;
atTarget.z = playerPosRot->pos.z + camera->posOffset.z;
if (camera->animState == 0) {
camera->animState++;
func_80043B60(camera);
if (!(fixd2->interfaceFlags & 1)) {
*eye = *eyeNext = initParams->eye;
camera->at = atTarget;
}
}
Camera_LERPCeilVec3f(&atTarget, &camera->at, fixd2->posStepScale, fixd2->posStepScale, 10.0f);
Camera_LERPCeilVec3f(&initParams->eye, eyeNext, fixd2->eyeStepScale, fixd2->eyeStepScale, 0.1f);
*eye = *eyeNext;
camera->dist = OLib_Vec3fDist(at, eye);
camera->roll = 0;
camera->xzSpeed = 0.0f;
camera->fov = PCT(initParams->fov);
camera->atLERPStepScale = Camera_ClampLERPScale(camera, 1.0f);
camera->posOffset.x = camera->at.x - playerPosRot->pos.x;
camera->posOffset.y = camera->at.y - playerPosRot->pos.y;
camera->posOffset.z = camera->at.z - playerPosRot->pos.z;
return true;
}
/**
* Camera's position is fixed, does not move, or rotate
*/
s32 Camera_Fixed3(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
VecSph atSph;
Vec3s* sceneCamData;
VecSph eyeAtOffset;
Fixed3* fixd3 = (Fixed3*)camera->paramData;
Fixed3Anim* anim = &fixd3->anim;
s32 pad;
sceneCamData = Camera_GetCamBGData(camera);
OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, eye, at);
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
fixd3->interfaceFlags = NEXTSETTING;
Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData));
*eye = *eyeNext;
anim->rot = BGCAM_ROT(sceneCamData);
anim->fov = BGCAM_FOV(sceneCamData);
anim->jfifId = BGCAM_JFIFID(sceneCamData);
if (anim->fov == -1) {
anim->fov = 6000;
}
if (anim->fov <= 360) {
anim->fov *= 100;
}
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
if (camera->animState == 0) {
anim->updDirTimer = 5;
R_CAM_DATA(CAM_DATA_FOV) = anim->fov;
camera->animState++;
}
if (BGCAM_JFIFID(sceneCamData) != anim->jfifId) {
osSyncPrintf("camera: position change %d \n", anim->jfifId);
anim->jfifId = BGCAM_JFIFID(sceneCamData);
anim->updDirTimer = 5;
}
if (anim->updDirTimer > 0) {
anim->updDirTimer--;
sUpdateCameraDirection = true;
} else {
sUpdateCameraDirection = false;
}
atSph.r = 150.0f;
atSph.yaw = anim->rot.y;
atSph.pitch = -anim->rot.x;
Camera_Vec3fVecSphGeoAdd(at, eye, &atSph);
sCameraInterfaceFlags = fixd3->interfaceFlags;
anim->fov = R_CAM_DATA(CAM_DATA_FOV);
camera->roll = 0;
camera->fov = anim->fov * 0.01f;
camera->atLERPStepScale = 0.0f;
return true;
}
/**
* camera follow player, eye is in a fixed offset of the previous eye, and a value
* specified in the scene.
*/
s32 Camera_Fixed4(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f playerPosWithCamOffset;
Vec3f atTarget;
Vec3f posOffsetTarget;
VecSph atEyeNextOffset;
VecSph atTargetEyeNextOffset;
PosRot* playerPosRot = &camera->playerPosRot;
Vec3s* camPosData;
Vec3f* posOffset = &camera->posOffset;
Fixed4* fixed4 = (Fixed4*)camera->paramData;
Fixed4Anim* anim = &fixed4->anim;
f32 playerYOffset;
playerYOffset = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = ((1.0f + PCT(OREG(46))) - (PCT(OREG(46)) * (68.0f / playerYOffset)));
fixed4->yOffset = NEXTPCT * playerYOffset * yNormal;
fixed4->speedToEyePos = NEXTPCT;
fixed4->followSpeed = NEXTPCT;
fixed4->fov = NEXTSETTING;
fixed4->interfaceFlags = NEXTSETTING;
camPosData = Camera_GetCamBGData(camera);
if (camPosData != NULL) {
Camera_Vec3sToVec3f(&anim->eyeTarget, &BGCAM_POS(camPosData));
} else {
anim->eyeTarget = *eye;
}
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sCameraInterfaceFlags = fixed4->interfaceFlags;
if (camera->animState == 0) {
camera->animState++;
if (!(fixed4->interfaceFlags & 4)) {
func_80043B60(camera);
}
anim->followSpeed = fixed4->followSpeed;
}
VEC3F_LERPIMPDST(eyeNext, eyeNext, &anim->eyeTarget, fixed4->speedToEyePos);
*eye = *eyeNext;
posOffsetTarget.x = 0.0f;
posOffsetTarget.y = fixed4->yOffset + playerYOffset;
posOffsetTarget.z = 0.0f;
Camera_LERPCeilVec3f(&posOffsetTarget, &camera->posOffset, 0.1f, 0.1f, 0.1f);
playerPosWithCamOffset.x = playerPosRot->pos.x + camera->posOffset.x;
playerPosWithCamOffset.y = playerPosRot->pos.y + camera->posOffset.y;
playerPosWithCamOffset.z = playerPosRot->pos.z + camera->posOffset.z;
VEC3F_LERPIMPDST(&atTarget, at, &playerPosWithCamOffset, 0.5f);
OLib_Vec3fDiffToVecSphGeo(&atEyeNextOffset, eyeNext, at);
OLib_Vec3fDiffToVecSphGeo(&atTargetEyeNextOffset, eyeNext, &atTarget);
atEyeNextOffset.r += (atTargetEyeNextOffset.r - atEyeNextOffset.r) * anim->followSpeed;
atEyeNextOffset.pitch = Camera_LERPCeilS(atTargetEyeNextOffset.pitch, atEyeNextOffset.pitch,
anim->followSpeed * camera->speedRatio, 0xA);
atEyeNextOffset.yaw =
Camera_LERPCeilS(atTargetEyeNextOffset.yaw, atEyeNextOffset.yaw, anim->followSpeed * camera->speedRatio, 0xA);
Camera_Vec3fVecSphGeoAdd(at, eyeNext, &atEyeNextOffset);
camera->dist = OLib_Vec3fDist(at, eye);
camera->roll = 0;
camera->fov = fixed4->fov;
camera->atLERPStepScale = Camera_ClampLERPScale(camera, 1.0f);
return true;
}
s32 Camera_Fixed0(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Subj1(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Subj2(Camera* camera) {
return Camera_Noop(camera);
}
/**
* First person view
*/
s32 Camera_Subj3(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f sp98;
Vec3f sp8C;
VecSph sp84;
VecSph sp7C;
VecSph tsph;
PosRot sp60;
PosRot* playerPosRot = &camera->playerPosRot;
f32 sp58;
f32 temp_f0_3;
s16 sp52;
s16 sp50;
Subj3* subj3 = (Subj3*)camera->paramData;
Subj3Anim* anim = &subj3->anim;
CameraModeValue* values;
Vec3f* pad2;
f32 playerHeight;
Actor_GetFocus(&sp60, &camera->player->actor);
playerHeight = Player_GetHeight(camera->player);
if (camera->play->view.unk_124 == 0) {
camera->play->view.unk_124 = camera->thisIdx | 0x50;
return true;
}
func_80043ABC(camera);
Camera_CopyPREGToModeValues(camera);
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
subj3->eyeNextYOffset = NEXTPCT * playerHeight;
subj3->eyeDist = NEXTSETTING;
subj3->eyeNextDist = NEXTSETTING;
subj3->unk_0C = NEXTSETTING;
subj3->atOffset.x = NEXTSETTING * 0.1f;
subj3->atOffset.y = NEXTSETTING * 0.1f;
subj3->atOffset.z = NEXTSETTING * 0.1f;
subj3->fovTarget = NEXTSETTING;
subj3->interfaceFlags = NEXTSETTING;
sp84.r = subj3->eyeNextDist;
sp84.yaw = BINANG_ROT180(sp60.rot.y);
sp84.pitch = sp60.rot.x;
sp98 = sp60.pos;
sp98.y += subj3->eyeNextYOffset;
Camera_Vec3fVecSphGeoAdd(&sp8C, &sp98, &sp84);
OLib_Vec3fDiffToVecSphGeo(&sp7C, at, eye);
sCameraInterfaceFlags = subj3->interfaceFlags;
if (camera->animState == 0 || camera->animState == 0xA || camera->animState == 0x14) {
anim->r = sp7C.r;
anim->yaw = sp7C.yaw;
anim->pitch = sp7C.pitch;
anim->animTimer = OREG(23);
camera->dist = subj3->eyeNextDist;
camera->animState++;
camera->rUpdateRateInv = 1.0f;
camera->dist = subj3->eyeNextDist;
}
tsph.r = anim->r;
tsph.yaw = anim->yaw;
tsph.pitch = anim->pitch;
if (anim->animTimer != 0) {
temp_f0_3 = (1.0f / anim->animTimer);
pad2 = at;
at->x = at->x + (sp98.x - pad2->x) * temp_f0_3;
at->y = at->y + (sp98.y - pad2->y) * temp_f0_3;
at->z = at->z + (sp98.z - pad2->z) * temp_f0_3;
temp_f0_3 = (1.0f / OREG(23));
sp58 = (tsph.r - sp84.r) * temp_f0_3;
sp52 = BINANG_SUB(tsph.yaw, sp84.yaw) * temp_f0_3;
sp50 = BINANG_SUB(tsph.pitch, sp84.pitch) * temp_f0_3;
sp7C.r = Camera_LERPCeilF(sp84.r + (sp58 * anim->animTimer), sp7C.r, PCT(OREG(28)), 1.0f);
sp7C.yaw = Camera_LERPCeilS(sp84.yaw + (sp52 * anim->animTimer), sp7C.yaw, PCT(OREG(28)), 0xA);
sp7C.pitch = Camera_LERPCeilS(sp84.pitch + (sp50 * anim->animTimer), sp7C.pitch, PCT(OREG(28)), 0xA);
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &sp7C);
*eye = *eyeNext;
anim->animTimer--;
if (!camera->play->envCtx.skyboxDisabled) {
Camera_BGCheck(camera, at, eye);
} else {
func_80044340(camera, at, eye);
}
} else {
sp58 = Math_SinS(-sp60.rot.x);
temp_f0_3 = Math_CosS(-sp60.rot.x);
sp98.x = subj3->atOffset.x;
sp98.y = (subj3->atOffset.y * temp_f0_3) - (subj3->atOffset.z * sp58);
sp98.z = (subj3->atOffset.y * sp58) + (subj3->atOffset.z * temp_f0_3);
sp58 = Math_SinS(BINANG_ROT180(sp60.rot.y));
temp_f0_3 = Math_CosS(BINANG_ROT180(sp60.rot.y));
subj3->atOffset.x = (sp98.z * sp58) + (sp98.x * temp_f0_3);
subj3->atOffset.y = sp98.y;
subj3->atOffset.z = (sp98.z * temp_f0_3) - (sp98.x * sp58);
at->x = subj3->atOffset.x + sp60.pos.x;
at->y = subj3->atOffset.y + sp60.pos.y;
at->z = subj3->atOffset.z + sp60.pos.z;
sp7C.r = subj3->eyeNextDist;
sp7C.yaw = BINANG_ROT180(sp60.rot.y);
sp7C.pitch = sp60.rot.x;
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &sp7C);
sp7C.r = subj3->eyeDist;
Camera_Vec3fVecSphGeoAdd(eye, at, &sp7C);
}
camera->posOffset.x = camera->at.x - playerPosRot->pos.x;
camera->posOffset.y = camera->at.y - playerPosRot->pos.y;
camera->posOffset.z = camera->at.z - playerPosRot->pos.z;
camera->fov = Camera_LERPCeilF(subj3->fovTarget, camera->fov, 0.25f, 1.0f);
camera->roll = 0;
camera->atLERPStepScale = 0.0f;
return 1;
}
s32 Camera_Subj4(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f* at = &camera->at;
u16 spAA;
Vec3s* spA4;
Vec3f sp98;
Vec3f sp8C;
f32 sp88;
s16 pad2;
f32 temp_f16;
PosRot sp6C;
VecSph sp64;
VecSph sp5C;
s16 temp_a0;
f32 tx;
Player* player;
PosRot* playerPosRot = &camera->playerPosRot;
Subj4* subj4 = (Subj4*)camera->paramData;
Subj4Anim* anim = &subj4->anim;
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
subj4->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
if (camera->play->view.unk_124 == 0) {
camera->play->view.unk_124 = (camera->thisIdx | 0x50);
anim->unk_24 = camera->xzSpeed;
return true;
}
Actor_GetWorldPosShapeRot(&sp6C, &camera->player->actor);
OLib_Vec3fDiffToVecSphGeo(&sp5C, at, eye);
sCameraInterfaceFlags = subj4->interfaceFlags;
if (camera->animState == 0) {
spA4 = Camera_GetCamBgDataUnderPlayer(camera, &spAA);
Camera_Vec3sToVec3f(&anim->unk_00.a, &spA4[1]);
Camera_Vec3sToVec3f(&sp98, &spA4[spAA - 2]);
sp64.r = 10.0f;
// 0x238C ~ 50 degrees
sp64.pitch = 0x238C;
sp64.yaw = Camera_XZAngle(&sp98, &anim->unk_00.a);
sp88 = OLib_Vec3fDist(&playerPosRot->pos, &anim->unk_00.a);
if (OLib_Vec3fDist(&playerPosRot->pos, &sp98) < sp88) {
anim->unk_00.b.x = anim->unk_00.a.x - sp98.x;
anim->unk_00.b.y = anim->unk_00.a.y - sp98.y;
anim->unk_00.b.z = anim->unk_00.a.z - sp98.z;
anim->unk_00.a = sp98;
} else {
anim->unk_00.b.x = sp98.x - anim->unk_00.a.x;
anim->unk_00.b.y = sp98.y - anim->unk_00.a.y;
anim->unk_00.b.z = sp98.z - anim->unk_00.a.z;
sp64.yaw = BINANG_ROT180(sp64.yaw);
}
anim->unk_30 = sp64.yaw;
anim->unk_32 = 0xA;
anim->unk_2C = 0;
anim->unk_2E = false;
anim->unk_28 = 0.0f;
camera->animState++;
}
if (anim->unk_32 != 0) {
sp64.r = 10.0f;
sp64.pitch = 0x238C;
sp64.yaw = anim->unk_30;
Camera_Vec3fVecSphGeoAdd(&sp8C, &sp6C.pos, &sp64);
sp88 = (anim->unk_32 + 1.0f);
at->x += (sp8C.x - at->x) / sp88;
at->y += (sp8C.y - at->y) / sp88;
at->z += (sp8C.z - at->z) / sp88;
sp5C.r -= (sp5C.r / sp88);
sp5C.yaw = BINANG_LERPIMPINV(sp5C.yaw, BINANG_ROT180(sp6C.rot.y), anim->unk_32);
sp5C.pitch = BINANG_LERPIMPINV(sp5C.pitch, sp6C.rot.x, anim->unk_32);
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &sp5C);
*eye = *eyeNext;
anim->unk_32--;
return false;
} else if (anim->unk_24 < 0.5f) {
return false;
}
Actor_GetWorldPosShapeRot(&sp6C, &camera->player->actor);
Math3D_LineClosestToPoint(&anim->unk_00, &sp6C.pos, eyeNext);
at->x = eyeNext->x + anim->unk_00.b.x;
at->y = eyeNext->y + anim->unk_00.b.y;
at->z = eyeNext->z + anim->unk_00.b.z;
*eye = *eyeNext;
sp64.yaw = anim->unk_30;
sp64.r = 5.0f;
sp64.pitch = 0x238C;
Camera_Vec3fVecSphGeoAdd(&sp98, eyeNext, &sp64);
anim->unk_2C += 0xBB8;
temp_f16 = Math_CosS(anim->unk_2C);
eye->x += (sp98.x - eye->x) * fabsf(temp_f16);
eye->y += (sp98.y - eye->y) * fabsf(temp_f16);
eye->z += (sp98.z - eye->z) * fabsf(temp_f16);
if ((anim->unk_28 < temp_f16) && !anim->unk_2E) {
player = camera->player;
anim->unk_2E = true;
func_800F4010(&player->actor.projectedPos, player->unk_89E + 0x8B0, 4.0f);
} else if (anim->unk_28 > temp_f16) {
anim->unk_2E = false;
}
anim->unk_28 = temp_f16;
//camera->player->actor.world.pos = *eyeNext;
//camera->player->actor.world.pos.y = camera->playerGroundY;
//camera->player->actor.shape.rot.y = sp64.yaw;
temp_f16 = ((240.0f * temp_f16) * (anim->unk_24 * 0.416667f));
temp_a0 = temp_f16 + anim->unk_30;
at->x = eye->x + (Math_SinS(temp_a0) * 10.0f);
at->y = eye->y;
at->z = eye->z + (Math_CosS(temp_a0) * 10.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
return 1;
}
s32 Camera_Subj0(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Data0(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Data1(Camera* camera) {
osSyncPrintf("chau!chau!\n");
return Camera_Normal1(camera);
}
s32 Camera_Data2(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Data3(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Data4(Camera* camera) {
s32 pad2[2];
Data4* data4 = (Data4*)camera->paramData;
VecSph eyeAtOffset;
VecSph atOffset;
VecSph eyeNextAtOffset;
f32 yNormal;
s16 fov;
Vec3f* eyeNext = &camera->eyeNext;
Vec3s* sceneCamData;
Vec3f lookAt;
CameraModeValue* values;
Data4InitParams* initParams = &data4->initParams;
Vec3f* eye = &camera->eye;
f32 playerHeight;
Vec3f* at = &camera->at;
s32 pad;
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
yNormal = (1.0f + PCT(R_CAM_YOFFSET_NORM)) - (PCT(R_CAM_YOFFSET_NORM) * (68.0f / playerHeight));
data4->yOffset = NEXTPCT * playerHeight * yNormal;
data4->fov = NEXTSETTING;
data4->interfaceFlags = NEXTSETTING;
sceneCamData = Camera_GetCamBGData(camera);
Camera_Vec3sToVec3f(&initParams->eyePosRot.pos, &BGCAM_POS(sceneCamData));
initParams->eyePosRot.rot = BGCAM_ROT(sceneCamData);
fov = BGCAM_FOV(sceneCamData);
initParams->fov = fov;
if (fov != -1) {
data4->fov = initParams->fov < 361 ? initParams->fov : PCT(initParams->fov);
}
initParams->jfifId = BGCAM_JFIFID(sceneCamData);
*eye = initParams->eyePosRot.pos;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sCameraInterfaceFlags = data4->interfaceFlags;
if (camera->animState == 0) {
camera->animState++;
func_80043B60(camera);
}
OLib_Vec3fDiffToVecSphGeo(&eyeNextAtOffset, at, eyeNext);
Camera_CalcAtDefault(camera, &eyeNextAtOffset, data4->yOffset, false);
OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, eye, at);
atOffset.r = eyeAtOffset.r;
atOffset.yaw =
(initParams->jfifId & 1) ? (DEGF_TO_BINANG(camera->data2) + initParams->eyePosRot.rot.y) : eyeAtOffset.yaw;
atOffset.pitch =
(initParams->jfifId & 2) ? (DEGF_TO_BINANG(camera->data3) + initParams->eyePosRot.rot.x) : eyeAtOffset.pitch;
Camera_Vec3fVecSphGeoAdd(at, eye, &atOffset);
lookAt = camera->playerPosRot.pos;
lookAt.y += playerHeight;
camera->dist = OLib_Vec3fDist(&lookAt, eye);
camera->roll = 0;
camera->xzSpeed = 0.0f;
camera->fov = data4->fov;
camera->atLERPStepScale = 0;
return true;
}
/**
* Hanging off of a ledge
*/
s32 Camera_Unique1(Camera* camera) {
if (CVarGetInteger("gFreeCamera", 0) && SetCameraManual(camera) == 1) {
Camera_Free(camera);
return 1;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f playerBodyPart0;
s16 phiTarget;
VecSph sp8C;
VecSph unk908PlayerPosOffset;
VecSph eyeAtOffset;
VecSph eyeNextAtOffset;
PosRot* playerPosRot = &camera->playerPosRot;
PosRot playerhead;
Unique1* uniq1 = (Unique1*)camera->paramData;
Unique1Anim* anim = &uniq1->anim;
s32 pad;
f32 playerHeight;
s32 pad2;
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (1.0f + PCT(R_CAM_YOFFSET_NORM)) - (PCT(R_CAM_YOFFSET_NORM) * (68.0f / playerHeight));
uniq1->yOffset = NEXTPCT * playerHeight * yNormal;
uniq1->distMin = NEXTPCT * playerHeight * yNormal;
uniq1->distMax = NEXTPCT * playerHeight * yNormal;
uniq1->pitchTarget = DEGF_TO_BINANG(NEXTSETTING);
uniq1->fovTarget = NEXTSETTING;
uniq1->atLERPScaleMax = NEXTPCT;
uniq1->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS != 0) {
Camera_CopyPREGToModeValues(camera);
}
sUpdateCameraDirection = 1;
OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, at, eye);
OLib_Vec3fDiffToVecSphGeo(&eyeNextAtOffset, at, eyeNext);
sCameraInterfaceFlags = uniq1->interfaceFlags;
if (camera->animState == 0) {
camera->posOffset.y = camera->posOffset.y - camera->playerPosDelta.y;
anim->yawTarget = eyeNextAtOffset.yaw;
anim->unk_00 = 0.0f;
playerBodyPart0 = camera->player->bodyPartsPos[0];
OLib_Vec3fDiffToVecSphGeo(&unk908PlayerPosOffset, &playerPosRot->pos, &playerBodyPart0);
anim->timer = R_DEFA_CAM_ANIM_TIME;
anim->yawTargetAdj = ABS(BINANG_SUB(unk908PlayerPosOffset.yaw, eyeAtOffset.yaw)) < 0x3A98
? 0
: ((BINANG_SUB(unk908PlayerPosOffset.yaw, eyeAtOffset.yaw) / anim->timer) / 4) * 3;
camera->animState++;
}
Actor_GetFocus(&playerhead, &camera->player->actor); // unused
camera->yawUpdateRateInv = Camera_LERPCeilF(100.0f, camera->yawUpdateRateInv, OREG(25) * 0.01f, 0.1f);
camera->pitchUpdateRateInv = Camera_LERPCeilF(100.0f, camera->pitchUpdateRateInv, OREG(25) * 0.01f, 0.1f);
camera->xzOffsetUpdateRate = Camera_LERPCeilF(0.005f, camera->xzOffsetUpdateRate, OREG(25) * 0.01f, 0.01f);
camera->yOffsetUpdateRate = Camera_LERPCeilF(0.01f, camera->yOffsetUpdateRate, OREG(26) * 0.01f, 0.01f);
camera->fovUpdateRate = Camera_LERPCeilF(OREG(4) * 0.01f, camera->fovUpdateRate, 0.05f, 0.1f);
Camera_CalcAtDefault(camera, &eyeNextAtOffset, uniq1->yOffset, 1);
OLib_Vec3fDiffToVecSphGeo(&sp8C, at, eyeNext);
camera->dist = Camera_LERPClampDist(camera, sp8C.r, uniq1->distMin, uniq1->distMax);
phiTarget = uniq1->pitchTarget;
sp8C.pitch = Camera_LERPCeilS(phiTarget, eyeNextAtOffset.pitch, 1.0f / camera->pitchUpdateRateInv, 0xA);
if (sp8C.pitch > OREG(5)) {
sp8C.pitch = OREG(5);
}
if (sp8C.pitch < -OREG(5)) {
sp8C.pitch = -OREG(5);
}
if (anim->timer != 0) {
anim->yawTarget += anim->yawTargetAdj;
anim->timer--;
}
sp8C.yaw = Camera_LERPFloorS(anim->yawTarget, eyeNextAtOffset.yaw, 0.5f, CVarGetInteger("gFixHangingLedgeSwingRate", 0) ? 0xA : 0x2710);
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &sp8C);
*eye = *eyeNext;
Camera_BGCheck(camera, at, eye);
camera->fov = Camera_LERPCeilF(uniq1->fovTarget, camera->fov, camera->fovUpdateRate, 1.0f);
camera->roll = 0;
camera->atLERPStepScale = Camera_ClampLERPScale(camera, uniq1->atLERPScaleMax);
return true;
}
s32 Camera_Unique2(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f playerPos;
VecSph eyeOffset;
VecSph eyeAtOffset;
s32 pad;
f32 lerpRateFactor;
Unique2* uniq2 = (Unique2*)camera->paramData;
Unique2Unk10* unk10 = &uniq2->unk_10;
s32 pad2;
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, at, eye);
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = ((1.0f + PCT(R_CAM_YOFFSET_NORM)) - (PCT(R_CAM_YOFFSET_NORM) * (68.0f / playerHeight)));
uniq2->yOffset = NEXTPCT * playerHeight * yNormal;
uniq2->distTarget = NEXTSETTING;
uniq2->fovTarget = NEXTSETTING;
uniq2->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sCameraInterfaceFlags = uniq2->interfaceFlags;
if ((camera->animState == 0) || (unk10->unk_04 != uniq2->interfaceFlags)) {
unk10->unk_04 = uniq2->interfaceFlags;
}
if (camera->animState == 0) {
camera->animState = 1;
func_80043B60(camera);
unk10->unk_00 = 200.0f;
if (uniq2->interfaceFlags & 0x10) {
camera->unk_14C &= ~4;
}
}
playerPos = camera->playerPosRot.pos;
lerpRateFactor = (uniq2->interfaceFlags & 1 ? 1.0f : camera->speedRatio);
at->x = F32_LERPIMP(at->x, playerPos.x, lerpRateFactor * 0.6f);
at->y = F32_LERPIMP(at->y, playerPos.y + playerHeight + uniq2->yOffset, 0.4f);
at->z = F32_LERPIMP(at->z, playerPos.z, lerpRateFactor * 0.6f);
unk10->unk_00 = F32_LERPIMP(unk10->unk_00, 2.0f, 0.05f); // unused.
if (uniq2->interfaceFlags & 1) {
OLib_Vec3fDiffToVecSphGeo(&eyeOffset, at, eyeNext);
eyeOffset.r = uniq2->distTarget;
Camera_Vec3fVecSphGeoAdd(&playerPos, at, &eyeOffset);
Camera_LERPCeilVec3f(&playerPos, eye, 0.25f, 0.25f, 0.2f);
} else if (uniq2->interfaceFlags & 2) {
if (OLib_Vec3fDistXZ(at, eyeNext) < uniq2->distTarget) {
OLib_Vec3fDiffToVecSphGeo(&eyeOffset, at, eyeNext);
eyeOffset.yaw = Camera_LERPCeilS(eyeOffset.yaw, eyeAtOffset.yaw, 0.1f, 0xA);
eyeOffset.r = uniq2->distTarget;
eyeOffset.pitch = 0;
Camera_Vec3fVecSphGeoAdd(eye, at, &eyeOffset);
eye->y = eyeNext->y;
} else {
Camera_LERPCeilVec3f(eyeNext, eye, 0.25f, 0.25f, 0.2f);
}
}
Camera_BGCheck(camera, at, eye);
camera->dist = OLib_Vec3fDist(at, eye);
camera->roll = 0;
camera->fov = Camera_LERPCeilF(uniq2->fovTarget, camera->fov, 0.2f, 0.1f);
camera->atLERPStepScale = Camera_ClampLERPScale(camera, 1.0f);
return true;
}
s32 Camera_Unique3(Camera* camera) {
VecSph sp60;
f32 playerHeight;
Unique3* uniq3 = (Unique3*)camera->paramData;
Vec3s* temp_v0_2;
Vec3s sp4C;
Unique3Anim* anim = &uniq3->anim;
Unique3Params* params = &uniq3->params;
Vec3f* at = &camera->at;
PosRot* cameraPlayerPosRot = &camera->playerPosRot;
playerHeight = Player_GetHeight(camera->player);
camera->unk_14C &= ~0x10;
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (1.0f + PCT(R_CAM_YOFFSET_NORM)) - (PCT(R_CAM_YOFFSET_NORM) * (68.0f / playerHeight));
params->yOffset = NEXTPCT * playerHeight * yNormal;
params->fov = NEXTSETTING;
params->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS != 0) {
Camera_CopyPREGToModeValues(camera);
}
sCameraInterfaceFlags = params->interfaceFlags;
switch (camera->animState) {
case 0:
func_80043B60(camera);
camera->unk_14C &= ~(0x8 | 0x4);
anim->initialFov = camera->fov;
anim->initialDist = OLib_Vec3fDist(at, &camera->eye);
camera->animState++;
case 1:
if (uniq3->doorParams.timer1-- > 0) {
break;
}
temp_v0_2 = Camera_GetCamBGData(camera);
Camera_Vec3sToVec3f(&camera->eyeNext, &BGCAM_POS(temp_v0_2));
camera->eye = camera->eyeNext;
sp4C = BGCAM_ROT(temp_v0_2);
sp60.r = 100.0f;
sp60.yaw = sp4C.y;
sp60.pitch = -sp4C.x;
Camera_Vec3fVecSphGeoAdd(at, &camera->eye, &sp60);
camera->animState++;
case 2:
if (params->interfaceFlags & 4) {
camera->at = cameraPlayerPosRot->pos;
camera->at.y += playerHeight + params->yOffset;
}
if (uniq3->doorParams.timer2-- > 0) {
break;
}
camera->animState++;
case 3:
camera->unk_14C |= (0x400 | 0x10);
if ((camera->unk_14C & 8) != 0) {
camera->animState++;
} else {
break;
}
case 4:
if (params->interfaceFlags & 2) {
camera->unk_14C |= 4;
camera->unk_14C &= ~8;
Camera_ChangeSettingFlags(camera, CAM_SET_PIVOT_IN_FRONT, 2);
break;
}
uniq3->doorParams.timer3 = 5;
if (camera->xzSpeed > 0.001f || CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CLEFT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CDOWN) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CUP) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_R) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_Z)) {
camera->animState++;
} else {
break;
}
case 5:
camera->fov = Camera_LERPCeilF(anim->initialFov, camera->fov, 0.4f, 0.1f);
OLib_Vec3fDiffToVecSphGeo(&sp60, at, &camera->eye);
sp60.r = Camera_LERPCeilF(100.0f, sp60.r, 0.4f, 0.1f);
Camera_Vec3fVecSphGeoAdd(&camera->eyeNext, at, &sp60);
camera->eye = camera->eyeNext;
if (uniq3->doorParams.timer3-- > 0) {
break;
}
camera->animState++;
default:
camera->unk_14C |= 4;
camera->unk_14C &= ~8;
camera->fov = params->fov;
Camera_ChangeSettingFlags(camera, camera->prevSetting, 2);
camera->atLERPStepScale = 0.0f;
camera->posOffset.x = camera->at.x - cameraPlayerPosRot->pos.x;
camera->posOffset.y = camera->at.y - cameraPlayerPosRot->pos.y;
camera->posOffset.z = camera->at.z - cameraPlayerPosRot->pos.z;
break;
}
return true;
}
/**
* Camera's eye is specified by scene camera data, at point is generated at the intersection
* of the eye to the player
*/
s32 Camera_Unique0(Camera* camera) {
f32 yOffset;
CameraModeValue* values;
Player* player;
Vec3f playerPosWithOffset;
VecSph atPlayerOffset;
Vec3s* sceneCamData;
Vec3s sceneCamRot;
PosRot* playerPosRot = &camera->playerPosRot;
Unique0* uniq0 = (Unique0*)camera->paramData;
Unique0Params* params = &uniq0->uniq0;
Unique0Anim* anim = &params->anim;
Vec3f* eye = &camera->eye;
s16 fov;
yOffset = Player_GetHeight(camera->player);
player = camera->player;
if (RELOAD_PARAMS) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
params->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
playerPosWithOffset = playerPosRot->pos;
playerPosWithOffset.y += yOffset;
sCameraInterfaceFlags = params->interfaceFlags;
if (camera->animState == 0) {
func_80043B60(camera);
camera->unk_14C &= ~4;
sceneCamData = Camera_GetCamBGData(camera);
Camera_Vec3sToVec3f(&anim->sceneCamPosPlayerLine.a, &BGCAM_POS(sceneCamData));
*eye = camera->eyeNext = anim->sceneCamPosPlayerLine.a;
sceneCamRot = BGCAM_ROT(sceneCamData);
fov = BGCAM_FOV(sceneCamData);
if (fov != -1) {
camera->fov = fov < 361 ? fov : PCT(fov);
}
anim->animTimer = BGCAM_JFIFID(sceneCamData);
if (anim->animTimer == -1) {
anim->animTimer = uniq0->doorParams.timer1 + uniq0->doorParams.timer2;
}
atPlayerOffset.r = OLib_Vec3fDist(&playerPosWithOffset, eye);
atPlayerOffset.yaw = sceneCamRot.y;
atPlayerOffset.pitch = -sceneCamRot.x;
OLib_VecSphGeoToVec3f(&anim->sceneCamPosPlayerLine.b, &atPlayerOffset);
Math3D_LineClosestToPoint(&anim->sceneCamPosPlayerLine, &playerPosRot->pos, &camera->at);
anim->initalPos = playerPosRot->pos;
camera->animState++;
}
if (player->stateFlags1 & 0x20000000) {
anim->initalPos = playerPosRot->pos;
}
if (params->interfaceFlags & 1) {
if (anim->animTimer > 0) {
anim->animTimer--;
anim->initalPos = playerPosRot->pos;
} else if ((!(player->stateFlags1 & 0x20000000)) &&
((OLib_Vec3fDistXZ(&playerPosRot->pos, &anim->initalPos) >= 10.0f) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CLEFT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CDOWN) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CUP) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_R) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_Z))) {
camera->dist = OLib_Vec3fDist(&camera->at, eye);
camera->posOffset.x = camera->at.x - playerPosRot->pos.x;
camera->posOffset.y = camera->at.y - playerPosRot->pos.y;
camera->posOffset.z = camera->at.z - playerPosRot->pos.z;
camera->atLERPStepScale = 0.0f;
camera->unk_14C |= 4;
Camera_ChangeSettingFlags(camera, camera->prevSetting, 2);
}
} else {
if (anim->animTimer > 0) {
anim->animTimer--;
if (anim->animTimer == 0) {
sCameraInterfaceFlags = 0;
}
} else {
anim->initalPos = playerPosRot->pos;
}
if ((!(player->stateFlags1 & 0x20000000)) &&
((0.001f < camera->xzSpeed) || CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CLEFT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CDOWN) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CUP) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_R) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_Z))) {
camera->dist = OLib_Vec3fDist(&camera->at, &camera->eye);
camera->posOffset.x = camera->at.x - playerPosRot->pos.x;
camera->posOffset.y = camera->at.y - playerPosRot->pos.y;
camera->posOffset.z = camera->at.z - playerPosRot->pos.z;
camera->atLERPStepScale = 0.0f;
Camera_ChangeSettingFlags(camera, camera->prevSetting, 2);
camera->unk_14C |= 4;
}
}
return true;
}
s32 Camera_Unique4(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Was setup to be used by the camera setting "FOREST_UNUSED"
*/
s32 Camera_Unique5(Camera* camera) {
return Camera_Noop(camera);
}
/**
* This function doesn't really update much.
* Eye/at positions are updated via Camera_SetParam
*/
s32 Camera_Unique6(Camera* camera) {
Unique6* uniq6 = (Unique6*)camera->paramData;
CameraModeValue* values;
Vec3f sp2C;
PosRot* playerPosRot = &camera->playerPosRot;
f32 offset;
if (RELOAD_PARAMS) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
uniq6->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sCameraInterfaceFlags = uniq6->interfaceFlags;
if (camera->animState == 0) {
camera->animState++;
func_80043ABC(camera);
}
if (camera->player != NULL) {
offset = Player_GetHeight(camera->player);
sp2C = playerPosRot->pos;
sp2C.y += offset;
camera->dist = OLib_Vec3fDist(&sp2C, &camera->eye);
camera->posOffset.x = camera->at.x - playerPosRot->pos.x;
camera->posOffset.y = camera->at.y - playerPosRot->pos.y;
camera->posOffset.z = camera->at.z - playerPosRot->pos.z;
} else {
camera->dist = OLib_Vec3fDist(&camera->at, &camera->eye);
}
if (uniq6->interfaceFlags & 1 && camera->timer > 0) {
camera->timer--;
}
return true;
}
/**
* Camera is at a fixed point specified by the scene's camera data,
* camera rotates to follow player
*/
s32 Camera_Unique7(Camera* camera) {
s32 pad;
Unique7* uniq7 = (Unique7*)camera->paramData;
CameraModeValue* values;
VecSph playerPosEyeOffset;
s16 fov;
Vec3s* sceneCamData;
Vec3s sceneCamRot;
Vec3f* at = &camera->at;
PosRot* playerPosRot = &camera->playerPosRot;
Vec3f* eye = &camera->eye;
Vec3f* eyeNext = &camera->eyeNext;
Unique7Unk8* unk08 = &uniq7->unk_08;
if (RELOAD_PARAMS) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
uniq7->fov = NEXTSETTING;
uniq7->interfaceFlags = (s16)NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sceneCamData = Camera_GetCamBGData(camera);
Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData));
*eye = *eyeNext;
sceneCamRot = BGCAM_ROT(sceneCamData); // unused
(void)sceneCamRot; // suppresses set but unused warning
OLib_Vec3fDiffToVecSphGeo(&playerPosEyeOffset, eye, &playerPosRot->pos);
// fov actually goes unused since it's hard set later on.
fov = BGCAM_FOV(sceneCamData);
if (fov == -1) {
fov = uniq7->fov * 100.0f;
}
if (fov < 361) {
fov *= 100;
}
sCameraInterfaceFlags = uniq7->interfaceFlags;
if (camera->animState == 0) {
camera->animState++;
camera->fov = PCT(fov);
camera->atLERPStepScale = 0.0f;
camera->roll = 0;
unk08->unk_00.x = playerPosEyeOffset.yaw;
}
camera->fov = 60.0f;
// 0x7D0 ~ 10.98 degres.
unk08->unk_00.x = Camera_LERPFloorS(playerPosEyeOffset.yaw, unk08->unk_00.x, 0.4f, 0x7D0);
playerPosEyeOffset.pitch =
-BGCAM_ROT(sceneCamData).x * Math_CosS(playerPosEyeOffset.yaw - BGCAM_ROT(sceneCamData).y);
Camera_Vec3fVecSphGeoAdd(at, eye, &playerPosEyeOffset);
camera->unk_14C |= 0x400;
return true;
}
s32 Camera_Unique8(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Unique9(Camera* camera) {
Vec3f atTarget;
Vec3f eyeTarget;
Unique9* uniq9 = &ONEPOINT_CS_INFO(camera)->uniq9;
Unique9Anim* anim = &uniq9->anim;
f32 invKeyFrameTimer;
VecSph eyeNextAtOffset;
VecSph scratchSph;
VecSph playerTargetOffset;
s16 action;
s16 atInitFlags;
s16 eyeInitFlags;
s16 pad2;
PosRot targethead;
PosRot playerhead;
PosRot playerPosRot;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f* at = &camera->at;
Vec3f* eye = &camera->eye;
Player* player = camera->player;
Actor* focusActor;
f32 spB4;
PosRot atFocusPosRot;
Vec3f eyeLookAtPos;
CameraModeValue* values;
PosRot eyeFocusPosRot;
if (RELOAD_PARAMS) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
uniq9->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sCameraInterfaceFlags = uniq9->interfaceFlags;
Actor_GetWorld(&playerPosRot, &camera->player->actor);
if (camera->animState == 0) {
camera->animState++;
anim->curKeyFrameIdx = -1;
anim->keyFrameTimer = 1;
anim->unk_38 = 0;
anim->playerPos.x = playerPosRot.pos.x;
anim->playerPos.y = playerPosRot.pos.y;
anim->playerPos.z = playerPosRot.pos.z;
camera->atLERPStepScale = 0.0f;
func_80043B60(camera);
}
if (anim->unk_38 == 0 && anim->keyFrameTimer > 0) {
anim->keyFrameTimer--;
}
if (anim->keyFrameTimer == 0) {
anim->isNewKeyFrame = true;
anim->curKeyFrameIdx++;
if (anim->curKeyFrameIdx < ONEPOINT_CS_INFO(camera)->keyFrameCnt) {
anim->curKeyFrame = &ONEPOINT_CS_INFO(camera)->keyFrames[anim->curKeyFrameIdx];
anim->keyFrameTimer = anim->curKeyFrame->timerInit;
if (anim->curKeyFrame->unk_01 != 0xFF) {
if ((anim->curKeyFrame->unk_01 & 0xF0) == 0x80) {
D_8011D3AC = anim->curKeyFrame->unk_01 & 0xF;
} else if ((anim->curKeyFrame->unk_01 & 0xF0) == 0xC0) {
Camera_UpdateInterface(0xF000 | ((anim->curKeyFrame->unk_01 & 0xF) << 8));
} else if (camera->player->stateFlags1 & 0x8000000 && player->currentBoots != PLAYER_BOOTS_IRON) {
func_8002DF38(camera->play, camera->target, 8);
osSyncPrintf("camera: demo: player demo set WAIT\n");
} else {
osSyncPrintf("camera: demo: player demo set %d\n", anim->curKeyFrame->unk_01);
func_8002DF38(camera->play, camera->target, anim->curKeyFrame->unk_01);
}
}
} else {
// We've gone through all the keyframes.
if (camera->thisIdx != MAIN_CAM) {
camera->timer = 0;
}
return true;
}
} else {
anim->isNewKeyFrame = false;
}
atInitFlags = anim->curKeyFrame->initFlags & 0xFF;
if (atInitFlags == 1) {
anim->atTarget = anim->curKeyFrame->atTargetInit;
} else if (atInitFlags == 2) {
if (anim->isNewKeyFrame) {
anim->atTarget.x = camera->play->view.lookAt.x + anim->curKeyFrame->atTargetInit.x;
anim->atTarget.y = camera->play->view.lookAt.y + anim->curKeyFrame->atTargetInit.y;
anim->atTarget.z = camera->play->view.lookAt.z + anim->curKeyFrame->atTargetInit.z;
}
} else if (atInitFlags == 3) {
if (anim->isNewKeyFrame) {
anim->atTarget.x = camera->at.x + anim->curKeyFrame->atTargetInit.x;
anim->atTarget.y = camera->at.y + anim->curKeyFrame->atTargetInit.y;
anim->atTarget.z = camera->at.z + anim->curKeyFrame->atTargetInit.z;
}
} else if (atInitFlags == 4 || atInitFlags == 0x84) {
if (camera->target != NULL && camera->target->update != NULL) {
Actor_GetFocus(&targethead, camera->target);
Actor_GetFocus(&playerhead, &camera->player->actor);
playerhead.pos.x = playerPosRot.pos.x;
playerhead.pos.z = playerPosRot.pos.z;
OLib_Vec3fDiffToVecSphGeo(&playerTargetOffset, &targethead.pos, &playerhead.pos);
if (atInitFlags & (s16)0x8080) {
scratchSph.pitch = DEGF_TO_BINANG(anim->curKeyFrame->atTargetInit.x);
scratchSph.yaw = DEGF_TO_BINANG(anim->curKeyFrame->atTargetInit.y);
scratchSph.r = anim->curKeyFrame->atTargetInit.z;
} else {
OLib_Vec3fToVecSphGeo(&scratchSph, &anim->curKeyFrame->atTargetInit);
}
scratchSph.yaw += playerTargetOffset.yaw;
scratchSph.pitch += playerTargetOffset.pitch;
Camera_Vec3fVecSphGeoAdd(&anim->atTarget, &targethead.pos, &scratchSph);
} else {
if (camera->target == NULL) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: warning: demo C: actor is not valid\n" VT_RST);
}
camera->target = NULL;
anim->atTarget = camera->at;
}
} else if (atInitFlags & 0x6060) {
if (!(atInitFlags & 4) || anim->isNewKeyFrame) {
if (atInitFlags & 0x2020) {
focusActor = &camera->player->actor;
} else if (camera->target != NULL && camera->target->update != NULL) {
focusActor = camera->target;
} else {
camera->target = NULL;
focusActor = NULL;
}
if (focusActor != NULL) {
if ((atInitFlags & 0xF) == 1) {
Actor_GetFocus(&atFocusPosRot, focusActor);
} else if ((atInitFlags & 0xF) == 2) {
Actor_GetWorld(&atFocusPosRot, focusActor);
} else {
Actor_GetWorldPosShapeRot(&atFocusPosRot, focusActor);
}
if (atInitFlags & (s16)0x8080) {
scratchSph.pitch = DEGF_TO_BINANG(anim->curKeyFrame->atTargetInit.x);
scratchSph.yaw = DEGF_TO_BINANG(anim->curKeyFrame->atTargetInit.y);
scratchSph.r = anim->curKeyFrame->atTargetInit.z;
} else {
OLib_Vec3fToVecSphGeo(&scratchSph, &anim->curKeyFrame->atTargetInit);
}
scratchSph.yaw += atFocusPosRot.rot.y;
scratchSph.pitch -= atFocusPosRot.rot.x;
Camera_Vec3fVecSphGeoAdd(&anim->atTarget, &atFocusPosRot.pos, &scratchSph);
} else {
if (camera->target == NULL) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: warning: demo C: actor is not valid\n" VT_RST);
}
anim->atTarget = *at;
}
}
} else {
anim->atTarget = *at;
}
eyeInitFlags = anim->curKeyFrame->initFlags & 0xFF00;
if (eyeInitFlags == 0x100) {
anim->eyeTarget = anim->curKeyFrame->eyeTargetInit;
} else if (eyeInitFlags == 0x200) {
if (anim->isNewKeyFrame) {
anim->eyeTarget.x = camera->play->view.eye.x + anim->curKeyFrame->eyeTargetInit.x;
anim->eyeTarget.y = camera->play->view.eye.y + anim->curKeyFrame->eyeTargetInit.y;
anim->eyeTarget.z = camera->play->view.eye.z + anim->curKeyFrame->eyeTargetInit.z;
}
} else if (eyeInitFlags == 0x300) {
if (anim->isNewKeyFrame) {
anim->eyeTarget.x = camera->eyeNext.x + anim->curKeyFrame->eyeTargetInit.x;
anim->eyeTarget.y = camera->eyeNext.y + anim->curKeyFrame->eyeTargetInit.y;
anim->eyeTarget.z = camera->eyeNext.z + anim->curKeyFrame->eyeTargetInit.z;
}
} else if (eyeInitFlags == 0x400 || eyeInitFlags == (s16)0x8400 || eyeInitFlags == 0x500 ||
eyeInitFlags == (s16)0x8500) {
if (camera->target != NULL && camera->target->update != NULL) {
Actor_GetFocus(&targethead, camera->target);
Actor_GetFocus(&playerhead, &camera->player->actor);
playerhead.pos.x = playerPosRot.pos.x;
playerhead.pos.z = playerPosRot.pos.z;
OLib_Vec3fDiffToVecSphGeo(&playerTargetOffset, &targethead.pos, &playerhead.pos);
if (eyeInitFlags == 0x400 || eyeInitFlags == (s16)0x8400) {
eyeLookAtPos = targethead.pos;
} else {
eyeLookAtPos = anim->atTarget;
}
if (eyeInitFlags & (s16)0x8080) {
scratchSph.pitch = DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.x);
scratchSph.yaw = DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.y);
scratchSph.r = anim->curKeyFrame->eyeTargetInit.z;
} else {
OLib_Vec3fToVecSphGeo(&scratchSph, &anim->curKeyFrame->eyeTargetInit);
}
scratchSph.yaw += playerTargetOffset.yaw;
scratchSph.pitch += playerTargetOffset.pitch;
Camera_Vec3fVecSphGeoAdd(&anim->eyeTarget, &eyeLookAtPos, &scratchSph);
} else {
if (camera->target == NULL) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: warning: demo C: actor is not valid\n" VT_RST);
}
camera->target = NULL;
anim->eyeTarget = *eyeNext;
}
} else if (eyeInitFlags & 0x6060) {
if (!(eyeInitFlags & 0x400) || anim->isNewKeyFrame) {
if (eyeInitFlags & 0x2020) {
focusActor = &camera->player->actor;
} else if (camera->target != NULL && camera->target->update != NULL) {
focusActor = camera->target;
} else {
camera->target = NULL;
focusActor = NULL;
}
if (focusActor != NULL) {
if ((eyeInitFlags & 0xF00) == 0x100) {
// head
Actor_GetFocus(&eyeFocusPosRot, focusActor);
} else if ((eyeInitFlags & 0xF00) == 0x200) {
// world
Actor_GetWorld(&eyeFocusPosRot, focusActor);
} else {
// world, shapeRot
Actor_GetWorldPosShapeRot(&eyeFocusPosRot, focusActor);
}
if (eyeInitFlags & (s16)0x8080) {
scratchSph.pitch = DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.x);
scratchSph.yaw = DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.y);
scratchSph.r = anim->curKeyFrame->eyeTargetInit.z;
} else {
OLib_Vec3fToVecSphGeo(&scratchSph, &anim->curKeyFrame->eyeTargetInit);
}
scratchSph.yaw += eyeFocusPosRot.rot.y;
scratchSph.pitch -= eyeFocusPosRot.rot.x;
Camera_Vec3fVecSphGeoAdd(&anim->eyeTarget, &eyeFocusPosRot.pos, &scratchSph);
} else {
if (camera->target == NULL) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: warning: demo C: actor is not valid\n" VT_RST);
}
camera->target = NULL;
anim->eyeTarget = *eyeNext;
}
}
} else {
anim->eyeTarget = *eyeNext;
}
if (anim->curKeyFrame->initFlags == 2) {
anim->fovTarget = camera->play->view.fovy;
anim->rollTarget = 0;
} else if (anim->curKeyFrame->initFlags == 0) {
anim->fovTarget = camera->fov;
anim->rollTarget = camera->roll;
} else {
anim->fovTarget = anim->curKeyFrame->fovTargetInit;
anim->rollTarget = DEGF_TO_BINANG(anim->curKeyFrame->rollTargetInit);
}
action = anim->curKeyFrame->actionFlags & 0x1F;
switch (action) {
case 15:
// static copy to at/eye/fov/roll
*at = anim->atTarget;
*eyeNext = anim->eyeTarget;
camera->fov = anim->fovTarget;
camera->roll = anim->rollTarget;
camera->unk_14C |= 0x400;
break;
case 21:
// same as 15, but with unk_38 ?
if (anim->unk_38 == 0) {
anim->unk_38 = 1;
} else if (camera->unk_14C & 8) {
anim->unk_38 = 0;
camera->unk_14C &= ~8;
}
*at = anim->atTarget;
*eyeNext = anim->eyeTarget;
camera->fov = anim->fovTarget;
camera->roll = anim->rollTarget;
break;
case 16:
// same as 16, but don't unset bit 0x8 on unk_14C
if (anim->unk_38 == 0) {
anim->unk_38 = 1;
} else if (camera->unk_14C & 8) {
anim->unk_38 = 0;
}
*at = anim->atTarget;
*eyeNext = anim->eyeTarget;
camera->fov = anim->fovTarget;
camera->roll = anim->rollTarget;
break;
case 1:
// linear interpolation of eye/at using the spherical coordinates
OLib_Vec3fDiffToVecSphGeo(&eyeNextAtOffset, at, eyeNext);
OLib_Vec3fDiffToVecSphGeo(&anim->atEyeOffsetTarget, &anim->atTarget, &anim->eyeTarget);
invKeyFrameTimer = 1.0f / anim->keyFrameTimer;
scratchSph.r = F32_LERPIMP(eyeNextAtOffset.r, anim->atEyeOffsetTarget.r, invKeyFrameTimer);
scratchSph.pitch = eyeNextAtOffset.pitch +
(BINANG_SUB(anim->atEyeOffsetTarget.pitch, eyeNextAtOffset.pitch) * invKeyFrameTimer);
scratchSph.yaw =
eyeNextAtOffset.yaw + (BINANG_SUB(anim->atEyeOffsetTarget.yaw, eyeNextAtOffset.yaw) * invKeyFrameTimer);
Camera_Vec3fVecSphGeoAdd(&eyeTarget, at, &scratchSph);
goto setEyeNext;
case 2:
// linear interpolation of eye/at using the eyeTarget
invKeyFrameTimer = 1.0f / anim->keyFrameTimer;
eyeTarget.x = F32_LERPIMP(camera->eyeNext.x, anim->eyeTarget.x, invKeyFrameTimer);
eyeTarget.y = F32_LERPIMP(camera->eyeNext.y, anim->eyeTarget.y, invKeyFrameTimer);
eyeTarget.z = F32_LERPIMP(camera->eyeNext.z, anim->eyeTarget.z, invKeyFrameTimer);
setEyeNext:
camera->eyeNext.x =
Camera_LERPFloorF(eyeTarget.x, camera->eyeNext.x, anim->curKeyFrame->lerpStepScale, 1.0f);
camera->eyeNext.y =
Camera_LERPFloorF(eyeTarget.y, camera->eyeNext.y, anim->curKeyFrame->lerpStepScale, 1.0f);
camera->eyeNext.z =
Camera_LERPFloorF(eyeTarget.z, camera->eyeNext.z, anim->curKeyFrame->lerpStepScale, 1.0f);
case 9:
case 10:
// linear interpolation of at/fov/roll
invKeyFrameTimer = 1.0f / anim->keyFrameTimer;
atTarget.x = F32_LERPIMP(camera->at.x, anim->atTarget.x, invKeyFrameTimer);
atTarget.y = F32_LERPIMP(camera->at.y, anim->atTarget.y, invKeyFrameTimer);
atTarget.z = F32_LERPIMP(camera->at.z, anim->atTarget.z, invKeyFrameTimer);
camera->at.x = Camera_LERPFloorF(atTarget.x, camera->at.x, anim->curKeyFrame->lerpStepScale, 1.0f);
camera->at.y = Camera_LERPFloorF(atTarget.y, camera->at.y, anim->curKeyFrame->lerpStepScale, 1.0f);
camera->at.z = Camera_LERPFloorF(atTarget.z, camera->at.z, anim->curKeyFrame->lerpStepScale, 1.0f);
camera->fov = Camera_LERPFloorF(F32_LERPIMP(camera->fov, anim->fovTarget, invKeyFrameTimer), camera->fov,
anim->curKeyFrame->lerpStepScale, 0.01f);
camera->roll = Camera_LERPFloorS(BINANG_LERPIMPINV(camera->roll, anim->rollTarget, anim->keyFrameTimer),
camera->roll, anim->curKeyFrame->lerpStepScale, 0xA);
break;
case 4:
// linear interpolation of eye/at/fov/roll using the step scale, and spherical coordinates
OLib_Vec3fDiffToVecSphGeo(&eyeNextAtOffset, at, eyeNext);
OLib_Vec3fDiffToVecSphGeo(&anim->atEyeOffsetTarget, &anim->atTarget, &anim->eyeTarget);
scratchSph.r =
Camera_LERPCeilF(anim->atEyeOffsetTarget.r, eyeNextAtOffset.r, anim->curKeyFrame->lerpStepScale, 0.1f);
scratchSph.pitch = Camera_LERPCeilS(anim->atEyeOffsetTarget.pitch, eyeNextAtOffset.pitch,
anim->curKeyFrame->lerpStepScale, 1);
scratchSph.yaw =
Camera_LERPCeilS(anim->atEyeOffsetTarget.yaw, eyeNextAtOffset.yaw, anim->curKeyFrame->lerpStepScale, 1);
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &scratchSph);
goto setAtFOVRoll;
case 3:
// linear interplation of eye/at/fov/roll using the step scale using eyeTarget
camera->eyeNext.x =
Camera_LERPCeilF(anim->eyeTarget.x, camera->eyeNext.x, anim->curKeyFrame->lerpStepScale, 1.0f);
camera->eyeNext.y =
Camera_LERPCeilF(anim->eyeTarget.y, camera->eyeNext.y, anim->curKeyFrame->lerpStepScale, 1.0f);
camera->eyeNext.z =
Camera_LERPCeilF(anim->eyeTarget.z, camera->eyeNext.z, anim->curKeyFrame->lerpStepScale, 1.0f);
case 11:
case 12:
setAtFOVRoll:
// linear interpolation of at/fov/roll using the step scale.
camera->at.x = Camera_LERPCeilF(anim->atTarget.x, camera->at.x, anim->curKeyFrame->lerpStepScale, 1.0f);
camera->at.y = Camera_LERPCeilF(anim->atTarget.y, camera->at.y, anim->curKeyFrame->lerpStepScale, 1.0f);
camera->at.z = Camera_LERPCeilF(anim->atTarget.z, camera->at.z, anim->curKeyFrame->lerpStepScale, 1.0f);
camera->fov = Camera_LERPCeilF(anim->fovTarget, camera->fov, anim->curKeyFrame->lerpStepScale, 1.0f);
camera->roll = Camera_LERPCeilS(anim->rollTarget, camera->roll, anim->curKeyFrame->lerpStepScale, 1);
break;
case 13:
// linear interpolation of at, with rotation around eyeTargetInit.y
camera->at.x = Camera_LERPCeilF(anim->atTarget.x, camera->at.x, anim->curKeyFrame->lerpStepScale, 1.0f);
camera->at.y += camera->playerPosDelta.y * anim->curKeyFrame->lerpStepScale;
camera->at.z = Camera_LERPCeilF(anim->atTarget.z, camera->at.z, anim->curKeyFrame->lerpStepScale, 1.0f);
OLib_Vec3fDiffToVecSphGeo(&scratchSph, at, eyeNext);
scratchSph.yaw += DEGF_TO_BINANG(anim->curKeyFrame->eyeTargetInit.y);
// 3A98 ~ 82.40 degrees
if (scratchSph.pitch >= 0x3A99) {
scratchSph.pitch = 0x3A98;
}
if (scratchSph.pitch < -0x3A98) {
scratchSph.pitch = -0x3A98;
}
spB4 = scratchSph.r;
scratchSph.r =
!(spB4 < anim->curKeyFrame->eyeTargetInit.z)
? Camera_LERPCeilF(anim->curKeyFrame->eyeTargetInit.z, spB4, anim->curKeyFrame->lerpStepScale, 1.0f)
: scratchSph.r;
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &scratchSph);
camera->fov =
Camera_LERPCeilF(F32_LERPIMPINV(camera->fov, anim->curKeyFrame->fovTargetInit, anim->keyFrameTimer),
camera->fov, anim->curKeyFrame->lerpStepScale, 1.0f);
camera->roll = Camera_LERPCeilS(anim->rollTarget, camera->roll, anim->curKeyFrame->lerpStepScale, 1);
break;
case 24:
// Set current keyframe to the roll target?
anim->curKeyFrameIdx = anim->rollTarget;
break;
case 19: {
// Change the parent camera (or default)'s mode to normal
s32 camIdx = camera->parentCamIdx <= SUBCAM_NONE ? MAIN_CAM : camera->parentCamIdx;
Camera_ChangeModeFlags(camera->play->cameraPtrs[camIdx], CAM_MODE_NORMAL, 1);
}
case 18: {
// copy the current camera to the parent (or default)'s camera.
s32 camIdx = camera->parentCamIdx <= SUBCAM_NONE ? MAIN_CAM : camera->parentCamIdx;
Camera* cam = camera->play->cameraPtrs[camIdx];
*eye = *eyeNext;
Camera_Copy(cam, camera);
}
default:
if (camera->thisIdx != MAIN_CAM) {
camera->timer = 0;
}
}
*eye = *eyeNext;
if (anim->curKeyFrame->actionFlags & 0x80) {
Camera_BGCheck(camera, at, eye);
}
if (anim->curKeyFrame->actionFlags & 0x40) {
// Set the player's position
camera->player->actor.world.pos.x = anim->playerPos.x;
camera->player->actor.world.pos.z = anim->playerPos.z;
if (camera->player->stateFlags1 & 0x8000000 && player->currentBoots != PLAYER_BOOTS_IRON) {
camera->player->actor.world.pos.y = anim->playerPos.y;
}
} else {
anim->playerPos.x = playerPosRot.pos.x;
anim->playerPos.y = playerPosRot.pos.y;
anim->playerPos.z = playerPosRot.pos.z;
}
if (anim->unk_38 == 0 && camera->timer > 0) {
camera->timer--;
}
if (camera->player != NULL) {
camera->posOffset.x = camera->at.x - camera->playerPosRot.pos.x;
camera->posOffset.y = camera->at.y - camera->playerPosRot.pos.y;
camera->posOffset.z = camera->at.z - camera->playerPosRot.pos.z;
}
camera->dist = OLib_Vec3fDist(at, eye);
return true;
}
void Camera_DebugPrintSplineArray(char* name, s16 length, CutsceneCameraPoint cameraPoints[]) {
s32 i;
osSyncPrintf("static SplinedatZ %s[] = {\n", name);
for (i = 0; i < length; i++) {
osSyncPrintf(" /* key frame %2d */ {\n", i);
osSyncPrintf(" /* code */ %d,\n", cameraPoints[i].continueFlag);
osSyncPrintf(" /* z */ %d,\n", cameraPoints[i].cameraRoll);
osSyncPrintf(" /* T */ %d,\n", cameraPoints[i].nextPointFrame);
osSyncPrintf(" /* zoom */ %f,\n", cameraPoints[i].viewAngle);
osSyncPrintf(" /* pos */ { %d, %d, %d }\n", cameraPoints[i].pos.x, cameraPoints[i].pos.y,
cameraPoints[i].pos.z);
osSyncPrintf(" },\n");
}
osSyncPrintf("};\n\n");
}
/**
* Copies `src` to `dst`, used in Camera_Demo1
* Name from AC map: Camera2_SetPos_Demo
*/
void Camera_Vec3fCopy(Vec3f* src, Vec3f* dst) {
dst->x = src->x;
dst->y = src->y;
dst->z = src->z;
}
/**
* Calculates new position from `at` to `pos`, outputs to `dst
* Name from AC map: Camera2_CalcPos_Demo
*/
void Camera_RotateAroundPoint(PosRot* at, Vec3f* pos, Vec3f* dst) {
VecSph posSph;
Vec3f posCopy;
Camera_Vec3fCopy(pos, &posCopy);
OLib_Vec3fToVecSphGeo(&posSph, &posCopy);
posSph.yaw += at->rot.y;
Camera_Vec3fVecSphGeoAdd(dst, &at->pos, &posSph);
}
/**
* Camera follows points specified at pointers to CutsceneCameraPoints,
* camera->data0 for camera at positions, and camera->data1 for camera eye positions
* until all keyFrames have been exhausted.
*/
s32 Camera_Demo1(Camera* camera) {
s32 pad;
Demo1* demo1 = (Demo1*)camera->paramData;
CameraModeValue* values;
Vec3f* at = &camera->at;
CutsceneCameraPoint* csAtPoints = (CutsceneCameraPoint*)camera->data0;
CutsceneCameraPoint* csEyePoints = (CutsceneCameraPoint*)camera->data1;
Vec3f* eye = &camera->eye;
PosRot curPlayerPosRot;
Vec3f csEyeUpdate;
Vec3f csAtUpdate;
f32 newRoll;
Vec3f* eyeNext = &camera->eyeNext;
f32* cameraFOV = &camera->fov;
s16* relativeToPlayer = &camera->data2;
Demo1Anim* anim = &demo1->anim;
if (RELOAD_PARAMS) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
demo1->interfaceFlags = NEXTSETTING;
}
sCameraInterfaceFlags = demo1->interfaceFlags;
switch (camera->animState) {
case 0:
// initalize camera state
anim->keyframe = 0;
anim->curFrame = 0.0f;
camera->animState++;
// "absolute" : "relative"
osSyncPrintf(VT_SGR("1") "%06u:" VT_RST " camera: spline demo: start %s \n",
camera->play->state.frames, *relativeToPlayer == 0 ? "絶対" : "相対");
if (PREG(93)) {
Camera_DebugPrintSplineArray("CENTER", 5, csAtPoints);
Camera_DebugPrintSplineArray(" EYE", 5, csEyePoints);
}
case 1:
// follow CutsceneCameraPoints. function returns 1 if at the end.
if (func_800BB2B4(&csEyeUpdate, &newRoll, cameraFOV, csEyePoints, &anim->keyframe, &anim->curFrame) ||
func_800BB2B4(&csAtUpdate, &newRoll, cameraFOV, csAtPoints, &anim->keyframe, &anim->curFrame)) {
camera->animState++;
}
if (*relativeToPlayer) {
// if the camera is set to be relative to the player, move the interpolated points
// relative to the player's position
if (camera->player != NULL && camera->player->actor.update != NULL) {
Actor_GetWorld(&curPlayerPosRot, &camera->player->actor);
Camera_RotateAroundPoint(&curPlayerPosRot, &csEyeUpdate, eyeNext);
Camera_RotateAroundPoint(&curPlayerPosRot, &csAtUpdate, at);
} else {
osSyncPrintf(VT_COL(RED, WHITE) "camera: spline demo: owner dead\n" VT_RST);
}
} else {
// simply copy the interpolated values to the eye and at
Camera_Vec3fCopy(&csEyeUpdate, eyeNext);
Camera_Vec3fCopy(&csAtUpdate, at);
}
*eye = *eyeNext;
camera->roll = newRoll * 256.0f;
camera->dist = OLib_Vec3fDist(at, eye);
break;
}
return true;
}
s32 Camera_Demo2(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Opening large chests.
* The camera position will be at a fixed point, and rotate around at different intervals.
* The direction, and initial position is dependent on when the camera was started.
*/
s32 Camera_Demo3(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
PosRot* camPlayerPosRot = &camera->playerPosRot;
VecSph eyeAtOffset;
VecSph eyeOffset;
VecSph atOffset;
Vec3f sp74;
Vec3f sp68;
Vec3f sp5C;
f32 temp_f0;
s32 pad;
u8 skipUpdateEye = false;
f32 yOffset = Player_GetHeight(camera->player);
s16 angle;
Demo3* demo3 = (Demo3*)camera->paramData;
Demo3Anim* anim = &demo3->anim;
s32 pad2;
camera->unk_14C &= ~0x10;
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
demo3->fov = NEXTSETTING;
demo3->unk_04 = NEXTSETTING; // unused.
demo3->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, at, eye);
sCameraInterfaceFlags = demo3->interfaceFlags;
switch (camera->animState) {
case 0:
camera->unk_14C &= ~(0x8 | 0x4);
func_80043B60(camera);
camera->fov = demo3->fov;
camera->roll = anim->animFrame = 0;
anim->initialAt = camPlayerPosRot->pos;
if (camera->playerGroundY != BGCHECK_Y_MIN) {
anim->initialAt.y = camera->playerGroundY;
}
angle = camPlayerPosRot->rot.y;
sp68.x = anim->initialAt.x + (Math_SinS(angle) * 40.0f);
sp68.y = anim->initialAt.y + 40.0f;
sp68.z = anim->initialAt.z + (Math_CosS(angle) * 40.0f);
if (camera->play->state.frames & 1) {
angle -= 0x3FFF;
anim->yawDir = 1;
} else {
angle += 0x3FFF;
anim->yawDir = -1;
}
sp74.x = sp68.x + (D_8011D658[1].r * Math_SinS(angle));
sp74.y = anim->initialAt.y + 5.0f;
sp74.z = sp68.z + (D_8011D658[1].r * Math_CosS(angle));
if (Camera_BGCheck(camera, &sp68, &sp74)) {
anim->yawDir = -anim->yawDir;
}
OLib_Vec3fToVecSphGeo(&atOffset, &D_8011D678[0]);
atOffset.yaw += camPlayerPosRot->rot.y;
Camera_Vec3fVecSphGeoAdd(at, &anim->initialAt, &atOffset);
eyeOffset.r = D_8011D658[0].r;
eyeOffset.pitch = D_8011D658[0].pitch;
eyeOffset.yaw = (D_8011D658[0].yaw * anim->yawDir) + camPlayerPosRot->rot.y;
anim->unk_0C = 1.0f;
break;
case 1:
temp_f0 = (anim->animFrame - 2) * (1.0f / 146.0f);
sp5C.x = F32_LERPIMP(D_8011D678[0].x, D_8011D678[1].x, temp_f0);
sp5C.y = F32_LERPIMP(D_8011D678[0].y, D_8011D678[1].y, temp_f0);
sp5C.z = F32_LERPIMP(D_8011D678[0].z, D_8011D678[1].z, temp_f0);
OLib_Vec3fToVecSphGeo(&atOffset, &sp5C);
atOffset.yaw = (atOffset.yaw * anim->yawDir) + camPlayerPosRot->rot.y;
Camera_Vec3fVecSphGeoAdd(at, &anim->initialAt, &atOffset);
atOffset.r = F32_LERPIMP(D_8011D658[0].r, D_8011D658[1].r, temp_f0);
atOffset.pitch = BINANG_LERPIMP(D_8011D658[0].pitch, D_8011D658[1].pitch, temp_f0);
atOffset.yaw = BINANG_LERPIMP(D_8011D658[0].yaw, D_8011D658[1].yaw, temp_f0);
eyeOffset.r = atOffset.r;
eyeOffset.pitch = atOffset.pitch;
eyeOffset.yaw = (atOffset.yaw * anim->yawDir) + camPlayerPosRot->rot.y;
anim->unk_0C -= (1.0f / 365.0f);
break;
case 2:
temp_f0 = (anim->animFrame - 0x94) * 0.1f;
sp5C.x = F32_LERPIMP(D_8011D678[1].x, D_8011D678[2].x, temp_f0);
sp5C.y = F32_LERPIMP((D_8011D678[1].y - yOffset), D_8011D678[2].y, temp_f0);
sp5C.y += yOffset;
sp5C.z = F32_LERPIMP(D_8011D678[1].z, D_8011D678[2].z, temp_f0);
OLib_Vec3fToVecSphGeo(&atOffset, &sp5C);
atOffset.yaw = (atOffset.yaw * anim->yawDir) + camPlayerPosRot->rot.y;
Camera_Vec3fVecSphGeoAdd(at, &anim->initialAt, &atOffset);
atOffset.r = F32_LERPIMP(D_8011D658[1].r, D_8011D658[2].r, temp_f0);
atOffset.pitch = BINANG_LERPIMP(D_8011D658[1].pitch, D_8011D658[2].pitch, temp_f0);
atOffset.yaw = BINANG_LERPIMP(D_8011D658[1].yaw, D_8011D658[2].yaw, temp_f0);
eyeOffset.r = atOffset.r;
eyeOffset.pitch = atOffset.pitch;
eyeOffset.yaw = (atOffset.yaw * anim->yawDir) + camPlayerPosRot->rot.y;
anim->unk_0C -= 0.04f;
break;
case 3:
temp_f0 = (anim->animFrame - 0x9F) * (1.0f / 9.0f);
sp5C.x = F32_LERPIMP(D_8011D678[2].x, D_8011D678[3].x, temp_f0);
sp5C.y = F32_LERPIMP(D_8011D678[2].y, D_8011D678[3].y, temp_f0);
sp5C.y += yOffset;
sp5C.z = F32_LERPIMP(D_8011D678[2].z, D_8011D678[3].z, temp_f0);
OLib_Vec3fToVecSphGeo(&atOffset, &sp5C);
atOffset.yaw = (atOffset.yaw * anim->yawDir) + camPlayerPosRot->rot.y;
Camera_Vec3fVecSphGeoAdd(at, &anim->initialAt, &atOffset);
atOffset.r = F32_LERPIMP(D_8011D658[2].r, D_8011D658[3].r, temp_f0);
atOffset.pitch = BINANG_LERPIMP(D_8011D658[2].pitch, D_8011D658[3].pitch, temp_f0);
atOffset.yaw = BINANG_LERPIMP(D_8011D658[2].yaw, D_8011D658[3].yaw, temp_f0);
eyeOffset.r = atOffset.r;
eyeOffset.pitch = atOffset.pitch;
eyeOffset.yaw = (atOffset.yaw * anim->yawDir) + camPlayerPosRot->rot.y;
anim->unk_0C += (4.0f / 45.0f);
break;
case 30:
camera->unk_14C |= 0x400;
if (camera->unk_14C & 8) {
camera->animState = 4;
}
case 10:
case 20:
skipUpdateEye = true;
break;
case 4:
eyeOffset.r = 80.0f;
eyeOffset.pitch = 0;
eyeOffset.yaw = eyeAtOffset.yaw;
anim->unk_0C = 0.1f;
sCameraInterfaceFlags = 0x3400;
if (!((anim->animFrame < 0 || camera->xzSpeed > 0.001f ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CLEFT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CDOWN) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CUP) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_R) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_Z)) &&
camera->unk_14C & 8)) {
goto skipeyeUpdate;
}
default:
camera->unk_14C |= 0x14;
camera->unk_14C &= ~8;
if (camera->prevCamDataIdx < 0) {
Camera_ChangeSettingFlags(camera, camera->prevSetting, 2);
} else {
Camera_ChangeDataIdx(camera, camera->prevCamDataIdx);
camera->prevCamDataIdx = -1;
}
sCameraInterfaceFlags = 0;
skipeyeUpdate:
skipUpdateEye = true;
break;
}
anim->animFrame++;
if (anim->animFrame == 1) {
camera->animState = 0xA;
} else if (anim->animFrame == 2) {
camera->animState = 0x1;
} else if (anim->animFrame == 0x94) {
camera->animState = 2;
} else if (anim->animFrame == 0x9E) {
camera->animState = 0x14;
} else if (anim->animFrame == 0x9F) {
camera->animState = 3;
} else if (anim->animFrame == 0xA8) {
camera->animState = 0x1E;
} else if (anim->animFrame == 0xE4) {
camera->animState = 4;
}
if (!skipUpdateEye) {
eyeOffset.r = Camera_LERPCeilF(eyeOffset.r, eyeAtOffset.r, anim->unk_0C, 2.0f);
eyeOffset.pitch = Camera_LERPCeilS(eyeOffset.pitch, eyeAtOffset.pitch, anim->unk_0C, 0xA);
eyeOffset.yaw = Camera_LERPCeilS(eyeOffset.yaw, eyeAtOffset.yaw, anim->unk_0C, 0xA);
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &eyeOffset);
*eye = *eyeNext;
}
camera->dist = OLib_Vec3fDist(at, eye);
camera->atLERPStepScale = 0.1f;
camera->posOffset.x = camera->at.x - camPlayerPosRot->pos.x;
camera->posOffset.y = camera->at.y - camPlayerPosRot->pos.y;
camera->posOffset.z = camera->at.z - camPlayerPosRot->pos.z;
return true;
}
s32 Camera_Demo4(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Sets up a cutscene for Camera_Uniq9
*/
s32 Camera_Demo5(Camera* camera) {
f32 eyeTargetDist;
f32 sp90;
VecSph playerTargetGeo;
VecSph eyePlayerGeo;
VecSph sp78;
PosRot playerhead;
PosRot targethead;
Player* player;
s16 sp4A;
s32 pad;
s32 temp_v0;
s16 t;
s32 pad2;
Actor_GetFocus(&playerhead, &camera->player->actor);
player = camera->player;
sCameraInterfaceFlags = 0x3200;
if ((camera->target == NULL) || (camera->target->update == NULL)) {
if (camera->target == NULL) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: warning: attention: target is not valid, stop!\n" VT_RST);
}
camera->target = NULL;
return true;
}
Actor_GetFocus(&camera->targetPosRot, camera->target);
OLib_Vec3fDiffToVecSphGeo(&playerTargetGeo, &camera->targetPosRot.pos, &camera->playerPosRot.pos);
D_8011D3AC = camera->target->category;
Actor_GetScreenPos(camera->play, camera->target, &sp78.yaw, &sp78.pitch);
eyeTargetDist = OLib_Vec3fDist(&camera->targetPosRot.pos, &camera->eye);
OLib_Vec3fDiffToVecSphGeo(&eyePlayerGeo, &playerhead.pos, &camera->eyeNext);
sp4A = eyePlayerGeo.yaw - playerTargetGeo.yaw;
if (camera->target->category == ACTORCAT_PLAYER) {
// camera is targeting a(the) player actor
if (eyePlayerGeo.r > 30.0f) {
D_8011D6AC[1].timerInit = camera->timer - 1;
D_8011D6AC[1].atTargetInit.z = Rand_ZeroOne() * 10.0f;
D_8011D6AC[1].eyeTargetInit.x = Rand_ZeroOne() * 10.0f;
ONEPOINT_CS_INFO(camera)->keyFrames = D_8011D6AC;
ONEPOINT_CS_INFO(camera)->keyFrameCnt = ARRAY_COUNT(D_8011D6AC);
if (camera->parentCamIdx != MAIN_CAM) {
ONEPOINT_CS_INFO(camera)->keyFrameCnt--;
} else {
camera->timer += D_8011D6AC[2].timerInit;
}
} else {
D_8011D724[1].eyeTargetInit.x = Rand_ZeroOne() * 10.0f;
D_8011D724[1].timerInit = camera->timer - 1;
ONEPOINT_CS_INFO(camera)->keyFrames = D_8011D724;
ONEPOINT_CS_INFO(camera)->keyFrameCnt = ARRAY_COUNT(D_8011D724);
if (camera->parentCamIdx != MAIN_CAM) {
ONEPOINT_CS_INFO(camera)->keyFrameCnt--;
} else {
camera->timer += D_8011D724[2].timerInit;
}
}
} else if (playerTargetGeo.r < 30.0f) {
// distance between player and target is less than 30 units.
ONEPOINT_CS_INFO(camera)->keyFrames = D_8011D79C;
ONEPOINT_CS_INFO(camera)->keyFrameCnt = ARRAY_COUNT(D_8011D79C);
if ((sp78.yaw < 0x15) || (sp78.yaw >= 0x12C) || (sp78.pitch < 0x29) || (sp78.pitch >= 0xC8)) {
D_8011D79C[0].actionFlags = 0x41;
D_8011D79C[0].atTargetInit.y = -30.0f;
D_8011D79C[0].atTargetInit.x = 0.0f;
D_8011D79C[0].atTargetInit.z = 0.0f;
D_8011D79C[0].eyeTargetInit.y = 0.0f;
D_8011D79C[0].eyeTargetInit.x = 10.0f;
D_8011D79C[0].eyeTargetInit.z = -50.0f;
}
D_8011D79C[1].timerInit = camera->timer - 1;
if (camera->parentCamIdx != MAIN_CAM) {
ONEPOINT_CS_INFO(camera)->keyFrameCnt -= 2;
} else {
camera->timer += D_8011D79C[2].timerInit + D_8011D79C[3].timerInit;
}
} else if (eyeTargetDist < 300.0f && eyePlayerGeo.r < 30.0f) {
// distance from the camera's current positon and the target is less than 300 units
// and the distance fromthe camera's current position to the player is less than 30 units
D_8011D83C[0].timerInit = camera->timer;
ONEPOINT_CS_INFO(camera)->keyFrames = D_8011D83C;
ONEPOINT_CS_INFO(camera)->keyFrameCnt = ARRAY_COUNT(D_8011D83C);
if (camera->parentCamIdx != MAIN_CAM) {
ONEPOINT_CS_INFO(camera)->keyFrameCnt--;
} else {
camera->timer += D_8011D83C[1].timerInit;
}
} else if (eyeTargetDist < 700.0f && ABS(sp4A) < 0x36B0) {
// The distance between the camera's current position and the target is less than 700 units
// and the angle between the camera's position and the player, and the player to the target
// is less than ~76.9 degrees
if (sp78.yaw >= 0x15 && sp78.yaw < 0x12C && sp78.pitch >= 0x29 && sp78.pitch < 0xC8 && eyePlayerGeo.r > 30.0f) {
D_8011D88C[0].timerInit = camera->timer;
ONEPOINT_CS_INFO(camera)->keyFrames = D_8011D88C;
ONEPOINT_CS_INFO(camera)->keyFrameCnt = ARRAY_COUNT(D_8011D88C);
if (camera->parentCamIdx != MAIN_CAM) {
ONEPOINT_CS_INFO(camera)->keyFrameCnt--;
} else {
camera->timer += D_8011D88C[1].timerInit;
}
} else {
D_8011D8DC[0].atTargetInit.z = eyeTargetDist * 0.6f;
D_8011D8DC[0].eyeTargetInit.z = eyeTargetDist + 50.0f;
D_8011D8DC[0].eyeTargetInit.x = Rand_ZeroOne() * 10.0f;
if (BINANG_SUB(eyePlayerGeo.yaw, playerTargetGeo.yaw) > 0) {
D_8011D8DC[0].atTargetInit.x = -D_8011D8DC[0].atTargetInit.x;
D_8011D8DC[0].eyeTargetInit.x = -D_8011D8DC[0].eyeTargetInit.x;
D_8011D8DC[0].rollTargetInit = -D_8011D8DC[0].rollTargetInit;
}
D_8011D8DC[0].timerInit = camera->timer;
D_8011D8DC[1].timerInit = (s16)(eyeTargetDist * 0.005f) + 8;
ONEPOINT_CS_INFO(camera)->keyFrames = D_8011D8DC;
ONEPOINT_CS_INFO(camera)->keyFrameCnt = ARRAY_COUNT(D_8011D8DC);
if (camera->parentCamIdx != MAIN_CAM) {
ONEPOINT_CS_INFO(camera)->keyFrameCnt -= 2;
} else {
camera->timer += D_8011D8DC[1].timerInit + D_8011D8DC[2].timerInit;
}
}
} else if (camera->target->category == ACTORCAT_DOOR) {
// the target is a door.
D_8011D954[0].timerInit = camera->timer - 5;
sp4A = 0;
if (!func_800C0D34(camera->play, camera->target, &sp4A)) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: attention demo: this door is dummy door!\n" VT_RST);
if (ABS(playerTargetGeo.yaw - camera->target->shape.rot.y) >= 0x4000) {
sp4A = camera->target->shape.rot.y;
} else {
sp4A = BINANG_ROT180(camera->target->shape.rot.y);
}
}
D_8011D954[0].atTargetInit.y = D_8011D954[0].eyeTargetInit.y = D_8011D954[1].atTargetInit.y =
camera->target->shape.rot.y == sp4A ? 180.0f : 0.0f;
sp90 = (BINANG_SUB(playerTargetGeo.yaw, sp4A) < 0 ? 20.0f : -20.0f) * Rand_ZeroOne();
D_8011D954[0].eyeTargetInit.y = D_8011D954->eyeTargetInit.y + sp90;
temp_v0 = Rand_ZeroOne() * (sp90 * -0.2f);
D_8011D954[1].rollTargetInit = temp_v0;
D_8011D954[0].rollTargetInit = temp_v0;
Actor_GetFocus(&targethead, camera->target);
targethead.pos.x += 50.0f * Math_SinS(BINANG_ROT180(sp4A));
targethead.pos.z += 50.0f * Math_CosS(BINANG_ROT180(sp4A));
if (Camera_BGCheck(camera, &playerhead.pos, &targethead.pos)) {
D_8011D954[1].actionFlags = 0xC1;
D_8011D954[2].actionFlags = 0x8F;
} else {
D_8011D954[2].timerInit = (s16)(eyeTargetDist * 0.004f) + 6;
}
ONEPOINT_CS_INFO(camera)->keyFrames = D_8011D954;
ONEPOINT_CS_INFO(camera)->keyFrameCnt = ARRAY_COUNT(D_8011D954);
if (camera->parentCamIdx != MAIN_CAM) {
ONEPOINT_CS_INFO(camera)->keyFrameCnt -= 2;
} else {
camera->timer += D_8011D954[2].timerInit + D_8011D954[3].timerInit;
}
} else {
if (playerTargetGeo.r < 200.0f) {
D_8011D9F4[0].eyeTargetInit.z = playerTargetGeo.r;
D_8011D9F4[0].atTargetInit.z = playerTargetGeo.r * 0.25f;
}
if (playerTargetGeo.r < 400.0f) {
D_8011D9F4[0].eyeTargetInit.x = Rand_ZeroOne() * 25.0f;
}
Player_GetHeight(camera->player);
D_8011D9F4[0].timerInit = camera->timer;
Actor_GetFocus(&targethead, camera->target);
if (Camera_BGCheck(camera, &playerhead.pos, &targethead.pos)) {
D_8011D9F4[1].timerInit = 4;
D_8011D9F4[1].actionFlags = 0x8F;
} else {
t = eyeTargetDist * 0.005f;
D_8011D9F4[1].timerInit = t + 8;
}
ONEPOINT_CS_INFO(camera)->keyFrames = D_8011D9F4;
ONEPOINT_CS_INFO(camera)->keyFrameCnt = ARRAY_COUNT(D_8011D9F4);
if (camera->parentCamIdx != MAIN_CAM) {
if (camera->play->state.frames & 1) {
D_8011D9F4[0].rollTargetInit = -D_8011D9F4[0].rollTargetInit;
D_8011D9F4[1].rollTargetInit = -D_8011D9F4[1].rollTargetInit;
}
ONEPOINT_CS_INFO(camera)->keyFrameCnt -= 2;
} else {
camera->timer += D_8011D9F4[1].timerInit + D_8011D9F4[2].timerInit;
D_8011D9F4[0].rollTargetInit = D_8011D9F4[1].rollTargetInit = 0;
}
}
pad = sDemo5PrevSfxFrame - camera->play->state.frames;
if ((pad >= 0x33) || (pad < -0x32)) {
func_80078884(camera->data1);
}
sDemo5PrevSfxFrame = camera->play->state.frames;
if (camera->player->stateFlags1 & 0x8000000 && (player->currentBoots != PLAYER_BOOTS_IRON)) {
// swimming, and not iron boots
player->stateFlags1 |= 0x20000000;
// env frozen
player->actor.freezeTimer = camera->timer;
} else {
sp4A = playerhead.rot.y - playerTargetGeo.yaw;
if (camera->target->category == ACTORCAT_PLAYER) {
pad = camera->play->state.frames - sDemo5PrevAction12Frame;
if (player->stateFlags1 & 0x800) {
// holding object over head.
func_8002DF54(camera->play, camera->target, 8);
} else if (ABS(pad) > 3000) {
func_8002DF54(camera->play, camera->target, 12);
} else {
func_8002DF54(camera->play, camera->target, 69);
}
} else {
func_8002DF54(camera->play, camera->target, 1);
}
}
sDemo5PrevAction12Frame = camera->play->state.frames;
Camera_ChangeSettingFlags(camera, CAM_SET_CS_C, (4 | 1));
Camera_Unique9(camera);
return true;
}
/**
* Used in Forest Temple when poes are defeated, follows the flames to the torches.
* Fixed position, rotates to follow the target
*/
s32 Camera_Demo6(Camera* camera) {
Camera* mainCam;
Demo6Anim* anim = (Demo6Anim*)&((Demo6*)camera->paramData)->anim;
Vec3f* eyeNext = &camera->eyeNext;
CameraModeValue* values;
VecSph eyeOffset;
Actor* camFocus;
PosRot focusPosRot;
s16 stateTimers[4];
Vec3f* at = &camera->at;
mainCam = Play_GetCamera(camera->play, MAIN_CAM);
camFocus = camera->target;
stateTimers[1] = 0x37;
stateTimers[2] = 0x46;
stateTimers[3] = 0x5A;
if (RELOAD_PARAMS) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
((Demo6*)camera->paramData)->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
switch (camera->animState) {
case 0:
// initalizes the camera state.
anim->animTimer = 0;
camera->fov = 60.0f;
Actor_GetWorld(&focusPosRot, camFocus);
camera->at.x = focusPosRot.pos.x;
camera->at.y = focusPosRot.pos.y + 20.0f;
camera->at.z = focusPosRot.pos.z;
eyeOffset.r = 200.0f;
// 0x7D0 ~10.99 degrees
eyeOffset.yaw = Camera_XZAngle(&focusPosRot.pos, &mainCam->playerPosRot.pos) + 0x7D0;
// -0x3E8 ~5.49 degrees
eyeOffset.pitch = -0x3E8;
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &eyeOffset);
camera->eye = *eyeNext;
camera->animState++;
case 1:
if (stateTimers[camera->animState] < anim->animTimer) {
func_8002DF54(camera->play, &camera->player->actor, 8);
Actor_GetWorld(&focusPosRot, camFocus);
anim->atTarget.x = focusPosRot.pos.x;
anim->atTarget.y = focusPosRot.pos.y - 20.0f;
anim->atTarget.z = focusPosRot.pos.z;
camera->animState++;
} else {
break;
}
case 2:
Camera_LERPCeilVec3f(&anim->atTarget, at, 0.1f, 0.1f, 8.0f);
if (stateTimers[camera->animState] < anim->animTimer) {
camera->animState++;
} else {
break;
}
case 3:
camera->fov = Camera_LERPCeilF(50.0f, camera->fov, 0.2f, 0.01f);
if (stateTimers[camera->animState] < anim->animTimer) {
camera->timer = 0;
return true;
}
break;
}
anim->animTimer++;
Actor_GetWorld(&focusPosRot, camFocus);
return true;
}
s32 Camera_Demo7(Camera* camera) {
if (camera->animState == 0) {
camera->unk_14C &= ~4;
camera->unk_14C |= 0x1000;
camera->animState++;
}
//! @bug doesn't return
}
s32 Camera_Demo8(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Camera follows points specified by demo9.atPoints and demo9.eyePoints, allows finer control
* over the final eye and at points than Camera_Demo1, by allowing the interpolated at and eye points
* to be relative to the main camera's player, the current camera's player, or the main camera's target
*/
s32 Camera_Demo9(Camera* camera) {
s32 pad;
s32 finishAction;
s16 onePointTimer;
Demo9OnePointCs* demo9OnePoint = (Demo9OnePointCs*)camera->paramData;
Vec3f csEyeUpdate;
Vec3f csAtUpdate;
Vec3f newEye;
Vec3f newAt;
f32 newRoll;
CameraModeValue* values;
Camera* mainCam;
Vec3f* eye = &camera->eye;
PosRot* mainCamPlayerPosRot;
PosRot focusPosRot;
s32 pad3;
Vec3f* eyeNext = &camera->eyeNext;
Demo9* demo9 = &demo9OnePoint->demo9;
Vec3f* at = &camera->at;
f32* camFOV = &camera->fov;
Demo9Anim* anim = &demo9->anim;
mainCam = Play_GetCamera(camera->play, MAIN_CAM);
mainCamPlayerPosRot = &mainCam->playerPosRot;
if (RELOAD_PARAMS) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
demo9->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sCameraInterfaceFlags = demo9->interfaceFlags;
switch (camera->animState) {
case 0:
// initalize the camera state
anim->keyframe = 0;
anim->finishAction = 0;
anim->curFrame = 0.0f;
camera->animState++;
anim->doLERPAt = false;
finishAction = demo9OnePoint->onePointCs.actionParameters & 0xF000;
if (finishAction != 0) {
anim->finishAction = finishAction;
// Clear finish parameters
demo9OnePoint->onePointCs.actionParameters &= 0xFFF;
}
anim->animTimer = demo9OnePoint->onePointCs.initTimer;
case 1:
// Run the camera state
if (anim->animTimer > 0) {
// if the animation timer is still running, run the demo logic
// if it is not, then the case will fallthrough to the finish logic.
// Run the at and eye cs interpoloation functions, if either of them return 1 (that no more points
// exist) change the animation state to 2 (standby)
if (func_800BB2B4(&csEyeUpdate, &newRoll, camFOV, demo9OnePoint->onePointCs.eyePoints, &anim->keyframe,
&anim->curFrame) != 0 ||
func_800BB2B4(&csAtUpdate, &newRoll, camFOV, demo9OnePoint->onePointCs.atPoints, &anim->keyframe,
&anim->curFrame) != 0) {
camera->animState = 2;
}
if (demo9OnePoint->onePointCs.actionParameters == 1) {
// rotate around mainCam's player
Camera_RotateAroundPoint(mainCamPlayerPosRot, &csEyeUpdate, &newEye);
Camera_RotateAroundPoint(mainCamPlayerPosRot, &csAtUpdate, &newAt);
} else if (demo9OnePoint->onePointCs.actionParameters == 4) {
// rotate around the current camera's player
Actor_GetWorld(&focusPosRot, &camera->player->actor);
Camera_RotateAroundPoint(&focusPosRot, &csEyeUpdate, &newEye);
Camera_RotateAroundPoint(&focusPosRot, &csAtUpdate, &newAt);
} else if (demo9OnePoint->onePointCs.actionParameters == 8) {
// rotate around the current camera's target
if (camera->target != NULL && camera->target->update != NULL) {
Actor_GetWorld(&focusPosRot, camera->target);
Camera_RotateAroundPoint(&focusPosRot, &csEyeUpdate, &newEye);
Camera_RotateAroundPoint(&focusPosRot, &csAtUpdate, &newAt);
} else {
camera->target = NULL;
newEye = *eye;
newAt = *at;
}
} else {
// simple copy
Camera_Vec3fCopy(&csEyeUpdate, &newEye);
Camera_Vec3fCopy(&csAtUpdate, &newAt);
}
*eyeNext = newEye;
*eye = *eyeNext;
if (anim->doLERPAt) {
Camera_LERPCeilVec3f(&newAt, at, 0.5f, 0.5f, 0.1f);
} else {
*at = newAt;
anim->doLERPAt = true;
}
camera->roll = newRoll * 256.0f;
anim->animTimer--;
break;
}
case 3:
// the cs is finished, decide the next action
camera->timer = 0;
if (anim->finishAction != 0) {
if (anim->finishAction != 0x1000) {
if (anim->finishAction == 0x2000) {
// finish action = 0x2000, run OnePointCs 0x3FC (Dramatic Return to Link)
onePointTimer =
demo9OnePoint->onePointCs.initTimer < 50 ? 5 : demo9OnePoint->onePointCs.initTimer / 5;
OnePointCutscene_Init(camera->play, 1020, onePointTimer, NULL, camera->parentCamIdx);
}
} else {
// finish action = 0x1000, copy the current camera's values to the
// default camera.
Camera_Copy(mainCam, camera);
}
}
break;
case 2:
// standby while the timer finishes, change the animState to finish when
// the timer runs out.
anim->animTimer--;
if (anim->animTimer < 0) {
camera->animState++;
}
break;
case 4:
// do nothing.
break;
}
return true;
}
s32 Camera_Demo0(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Special0(Camera* camera) {
PosRot* playerPosRot = &camera->playerPosRot;
Special0* spec0 = (Special0*)camera->paramData;
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
spec0->lerpAtScale = NEXTPCT;
spec0->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
sCameraInterfaceFlags = spec0->interfaceFlags;
if (camera->animState == 0) {
camera->animState++;
}
if ((camera->target == NULL) || (camera->target->update == NULL)) {
if (camera->target == NULL) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: warning: circle: target is not valid, stop!\n" VT_RST);
}
camera->target = NULL;
return true;
}
Actor_GetFocus(&camera->targetPosRot, camera->target);
Camera_LERPCeilVec3f(&camera->targetPosRot.pos, &camera->at, spec0->lerpAtScale, spec0->lerpAtScale, 0.1f);
camera->posOffset.x = camera->at.x - playerPosRot->pos.x;
camera->posOffset.y = camera->at.y - playerPosRot->pos.y;
camera->posOffset.z = camera->at.z - playerPosRot->pos.z;
camera->dist = OLib_Vec3fDist(&camera->at, &camera->eye);
camera->xzSpeed = 0.0f;
if (camera->timer > 0) {
camera->timer--;
}
return true;
}
s32 Camera_Special1(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Special2(Camera* camera) {
return Camera_Unique2(camera);
}
s32 Camera_Special3(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Special4(Camera* camera) {
PosRot curTargetPosRot;
s16 sp3A;
s16* timer = &camera->timer;
Special4* spec4 = (Special4*)camera->paramData;
if (camera->animState == 0) {
sCameraInterfaceFlags = 0x3200;
camera->fov = 40.0f;
camera->animState++;
spec4->initalTimer = camera->timer;
}
camera->fov = Camera_LERPCeilF(80.0f, camera->fov, 1.0f / *timer, 0.1f);
if ((spec4->initalTimer - *timer) < 0xF) {
(*timer)--;
return false;
} else {
camera->roll = -0x1F4;
Actor_GetWorld(&curTargetPosRot, camera->target);
camera->at = curTargetPosRot.pos;
camera->at.y -= 150.0f;
// 0x3E8 ~ 5.49 degrees
sp3A = BINANG_ROT180(curTargetPosRot.rot.y) + 0x3E8;
camera->eye.x = camera->eyeNext.x = (Math_SinS(sp3A) * 780.0f) + camera->at.x;
camera->eyeNext.y = camera->at.y;
camera->eye.z = camera->eyeNext.z = (Math_CosS(sp3A) * 780.0f) + camera->at.z;
camera->eye.y = curTargetPosRot.pos.y;
camera->eye.y = Camera_GetFloorY(camera, &camera->eye) + 20.0f;
(*timer)--;
return true;
}
}
/**
* Flying with hookshot
*/
s32 Camera_Special5(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
PosRot spA8;
s16 pad;
s16 spA4;
CamColChk sp7C;
VecSph sp74;
VecSph sp6C;
VecSph sp64;
VecSph sp5C;
PosRot* playerPosRot = &camera->playerPosRot;
Special5* spec5 = (Special5*)camera->paramData;
Special5Anim* anim = &spec5->anim;
f32 temp_f0_2;
f32 yOffset;
yOffset = Player_GetHeight(camera->player);
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (1.0f + PCT(R_CAM_YOFFSET_NORM)) - (PCT(R_CAM_YOFFSET_NORM) * (68.0f / yOffset));
spec5->yOffset = (NEXTPCT * yOffset) * yNormal;
spec5->eyeDist = NEXTSETTING;
spec5->minDistForRot = NEXTSETTING;
spec5->timerInit = NEXTSETTING;
spec5->pitch = DEGF_TO_BINANG(NEXTSETTING);
spec5->fovTarget = NEXTSETTING;
spec5->atMaxLERPScale = NEXTPCT;
spec5->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
OLib_Vec3fDiffToVecSphGeo(&sp64, at, eye);
OLib_Vec3fDiffToVecSphGeo(&sp5C, at, eyeNext);
Actor_GetWorld(&spA8, camera->target);
sCameraInterfaceFlags = spec5->interfaceFlags;
if (camera->animState == 0) {
camera->animState++;
anim->animTimer = spec5->timerInit;
}
if (anim->animTimer > 0) {
anim->animTimer--;
} else if (anim->animTimer == 0) {
if (camera->target == NULL || camera->target->update == NULL) {
camera->target = NULL;
return true;
}
anim->animTimer--;
if (spec5->minDistForRot < OLib_Vec3fDist(&spA8.pos, &playerPosRot->pos)) {
sp6C.yaw = playerPosRot->rot.y;
sp6C.pitch = -playerPosRot->rot.x;
sp6C.r = 20.0f;
Camera_Vec3fVecSphGeoAdd(&sp7C.pos, &spA8.pos, &sp6C);
Camera_BGCheckInfo(camera, at, &sp7C);
OLib_Vec3fToVecSphGeo(&sp6C, &sp7C.norm);
spA4 = BINANG_SUB(playerPosRot->rot.y, sp6C.yaw);
sp74.r = spec5->eyeDist;
temp_f0_2 = Rand_ZeroOne();
sp74.yaw =
BINANG_ROT180(playerPosRot->rot.y) + (s16)(spA4 < 0 ? -(s16)(0x1553 + (s16)(temp_f0_2 * 2730.0f))
: (s16)(0x1553 + (s16)(temp_f0_2 * 2730.0f)));
sp74.pitch = spec5->pitch;
Camera_Vec3fVecSphGeoAdd(eyeNext, &spA8.pos, &sp74);
*eye = *eyeNext;
Camera_BGCheck(camera, &spA8.pos, eye);
}
}
Camera_CalcAtDefault(camera, &sp5C, spec5->yOffset, 0);
camera->fov = Camera_LERPCeilF(spec5->fovTarget, camera->fov, camera->atLERPStepScale * PCT(OREG(4)), 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
camera->atLERPStepScale = Camera_ClampLERPScale(camera, spec5->atMaxLERPScale);
return true;
}
/**
* Camera's eye is fixed at points specified at D_8011DA6C / D_8011DA9C
* depending on the player's position
*/
s32 Camera_Special7(Camera* camera) {
Special7* spec7 = (Special7*)camera->paramData;
PosRot* playerPosRot = &camera->playerPosRot;
Vec3f atTarget;
f32 yOffset;
f32 temp_f0;
yOffset = Player_GetHeight(camera->player);
if (camera->animState == 0) {
if (camera->play->sceneNum == SCENE_JYASINZOU) {
// Spirit Temple
spec7->idx = 3;
} else if (playerPosRot->pos.x < 1500.0f) {
spec7->idx = 2;
} else if (playerPosRot->pos.y < 3000.0f) {
spec7->idx = 0;
} else {
spec7->idx = 1;
}
camera->animState++;
camera->roll = 0;
}
if (camera->at.y < D_8011DACC[spec7->idx]) {
atTarget = playerPosRot->pos;
atTarget.y -= 20.0f;
Camera_LERPCeilVec3f(&atTarget, &camera->at, 0.4f, 0.4f, 0.10f);
camera->eye = camera->eyeNext = D_8011DA6C[spec7->idx];
temp_f0 = (playerPosRot->pos.y - D_8011DADC[spec7->idx]) / (D_8011DACC[spec7->idx] - D_8011DADC[spec7->idx]);
camera->roll = D_8011DAEC[spec7->idx] * temp_f0;
camera->fov = (20.0f * temp_f0) + 60.0f;
} else {
atTarget = playerPosRot->pos;
atTarget.y += yOffset;
Camera_LERPCeilVec3f(&atTarget, &camera->at, 0.4f, 0.4f, 0.1f);
camera->roll = 0;
camera->eye = camera->eyeNext = D_8011DA9C[spec7->idx];
camera->fov = 70.0f;
}
camera->dist = OLib_Vec3fDist(&camera->at, &camera->eye);
camera->atLERPStepScale = 0.0f;
camera->posOffset.x = camera->at.x - playerPosRot->pos.x;
camera->posOffset.y = camera->at.y - playerPosRot->pos.y;
camera->posOffset.z = camera->at.z - playerPosRot->pos.z;
return true;
}
/**
* Courtyard.
* Camera's eye is fixed on the z plane, slides on the xy plane with link
* When the camera's scene data changes the animation to the next "screen"
* happens for 12 frames. The camera's eyeNext is the scene's camera data's position
*/
s32 Camera_Special6(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
VecSph atOffset;
Vec3f sceneCamPos;
Vec3f eyePosCalc;
Vec3f eyeAnim;
Vec3f atAnim;
VecSph eyeAtOffset;
PosRot* playerPosRot = &camera->playerPosRot;
Vec3s* sceneCamData;
Vec3s sceneCamRot;
s16 fov;
f32 sp54;
f32 timerF;
f32 timerDivisor;
Special6* spec6 = (Special6*)camera->paramData;
Special6Anim* anim = &spec6->anim;
s32 pad;
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
spec6->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, eye, at);
sceneCamData = Camera_GetCamBGData(camera);
Camera_Vec3sToVec3f(&sceneCamPos, &BGCAM_POS(sceneCamData));
sceneCamRot = BGCAM_ROT(sceneCamData);
fov = BGCAM_FOV(sceneCamData);
if (fov == -1) {
fov = 6000;
}
if (fov < 361) {
fov *= 100;
}
sCameraInterfaceFlags = spec6->interfaceFlags;
if (eyeNext->x != sceneCamPos.x || eyeNext->y != sceneCamPos.y || eyeNext->z != sceneCamPos.z ||
camera->animState == 0) {
// A change in the current scene's camera positon has been detected,
// Change "screens"
camera->player->actor.freezeTimer = 12;
sCameraInterfaceFlags = (sCameraInterfaceFlags & 0xF0FF) | 0x300;
anim->initalPlayerY = playerPosRot->pos.y;
anim->animTimer = 12;
*eyeNext = sceneCamPos;
if (camera->animState == 0) {
camera->animState++;
}
}
if (anim->animTimer > 0) {
// In transition between "screens"
timerF = anim->animTimer;
eyePosCalc = *eyeNext;
eyePosCalc.x += (playerPosRot->pos.x - eyePosCalc.x) * 0.5f;
eyePosCalc.y += (playerPosRot->pos.y - anim->initalPlayerY) * 0.2f;
eyeAnim = eyePosCalc;
eyeAnim.y = Camera_LERPCeilF(eyePosCalc.y, eye->y, 0.5f, 0.01f);
// set the at point to be 100 units from the eye looking at the
// direction specified in the scene's camera data.
atOffset.r = 100.0f;
atOffset.yaw = sceneCamRot.y;
atOffset.pitch = -sceneCamRot.x;
Camera_Vec3fVecSphGeoAdd(&atAnim, &eyeAnim, &atOffset);
timerDivisor = 1.0f / timerF;
eye->x += (eyeAnim.x - eye->x) * timerDivisor;
eye->y += (eyeAnim.y - eye->y) * timerDivisor;
eye->z += (eyeAnim.z - eye->z) * timerDivisor;
at->x += (atAnim.x - at->x) * timerDivisor;
at->y += (atAnim.y - at->y) * timerDivisor;
at->z += (atAnim.z - at->z) * timerDivisor;
camera->fov += (PCT(fov) - camera->fov) / anim->animTimer;
anim->animTimer--;
} else {
// Camera following link on the x axis.
sCameraInterfaceFlags &= 0xF0FF;
eyePosCalc = *eyeNext;
eyePosCalc.x += (playerPosRot->pos.x - eyePosCalc.x) * 0.5f;
eyePosCalc.y += (playerPosRot->pos.y - anim->initalPlayerY) * 0.2f;
*eye = eyePosCalc;
eye->y = Camera_LERPCeilF(eyePosCalc.y, eye->y, 0.5f, 0.01f);
// set the at point to be 100 units from the eye looking at the
// direction specified in the scene's camera data.
atOffset.r = 100.0f;
atOffset.yaw = sceneCamRot.y;
atOffset.pitch = -sceneCamRot.x;
Camera_Vec3fVecSphGeoAdd(at, eye, &atOffset);
}
return true;
}
s32 Camera_Special8(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Special9(Camera* camera) {
s32 pad;
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f spAC;
VecSph eyeAdjustment;
VecSph atEyeOffsetGeo;
f32 playerYOffset;
s32 pad3;
PosRot* playerPosRot = &camera->playerPosRot;
PosRot adjustedPlayerPosRot;
f32 yNormal;
Special9* spec9 = (Special9*)camera->paramData;
Special9Params* params = &spec9->params;
Special9Anim* anim = &params->anim;
s32 pad4;
Vec3s* camPosData;
playerYOffset = Player_GetHeight(camera->player);
camera->unk_14C &= ~0x10;
yNormal = (1.0f + PCT(R_CAM_YOFFSET_NORM)) - (PCT(R_CAM_YOFFSET_NORM) * (68.0f / playerYOffset));
if (RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
params->yOffset = NEXTPCT * playerYOffset * yNormal;
params->unk_04 = NEXTSETTING;
params->interfaceFlags = NEXTSETTING;
}
if (R_RELOAD_CAM_PARAMS) {
Camera_CopyPREGToModeValues(camera);
}
if (spec9->doorParams.doorActor != NULL) {
Actor_GetWorldPosShapeRot(&adjustedPlayerPosRot, spec9->doorParams.doorActor);
} else {
adjustedPlayerPosRot = *playerPosRot;
adjustedPlayerPosRot.pos.y += playerYOffset + params->yOffset;
adjustedPlayerPosRot.rot.x = 0;
}
OLib_Vec3fDiffToVecSphGeo(&atEyeOffsetGeo, at, eye);
sCameraInterfaceFlags = params->interfaceFlags;
switch (camera->animState) {
case 0:
camera->unk_14C &= ~(0x4 | 0x2);
camera->animState++;
anim->targetYaw = ABS(playerPosRot->rot.y - adjustedPlayerPosRot.rot.y) >= 0x4000
? BINANG_ROT180(adjustedPlayerPosRot.rot.y)
: adjustedPlayerPosRot.rot.y;
case 1:
spec9->doorParams.timer1--;
if (spec9->doorParams.timer1 <= 0) {
FrameInterpolation_DontInterpolateCamera();
camera->animState++;
if (params->interfaceFlags & 1) {
camPosData = Camera_GetCamBGData(camera);
Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(camPosData));
spAC = *eye = *eyeNext;
} else {
s16 yaw;
// 0xE38 ~ 20 degrees
eyeAdjustment.pitch = 0xE38;
// 0xAAA ~ 15 degrees.
yaw = 0xAAA * ((camera->play->state.frames & 1) ? 1 : -1);
eyeAdjustment.yaw = anim->targetYaw + yaw;
eyeAdjustment.r = 200.0f * yNormal;
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &eyeAdjustment);
spAC = *eye = *eyeNext;
if (Camera_CheckOOB(camera, &spAC, &playerPosRot->pos)) {
yaw = -yaw;
eyeAdjustment.yaw = anim->targetYaw + yaw;
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &eyeAdjustment);
*eye = *eyeNext;
}
}
} else {
break;
}
case 2:
spAC = playerPosRot->pos;
spAC.y += playerYOffset + params->yOffset;
Camera_LERPCeilVec3f(&spAC, at, 0.25f, 0.25f, 0.1f);
spec9->doorParams.timer2--;
if (spec9->doorParams.timer2 <= 0) {
camera->animState++;
anim->targetYaw = BINANG_ROT180(anim->targetYaw);
} else {
break;
}
case 3:
spAC = playerPosRot->pos;
spAC.y += (playerYOffset + params->yOffset);
Camera_LERPCeilVec3f(&spAC, at, 0.5f, 0.5f, 0.1f);
eyeAdjustment.pitch = Camera_LERPCeilS(0xAAA, atEyeOffsetGeo.pitch, 0.3f, 0xA);
eyeAdjustment.yaw = Camera_LERPCeilS(anim->targetYaw, atEyeOffsetGeo.yaw, 0.3f, 0xA);
eyeAdjustment.r = Camera_LERPCeilF(60.0f, atEyeOffsetGeo.r, 0.3f, 1.0f);
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &eyeAdjustment);
*eye = *eyeNext;
spec9->doorParams.timer3--;
if (spec9->doorParams.timer3 <= 0) {
camera->animState++;
} else {
break;
}
case 4:
camera->animState++;
default:
camera->unk_14C |= (0x400 | 0x10);
sCameraInterfaceFlags = 0;
if (camera->xzSpeed > 0.001f || CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CLEFT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CDOWN) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CUP) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_R) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_Z) || params->interfaceFlags & 0x8) {
Camera_ChangeSettingFlags(camera, camera->prevSetting, 2);
camera->unk_14C |= (0x4 | 0x2);
}
break;
}
spAC = playerPosRot->pos;
spAC.y += playerYOffset;
camera->dist = OLib_Vec3fDist(&spAC, eye);
camera->posOffset.x = camera->at.x - playerPosRot->pos.x;
camera->posOffset.y = camera->at.y - playerPosRot->pos.y;
camera->posOffset.z = camera->at.z - playerPosRot->pos.z;
return true;
}
Camera* Camera_Create(View* view, CollisionContext* colCtx, PlayState* play) {
Camera* newCamera = ZELDA_ARENA_MALLOC_DEBUG(sizeof(*newCamera));
if (newCamera != NULL) {
osSyncPrintf(VT_FGCOL(BLUE) "camera: create --- allocate %d byte" VT_RST "\n", sizeof(*newCamera) * 4);
Camera_Init(newCamera, view, colCtx, play);
} else {
osSyncPrintf(VT_COL(RED, WHITE) "camera: create: not enough memory\n" VT_RST);
}
return newCamera;
}
void Camera_Destroy(Camera* camera) {
if (camera != NULL) {
osSyncPrintf(VT_FGCOL(BLUE) "camera: destroy ---" VT_RST "\n");
ZELDA_ARENA_FREE_DEBUG(camera);
} else {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: destroy: already cleared\n" VT_RST);
}
}
void Camera_Init(Camera* camera, View* view, CollisionContext* colCtx, PlayState* play) {
Camera* camP;
s32 i;
s16 curUID;
s16 j;
memset(camera, 0, sizeof(*camera));
if (sInitRegs) {
for (i = 0; i < sOREGInitCnt; i++) {
OREG(i) = sOREGInit[i];
}
for (i = 0; i < sCamDataRegsInitCount; i++) {
R_CAM_DATA(i) = sCamDataRegsInit[i];
}
DbCamera_Reset(camera, &D_8015BD80);
sInitRegs = false;
PREG(88) = -1;
}
camera->play = D_8015BD7C = play;
DbCamera_Init(&D_8015BD80, camera);
curUID = sNextUID;
sNextUID++;
while (curUID != 0) {
if (curUID == 0) {
sNextUID++;
}
for (j = 0; j < NUM_CAMS; j++) {
camP = camera->play->cameraPtrs[j];
if (camP != NULL && curUID == camP->uid) {
break;
}
}
if (j == 4) {
break;
}
curUID = sNextUID++;
}
// ~ 90 degrees
camera->inputDir.y = 0x3FFF;
camera->uid = curUID;
camera->camDir = camera->inputDir;
camera->rUpdateRateInv = 10.0f;
camera->yawUpdateRateInv = 10.0f;
camera->up.x = 0.0f;
camera->up.y = 1.0f;
camera->up.z = 0.0f;
camera->fov = 60.0f;
camera->pitchUpdateRateInv = R_CAM_DEFA_PHI_UPDRATE;
camera->xzOffsetUpdateRate = PCT(OREG(2));
camera->yOffsetUpdateRate = PCT(OREG(3));
camera->fovUpdateRate = PCT(OREG(4));
sCameraShrinkWindowVal = 0x20;
sCameraInterfaceAlpha = 0;
camera->unk_14C = 0;
camera->setting = camera->prevSetting = CAM_SET_FREE0;
camera->camDataIdx = camera->prevCamDataIdx = -1;
camera->mode = 0;
camera->bgCheckId = BGCHECK_SCENE;
camera->csId = 0x7FFF;
camera->timer = -1;
camera->unk_14C |= 0x4000;
camera->up.y = 1.0f;
camera->up.z = camera->up.x = 0.0f;
camera->skyboxOffset.x = camera->skyboxOffset.y = camera->skyboxOffset.z = 0;
camera->atLERPStepScale = 1;
sCameraInterfaceFlags = 0xFF00;
sDbgModeIdx = -1;
D_8011D3F0 = 3;
osSyncPrintf(VT_FGCOL(BLUE) "camera: initialize --- " VT_RST " UID %d\n", camera->uid);
}
void func_80057FC4(Camera* camera) {
if (camera != &camera->play->mainCamera) {
camera->prevSetting = camera->setting = CAM_SET_FREE0;
camera->unk_14C &= ~0x4;
} else if (camera->play->roomCtx.curRoom.meshHeader->base.type != 1) {
switch (camera->play->roomCtx.curRoom.behaviorType1) {
case ROOM_BEHAVIOR_TYPE1_1:
Camera_ChangeDoorCam(camera, NULL, -99, 0, 0, 18, 10);
camera->prevSetting = camera->setting = CAM_SET_DUNGEON0;
break;
case ROOM_BEHAVIOR_TYPE1_0:
osSyncPrintf("camera: room type: default set field\n");
Camera_ChangeDoorCam(camera, NULL, -99, 0, 0, 18, 10);
camera->prevSetting = camera->setting = CAM_SET_NORMAL0;
break;
default:
osSyncPrintf("camera: room type: default set etc (%d)\n",
camera->play->roomCtx.curRoom.behaviorType1);
Camera_ChangeDoorCam(camera, NULL, -99, 0, 0, 18, 10);
camera->prevSetting = camera->setting = CAM_SET_NORMAL0;
camera->unk_14C |= 4;
break;
}
} else {
osSyncPrintf("camera: room type: prerender\n");
camera->prevSetting = camera->setting = CAM_SET_FREE0;
camera->unk_14C &= ~0x4;
}
}
void Camera_Stub80058140(Camera* camera) {
}
void Camera_InitPlayerSettings(Camera* camera, Player* player) {
PosRot playerPosShape;
VecSph eyeNextAtOffset;
s32 bgId;
Vec3f floorPos;
s32 upXZ;
f32 playerYOffset;
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Actor_GetWorldPosShapeRot(&playerPosShape, &player->actor);
playerYOffset = Player_GetHeight(player);
camera->player = player;
camera->playerPosRot = playerPosShape;
camera->dist = eyeNextAtOffset.r = 180.0f;
camera->inputDir.y = playerPosShape.rot.y;
eyeNextAtOffset.yaw = BINANG_ROT180(camera->inputDir.y);
camera->inputDir.x = eyeNextAtOffset.pitch = 0x71C;
camera->inputDir.z = 0;
camera->camDir = camera->inputDir;
camera->xzSpeed = 0.0f;
camera->playerPosDelta.y = 0.0f;
camera->at = playerPosShape.pos;
camera->at.y += playerYOffset;
camera->posOffset.x = 0;
camera->posOffset.y = playerYOffset;
camera->posOffset.z = 0;
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &eyeNextAtOffset);
*eye = *eyeNext;
camera->roll = 0;
upXZ = 0;
camera->up.z = upXZ;
camera->up.y = 1.0f;
camera->up.x = upXZ;
if (Camera_GetFloorYNorm(camera, &floorPos, at, &bgId) != BGCHECK_Y_MIN) {
camera->bgCheckId = bgId;
}
camera->waterPrevCamIdx = -1;
camera->waterPrevCamSetting = -1;
camera->unk_14C |= 4;
if (camera == &camera->play->mainCamera) {
sCameraInterfaceFlags = 0xB200;
} else {
sCameraInterfaceFlags = 0;
}
func_80057FC4(camera);
camera->unk_14A = 0;
camera->paramFlags = 0;
camera->nextCamDataIdx = -1;
camera->atLERPStepScale = 1.0f;
Camera_CopyDataToRegs(camera, camera->mode);
Camera_QRegInit();
osSyncPrintf(VT_FGCOL(BLUE) "camera: personalize ---" VT_RST "\n");
if (camera->thisIdx == MAIN_CAM) {
Camera_UpdateWater(camera);
}
}
s16 Camera_ChangeStatus(Camera* camera, s16 status) {
CameraModeValue* values;
CameraModeValue* valueP;
s32 i;
if (PREG(82)) {
osSyncPrintf("camera: change camera status: cond %c%c\n", status == 7 ? 'o' : 'x',
camera->status != 7 ? 'o' : 'x');
}
if (PREG(82)) {
osSyncPrintf("camera: res: stat (%d/%d/%d)\n", camera->thisIdx, camera->setting, camera->mode);
}
if (status == CAM_STAT_ACTIVE && camera->status != CAM_STAT_ACTIVE) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
for (i = 0; i < sCameraSettings[camera->setting].cameraModes[camera->mode].valueCnt; i++) {
valueP = &values[i];
R_CAM_DATA(valueP->dataType) = valueP->val;
if (PREG(82)) {
osSyncPrintf("camera: change camera status: PREG(%02d) = %d\n", valueP->dataType, valueP->val);
}
}
}
camera->status = status;
return camera->status;
}
void Camera_PrintSettings(Camera* camera) {
char sp58[8];
char sp50[8];
char sp48[8];
s32 i;
if ((OREG(0) & 1) && (camera->play->activeCamera == camera->thisIdx) && !gDbgCamEnabled) {
for (i = 0; i < NUM_CAMS; i++) {
if (camera->play->cameraPtrs[i] == NULL) {
sp58[i] = '-';
sp48[i] = ' ';
} else {
switch (camera->play->cameraPtrs[i]->status) {
case 0:
sp58[i] = 'c';
break;
case 1:
sp58[i] = 'w';
break;
case 3:
sp58[i] = 's';
break;
case 7:
sp58[i] = 'a';
break;
case 0x100:
sp58[i] = 'd';
break;
default:
sp58[i] = '*';
break;
}
}
sp48[i] = ' ';
}
sp58[i] = '\0';
sp48[i] = '\0';
sp48[camera->play->activeCamera] = 'a';
func_8006376C(3, 0x16, 5, sp58);
func_8006376C(3, 0x16, 1, sp48);
func_8006376C(3, 0x17, 5, "S:");
func_8006376C(5, 0x17, 4, sCameraSettingNames[camera->setting]);
func_8006376C(3, 0x18, 5, "M:");
func_8006376C(5, 0x18, 4, sCameraModeNames[camera->mode]);
func_8006376C(3, 0x19, 5, "F:");
func_8006376C(5, 0x19, 4,
sCameraFunctionNames[sCameraSettings[camera->setting].cameraModes[camera->mode].funcIdx]);
i = 0;
if (camera->camDataIdx < 0) {
sp50[i++] = '-';
}
//! @bug: this code was clearly meaning to print `abs(camera->camDataIdx)` as a
//! one-or-two-digit number, instead of `i`.
// "sp50[i++] = ..." matches here, but is undefined behavior due to conflicting
// reads/writes between sequence points, triggering warnings. Work around by
// putting i++ afterwards while on the same line.
// clang-format off
if (camera->camDataIdx / 10 != 0) {
sp50[i] = i / 10 + '0'; i++;
}
sp50[i] = i % 10 + '0'; i++;
// clang-format on
sp50[i++] = ' ';
sp50[i++] = ' ';
sp50[i++] = ' ';
sp50[i++] = ' ';
sp50[i] = '\0';
func_8006376C(3, 26, 5, "I:");
func_8006376C(5, 26, 4, sp50);
}
}
s32 Camera_UpdateWater(Camera* camera) {
f32 waterY;
s16 newQuakeId;
s32 waterLightsIndex;
s32* waterPrevCamSetting = &camera->waterPrevCamSetting;
s16 waterCamIdx;
s16* quakeId = (s16*)&camera->waterQuakeId;
Player* player = camera->player;
s16 prevBgId;
if (!(camera->unk_14C & 2) || sCameraSettings[camera->setting].unk_00 & 0x40000000) {
return 0;
}
if (camera->unk_14C & 0x200) {
if (player->stateFlags2 & 0x800) {
Camera_ChangeSettingFlags(camera, CAM_SET_PIVOT_WATER_SURFACE, 6);
camera->unk_14C |= (s16)0x8000;
} else if (camera->unk_14C & (s16)0x8000) {
Camera_ChangeSettingFlags(camera, *waterPrevCamSetting, 6);
camera->unk_14C &= ~((s16)0x8000);
}
}
if (!(camera->unk_14C & (s16)0x8000)) {
if (waterCamIdx = Camera_GetWaterBoxDataIdx(camera, &waterY), waterCamIdx == -2) {
// No camera data idx
if (!(camera->unk_14C & 0x200)) {
camera->unk_14C |= 0x200;
camera->waterYPos = waterY;
camera->waterPrevCamIdx = camera->camDataIdx;
*quakeId = -1;
}
if (camera->playerGroundY != camera->playerPosRot.pos.y) {
prevBgId = camera->bgCheckId;
camera->bgCheckId = BGCHECK_SCENE;
Camera_ChangeSettingFlags(camera, CAM_SET_NORMAL3, 2);
*waterPrevCamSetting = camera->setting;
camera->bgCheckId = prevBgId;
camera->camDataIdx = -2;
}
} else if (waterCamIdx != -1) {
// player is in a water box
if (!(camera->unk_14C & 0x200)) {
camera->unk_14C |= 0x200;
camera->waterYPos = waterY;
camera->waterPrevCamIdx = camera->camDataIdx;
*quakeId = -1;
}
if (camera->playerGroundY != camera->playerPosRot.pos.y) {
prevBgId = camera->bgCheckId;
camera->bgCheckId = BGCHECK_SCENE;
Camera_ChangeDataIdx(camera, waterCamIdx);
*waterPrevCamSetting = camera->setting;
camera->bgCheckId = prevBgId;
}
} else if (camera->unk_14C & 0x200) {
// player is out of a water box.
osSyncPrintf("camera: water: off\n");
camera->unk_14C &= ~0x200;
prevBgId = camera->bgCheckId;
camera->bgCheckId = BGCHECK_SCENE;
if (camera->waterPrevCamIdx < 0) {
func_80057FC4(camera);
camera->camDataIdx = -1;
} else {
Camera_ChangeDataIdx(camera, camera->waterPrevCamIdx);
}
camera->bgCheckId = prevBgId;
}
}
if (waterY = Camera_GetWaterSurface(camera, &camera->eye, &waterLightsIndex), waterY != BGCHECK_Y_MIN) {
camera->waterYPos = waterY;
if (!(camera->unk_14C & 0x100)) {
camera->unk_14C |= 0x100;
osSyncPrintf("kankyo changed water, sound on\n");
Environment_EnableUnderwaterLights(camera->play, waterLightsIndex);
camera->waterDistortionTimer = 80;
}
Audio_SetExtraFilter(0x20);
if (PREG(81)) {
Quake_RemoveFromIdx(*quakeId);
*quakeId = -1;
PREG(81) = 0;
}
if ((*quakeId == -1) || (Quake_GetCountdown(*quakeId) == 0xA)) {
if (*quakeId = newQuakeId = Quake_Add(camera, 5U), newQuakeId != 0) {
Quake_SetSpeed(*quakeId, 550);
Quake_SetQuakeValues(*quakeId, 1, 1, 180, 0);
Quake_SetCountdown(*quakeId, 1000);
}
}
if (camera->waterDistortionTimer > 0) {
camera->waterDistortionTimer--;
camera->distortionFlags |= DISTORTION_UNDERWATER_STRONG;
} else if (camera->play->sceneNum == SCENE_TURIBORI) {
camera->distortionFlags |= DISTORTION_UNDERWATER_FISHING;
} else {
camera->distortionFlags |= DISTORTION_UNDERWATER_WEAK;
}
} else {
if (camera->unk_14C & 0x100) {
camera->unk_14C &= ~0x100;
osSyncPrintf("kankyo changed water off, sound off\n");
Environment_DisableUnderwaterLights(camera->play);
if (*quakeId != 0) {
Quake_RemoveFromIdx(*quakeId);
}
camera->waterDistortionTimer = 0;
camera->distortionFlags = 0;
}
Audio_SetExtraFilter(0);
}
//! @bug: doesn't always return a value, but sometimes does.
}
s32 Camera_UpdateHotRoom(Camera* camera) {
camera->distortionFlags &= ~DISTORTION_HOT_ROOM;
if (camera->play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_3) {
camera->distortionFlags |= DISTORTION_HOT_ROOM;
}
return 1;
}
s32 Camera_DbgChangeMode(Camera* camera) {
s32 changeDir = 0;
if (!gDbgCamEnabled && camera->play->activeCamera == MAIN_CAM) {
if (CHECK_BTN_ALL(D_8015BD7C->state.input[2].press.button, BTN_CUP)) {
osSyncPrintf("attention sound URGENCY\n");
func_80078884(NA_SE_SY_ATTENTION_URGENCY);
}
if (CHECK_BTN_ALL(D_8015BD7C->state.input[2].press.button, BTN_CDOWN)) {
osSyncPrintf("attention sound NORMAL\n");
func_80078884(NA_SE_SY_ATTENTION_ON);
}
if (CHECK_BTN_ALL(D_8015BD7C->state.input[2].press.button, BTN_CRIGHT)) {
changeDir = 1;
}
if (CHECK_BTN_ALL(D_8015BD7C->state.input[2].press.button, BTN_CLEFT)) {
changeDir = -1;
}
if (changeDir != 0) {
sDbgModeIdx = (sDbgModeIdx + changeDir) % 6;
if (Camera_ChangeSetting(camera, D_8011DAFC[sDbgModeIdx]) > 0) {
osSyncPrintf("camera: force change SET to %s!\n", sCameraSettingNames[D_8011DAFC[sDbgModeIdx]]);
}
}
}
return true;
}
s16 depthPhase = 0x3F0;
s16 screenPlanePhase = 0x156;
void Camera_UpdateDistortion(Camera* camera) {
f32 scaleFactor;
f32 speedFactor;
f32 depthPhaseStep;
f32 screenPlanePhaseStep;
s32 pad[5];
f32 xScale;
f32 yScale;
f32 zScale;
f32 speed;
if (camera->distortionFlags != 0) {
if (camera->distortionFlags & DISTORTION_UNDERWATER_MEDIUM) {
depthPhaseStep = 0.0f;
screenPlanePhaseStep = 170.0f;
xScale = -0.01f;
yScale = 0.01f;
zScale = 0.0f;
speed = 0.6f;
scaleFactor = camera->waterDistortionTimer / 60.0f;
speedFactor = 1.0f;
} else if (camera->distortionFlags & DISTORTION_UNDERWATER_STRONG) {
depthPhaseStep = 248.0f;
screenPlanePhaseStep = -90.0f;
xScale = -0.3f;
yScale = 0.3f;
zScale = 0.2f;
speed = 0.2f;
scaleFactor = camera->waterDistortionTimer / 80.0f;
speedFactor = 1.0f;
} else if (camera->distortionFlags & DISTORTION_UNDERWATER_WEAK) {
depthPhaseStep = 359.2f;
screenPlanePhaseStep = -18.5f;
xScale = 0.09f;
yScale = 0.09f;
zScale = 0.01f;
speed = 0.08f;
scaleFactor =
(((camera->waterYPos - camera->eye.y) > 150.0f ? 1.0f : (camera->waterYPos - camera->eye.y) / 150.0f) *
0.45f) +
(camera->speedRatio * 0.45f);
speedFactor = scaleFactor;
} else if (camera->distortionFlags & DISTORTION_HOT_ROOM) {
// Gives the hot-room a small mirage-like appearance
depthPhaseStep = 0.0f;
screenPlanePhaseStep = 150.0f;
xScale = -0.01f;
yScale = 0.01f;
zScale = 0.01f;
speed = 0.6f;
speedFactor = 1.0f;
scaleFactor = 1.0f;
} else {
// DISTORTION_UNDERWATER_FISHING
return;
}
depthPhase += DEGF_TO_BINANG(depthPhaseStep);
screenPlanePhase += DEGF_TO_BINANG(screenPlanePhaseStep);
View_SetDistortionOrientation(&camera->play->view, Math_CosS(depthPhase) * 0.0f, Math_SinS(depthPhase) * 0.0f,
Math_SinS(screenPlanePhase) * 0.0f);
View_SetDistortionScale(&camera->play->view, Math_SinS(screenPlanePhase) * (xScale * scaleFactor) + 1.0f,
Math_CosS(screenPlanePhase) * (yScale * scaleFactor) + 1.0f,
Math_CosS(depthPhase) * (zScale * scaleFactor) + 1.0f);
View_SetDistortionSpeed(&camera->play->view, speed * speedFactor);
camera->unk_14C |= 0x40;
} else if (camera->unk_14C & 0x40) {
View_ClearDistortion(&camera->play->view);
camera->unk_14C &= ~0x40;
}
}
s32 sOOBTimer = 0;
Vec3s Camera_Update(Camera* camera) {
Vec3f viewAt;
Vec3f viewEye;
Vec3f viewUp;
f32 viewFov;
Vec3f spAC;
s32 bgId;
f32 playerGroundY;
f32 playerXZSpeed;
VecSph eyeAtAngle;
s16 camDataIdx;
PosRot curPlayerPosRot;
QuakeCamCalc quake;
Player* player;
player = camera->play->cameraPtrs[MAIN_CAM]->player;
if (R_DBG_CAM_UPDATE) {
osSyncPrintf("camera: in %x\n", camera);
}
if (camera->status == CAM_STAT_CUT) {
if (R_DBG_CAM_UPDATE) {
osSyncPrintf("camera: cut out %x\n", camera);
}
return camera->inputDir;
}
sUpdateCameraDirection = false;
if (camera->player != NULL) {
Actor_GetWorldPosShapeRot(&curPlayerPosRot, &camera->player->actor);
camera->xzSpeed = playerXZSpeed = OLib_Vec3fDistXZ(&curPlayerPosRot.pos, &camera->playerPosRot.pos);
camera->speedRatio = OLib_ClampMaxDist(playerXZSpeed / (func_8002DCE4(camera->player) * PCT(OREG(8))), 1.0f);
camera->playerPosDelta.x = curPlayerPosRot.pos.x - camera->playerPosRot.pos.x;
camera->playerPosDelta.y = curPlayerPosRot.pos.y - camera->playerPosRot.pos.y;
camera->playerPosDelta.z = curPlayerPosRot.pos.z - camera->playerPosRot.pos.z;
spAC = curPlayerPosRot.pos;
spAC.y += Player_GetHeight(camera->player);
playerGroundY = BgCheck_EntityRaycastFloor5(camera->play, &camera->play->colCtx, &playerFloorPoly,
&bgId, &camera->player->actor, &spAC);
if (playerGroundY != BGCHECK_Y_MIN) {
// player is above ground.
sOOBTimer = 0;
camera->floorNorm.x = COLPOLY_GET_NORMAL(playerFloorPoly->normal.x);
camera->floorNorm.y = COLPOLY_GET_NORMAL(playerFloorPoly->normal.y);
camera->floorNorm.z = COLPOLY_GET_NORMAL(playerFloorPoly->normal.z);
camera->bgCheckId = bgId;
camera->playerGroundY = playerGroundY;
} else {
// player is not above ground.
sOOBTimer++;
camera->floorNorm.x = 0.0;
camera->floorNorm.y = 1.0f;
camera->floorNorm.z = 0.0;
}
camera->playerPosRot = curPlayerPosRot;
if (sOOBTimer < 200) {
if (camera->status == CAM_STAT_ACTIVE) {
Camera_UpdateWater(camera);
Camera_UpdateHotRoom(camera);
}
if (!(camera->unk_14C & 4)) {
camera->nextCamDataIdx = -1;
}
if ((camera->unk_14C & 1) && (camera->unk_14C & 4) && (!(camera->unk_14C & 0x400)) &&
(!(camera->unk_14C & 0x200) || (player->currentBoots == PLAYER_BOOTS_IRON)) &&
(!(camera->unk_14C & (s16)0x8000)) && (playerGroundY != BGCHECK_Y_MIN)) {
camDataIdx = Camera_GetDataIdxForPoly(camera, &bgId, playerFloorPoly);
if (camDataIdx != -1) {
camera->nextBGCheckId = bgId;
if (bgId == BGCHECK_SCENE) {
camera->nextCamDataIdx = camDataIdx;
}
}
}
if (camera->nextCamDataIdx != -1 && (fabsf(curPlayerPosRot.pos.y - playerGroundY) < 2.0f) &&
(!(camera->unk_14C & 0x200) || (player->currentBoots == PLAYER_BOOTS_IRON))) {
camera->bgCheckId = camera->nextBGCheckId;
Camera_ChangeDataIdx(camera, camera->nextCamDataIdx);
camera->nextCamDataIdx = -1;
}
}
}
Camera_PrintSettings(camera);
Camera_DbgChangeMode(camera);
if (camera->status == CAM_STAT_WAIT) {
if (R_DBG_CAM_UPDATE) {
osSyncPrintf("camera: wait out %x\n", camera);
}
return camera->inputDir;
}
camera->unk_14A = 0;
camera->unk_14C &= ~(0x400 | 0x20);
camera->unk_14C |= 0x10;
if (R_DBG_CAM_UPDATE) {
osSyncPrintf("camera: engine (%d %d %d) %04x \n", camera->setting, camera->mode,
sCameraSettings[camera->setting].cameraModes[camera->mode].funcIdx, camera->unk_14C);
}
if (sOOBTimer < 200) {
sCameraFunctions[sCameraSettings[camera->setting].cameraModes[camera->mode].funcIdx](camera);
} else if (camera->player != NULL) {
OLib_Vec3fDiffToVecSphGeo(&eyeAtAngle, &camera->at, &camera->eye);
Camera_CalcAtDefault(camera, &eyeAtAngle, 0.0f, 0);
}
if (camera->status == CAM_STAT_ACTIVE) {
if ((gSaveContext.gameMode != 0) && (gSaveContext.gameMode != 3)) {
sCameraInterfaceFlags = 0;
Camera_UpdateInterface(sCameraInterfaceFlags);
} else if ((D_8011D3F0 != 0) && (camera->thisIdx == MAIN_CAM)) {
D_8011D3F0--;
sCameraInterfaceFlags = 0x3200;
Camera_UpdateInterface(sCameraInterfaceFlags);
} else if (camera->play->transitionMode != 0) {
sCameraInterfaceFlags = 0xF200;
Camera_UpdateInterface(sCameraInterfaceFlags);
} else if (camera->play->csCtx.state != CS_STATE_IDLE) {
sCameraInterfaceFlags = 0x3200;
Camera_UpdateInterface(sCameraInterfaceFlags);
} else {
Camera_UpdateInterface(sCameraInterfaceFlags);
}
}
if (R_DBG_CAM_UPDATE) {
osSyncPrintf("camera: shrink_and_bitem %x(%d)\n", sCameraInterfaceFlags, camera->play->transitionMode);
}
if (R_DBG_CAM_UPDATE) {
osSyncPrintf("camera: engine (%s(%d) %s(%d) %s(%d)) ok!\n", &sCameraSettingNames[camera->setting],
camera->setting, &sCameraModeNames[camera->mode], camera->mode,
&sCameraFunctionNames[sCameraSettings[camera->setting].cameraModes[camera->mode].funcIdx],
sCameraSettings[camera->setting].cameraModes[camera->mode].funcIdx);
}
// enable/disable debug cam
if (CVarGetInteger("gDebugEnabled", 0) && CHECK_BTN_ALL(D_8015BD7C->state.input[2].press.button, BTN_START)) {
gDbgCamEnabled ^= 1;
if (gDbgCamEnabled) {
DbgCamera_Enable(&D_8015BD80, camera);
} else if (camera->play->csCtx.state != CS_STATE_IDLE) {
func_80064534(camera->play, &camera->play->csCtx);
}
}
// Debug cam update
if (gDbgCamEnabled) {
camera->play->view.fovy = D_8015BD80.fov;
DbCamera_Update(&D_8015BD80, camera);
func_800AA358(&camera->play->view, &D_8015BD80.eye, &D_8015BD80.at, &D_8015BD80.unk_1C);
if (R_DBG_CAM_UPDATE) {
osSyncPrintf("camera: debug out\n");
}
return D_8015BD80.sub.unk_104A;
}
OREG(0) &= ~8;
if (camera->status == 3) {
return camera->inputDir;
}
// setting bgCheckId to the ret of Quake_Calc, and checking that
// is required, it doesn't make too much sense though.
if ((bgId = Quake_Calc(camera, &quake), bgId != 0) && (camera->setting != CAM_SET_TURN_AROUND)) {
viewAt.x = camera->at.x + quake.atOffset.x;
viewAt.y = camera->at.y + quake.atOffset.y;
viewAt.z = camera->at.z + quake.atOffset.z;
viewEye.x = camera->eye.x + quake.eyeOffset.x;
viewEye.y = camera->eye.y + quake.eyeOffset.y;
viewEye.z = camera->eye.z + quake.eyeOffset.z;
OLib_Vec3fDiffToVecSphGeo(&eyeAtAngle, &viewEye, &viewAt);
Camera_CalcUpFromPitchYawRoll(&viewUp, eyeAtAngle.pitch + quake.rotZ, eyeAtAngle.yaw + quake.unk_1A,
camera->roll);
viewFov = camera->fov + BINANG_TO_DEGF(quake.zoom);
} else {
viewAt = camera->at;
viewEye = camera->eye;
OLib_Vec3fDiffToVecSphGeo(&eyeAtAngle, &viewEye, &viewAt);
Camera_CalcUpFromPitchYawRoll(&viewUp, eyeAtAngle.pitch, eyeAtAngle.yaw, camera->roll);
viewFov = camera->fov;
}
if (camera->paramFlags & 4) {
camera->paramFlags &= ~4;
viewUp = camera->up;
} else {
camera->up = viewUp;
}
camera->skyboxOffset = quake.eyeOffset;
Camera_UpdateDistortion(camera);
if ((camera->play->sceneNum == SCENE_SPOT00) && (camera->fov < 59.0f)) {
View_SetScale(&camera->play->view, 0.79f);
} else {
View_SetScale(&camera->play->view, 1.0f);
}
camera->play->view.fovy = viewFov;
func_800AA358(&camera->play->view, &viewEye, &viewAt, &viewUp);
camera->camDir.x = eyeAtAngle.pitch;
camera->camDir.y = eyeAtAngle.yaw;
camera->camDir.z = 0;
if (sUpdateCameraDirection == 0) {
camera->inputDir.x = eyeAtAngle.pitch;
camera->inputDir.y = eyeAtAngle.yaw;
camera->inputDir.z = 0;
}
if (PREG(81)) {
osSyncPrintf("dir (%d) %d(%f) %d(%f) 0(0) \n", sUpdateCameraDirection, camera->inputDir.x,
BINANG_TO_DEGF(camera->inputDir.x), camera->inputDir.y, BINANG_TO_DEGF(camera->inputDir.y));
osSyncPrintf("real (%d) %d(%f) %d(%f) 0(0) \n", sUpdateCameraDirection, camera->camDir.x,
BINANG_TO_DEGF(camera->camDir.x), camera->camDir.y, BINANG_TO_DEGF(camera->camDir.y));
}
if (camera->timer != -1 && CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_DRIGHT) && CVarGetInteger("gDebugCamera", 0)) {
camera->timer = 0;
}
if (R_DBG_CAM_UPDATE) {
osSyncPrintf("camera: out (%f %f %f) (%f %f %f)\n", camera->at.x, camera->at.y, camera->at.z, camera->eye.x,
camera->eye.y, camera->eye.z);
osSyncPrintf("camera: dir (%f %d(%f) %d(%f)) (%f)\n", eyeAtAngle.r, eyeAtAngle.pitch,
BINANG_TO_DEGF(eyeAtAngle.pitch), eyeAtAngle.yaw, BINANG_TO_DEGF(eyeAtAngle.yaw), camera->fov);
if (camera->player != NULL) {
osSyncPrintf("camera: foot(%f %f %f) dist (%f)\n", curPlayerPosRot.pos.x, curPlayerPosRot.pos.y,
curPlayerPosRot.pos.z, camera->dist);
}
}
return camera->inputDir;
}
/**
* When the camera's timer is 0, change the camera to its parent
*/
void Camera_Finish(Camera* camera) {
Camera* mainCam = camera->play->cameraPtrs[MAIN_CAM];
Player* player = GET_PLAYER(camera->play);
if (camera->timer == 0) {
Play_ChangeCameraStatus(camera->play, camera->parentCamIdx, CAM_STAT_ACTIVE);
if ((camera->parentCamIdx == MAIN_CAM) && (camera->csId != 0)) {
player->actor.freezeTimer = 0;
player->stateFlags1 &= ~0x20000000;
if (player->csMode != 0) {
func_8002DF54(camera->play, &player->actor, 7);
osSyncPrintf("camera: player demo end!!\n");
}
mainCam->unk_14C |= 8;
}
if (CHILD_CAM(camera)->parentCamIdx == camera->thisIdx) {
CHILD_CAM(camera)->parentCamIdx = camera->parentCamIdx;
}
if (PARENT_CAM(camera)->childCamIdx == camera->thisIdx) {
PARENT_CAM(camera)->childCamIdx = camera->childCamIdx;
}
if (PARENT_CAM(camera)->thisIdx == MAIN_CAM) {
PARENT_CAM(camera)->animState = 0;
}
camera->childCamIdx = camera->parentCamIdx = SUBCAM_FREE;
camera->timer = -1;
camera->play->envCtx.fillScreen = false;
Play_ClearCamera(camera->play, camera->thisIdx);
}
}
s32 func_8005A02C(Camera* camera) {
camera->unk_14C |= 0xC;
camera->unk_14C &= ~(0x1000 | 0x8);
return true;
}
s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 flags) {
static s32 modeChangeFlags = 0;
if (QREG(89)) {
osSyncPrintf("+=+(%d)+=+ recive request -> %s\n", camera->play->state.frames, sCameraModeNames[mode]);
}
if (camera->unk_14C & 0x20 && flags == 0) {
camera->unk_14A |= 0x20;
return -1;
}
if (!((sCameraSettings[camera->setting].unk_00 & 0x3FFFFFFF) & (1 << mode))) {
if (mode == CAM_MODE_FIRSTPERSON) {
osSyncPrintf("camera: error sound\n");
func_80078884(NA_SE_SY_ERROR);
}
if (camera->mode != CAM_MODE_NORMAL) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: change camera mode: force NORMAL: %s %s refused\n" VT_RST,
sCameraSettingNames[camera->setting], sCameraModeNames[mode]);
camera->mode = CAM_MODE_NORMAL;
Camera_CopyDataToRegs(camera, camera->mode);
func_8005A02C(camera);
return 0xC0000000 | mode;
} else {
camera->unk_14A |= 0x20;
camera->unk_14A |= 2;
return 0;
}
} else {
if (mode == camera->mode && flags == 0) {
camera->unk_14A |= 0x20;
camera->unk_14A |= 2;
return -1;
}
camera->unk_14A |= 0x20;
camera->unk_14A |= 2;
Camera_CopyDataToRegs(camera, mode);
modeChangeFlags = 0;
switch (mode) {
case CAM_MODE_FIRSTPERSON:
modeChangeFlags = 0x20;
break;
case CAM_MODE_BATTLE:
modeChangeFlags = 4;
break;
case CAM_MODE_FOLLOWTARGET:
if (camera->target != NULL && camera->target->id != ACTOR_EN_BOOM) {
modeChangeFlags = 8;
}
break;
case CAM_MODE_TARGET:
case CAM_MODE_TALK:
case CAM_MODE_BOWARROWZ:
case CAM_MODE_HANGZ:
case CAM_MODE_PUSHPULL:
modeChangeFlags = 2;
break;
}
switch (camera->mode) {
case CAM_MODE_FIRSTPERSON:
if (modeChangeFlags & 0x20) {
camera->animState = 0xA;
}
break;
case CAM_MODE_TARGET:
if (modeChangeFlags & 0x10) {
camera->animState = 0xA;
}
modeChangeFlags |= 1;
break;
case CAM_MODE_CHARGE:
modeChangeFlags |= 1;
break;
case CAM_MODE_FOLLOWTARGET:
if (modeChangeFlags & 8) {
camera->animState = 0xA;
}
modeChangeFlags |= 1;
break;
case CAM_MODE_BATTLE:
if (modeChangeFlags & 4) {
camera->animState = 0xA;
}
modeChangeFlags |= 1;
break;
case CAM_MODE_BOWARROWZ:
case CAM_MODE_HANGZ:
case CAM_MODE_PUSHPULL:
modeChangeFlags |= 1;
break;
case CAM_MODE_NORMAL:
if (modeChangeFlags & 0x10) {
camera->animState = 0xA;
}
break;
}
modeChangeFlags &= ~0x10;
if (camera->status == CAM_STAT_ACTIVE) {
switch (modeChangeFlags) {
case 1:
func_80078884(0);
break;
case 2:
if (camera->play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) {
func_80078884(NA_SE_SY_ATTENTION_URGENCY);
} else {
func_80078884(NA_SE_SY_ATTENTION_ON);
}
break;
case 4:
func_80078884(NA_SE_SY_ATTENTION_URGENCY);
break;
case 8:
func_80078884(NA_SE_SY_ATTENTION_ON);
break;
}
}
func_8005A02C(camera);
camera->mode = mode;
return 0x80000000 | mode;
}
}
s32 Camera_ChangeMode(Camera* camera, s16 mode) {
return Camera_ChangeModeFlags(camera, mode, 0);
}
s32 Camera_CheckValidMode(Camera* camera, s16 mode) {
if (QREG(89) != 0) {
osSyncPrintf("+=+=+=+ recive asking -> %s (%s)\n", sCameraModeNames[mode],
sCameraSettingNames[camera->setting]);
}
if (!(sCameraSettings[camera->setting].validModes & (1 << mode))) {
return 0;
} else if (mode == camera->mode) {
return -1;
} else {
return mode | 0x80000000;
}
}
s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags) {
if (camera->unk_14A & 1) {
if (((u32)(sCameraSettings[camera->setting].unk_00 & 0xF000000) >> 0x18) >=
((u32)(sCameraSettings[setting].unk_00 & 0xF000000) >> 0x18)) {
camera->unk_14A |= 0x10;
return -2;
}
}
if (((setting == CAM_SET_MEADOW_BIRDS_EYE) || (setting == CAM_SET_MEADOW_UNUSED)) && LINK_IS_ADULT &&
(camera->play->sceneNum == SCENE_SPOT05)) {
camera->unk_14A |= 0x10;
return -5;
}
if (setting == CAM_SET_NONE || setting >= CAM_SET_MAX) {
osSyncPrintf(VT_COL(RED, WHITE) "camera: error: illegal camera set (%d) !!!!\n" VT_RST, setting);
return -99;
}
if ((setting == camera->setting) && (!(flags & 1))) {
camera->unk_14A |= 0x10;
if (!(flags & 2)) {
camera->unk_14A |= 1;
}
return -1;
}
camera->unk_14A |= 0x10;
if (!(flags & 2)) {
camera->unk_14A |= 1;
}
camera->unk_14C |= 0xC;
camera->unk_14C &= ~0x1008;
if (!(sCameraSettings[camera->setting].unk_00 & 0x40000000)) {
camera->prevSetting = camera->setting;
}
if (flags & 8) {
camera->camDataIdx = camera->prevCamDataIdx;
camera->prevCamDataIdx = -1;
} else if (!(flags & 4)) {
if (!(sCameraSettings[camera->setting].unk_00 & 0x40000000)) {
camera->prevCamDataIdx = camera->camDataIdx;
}
camera->camDataIdx = -1;
}
camera->setting = setting;
if (Camera_ChangeModeFlags(camera, camera->mode, 1) >= 0) {
Camera_CopyDataToRegs(camera, camera->mode);
}
osSyncPrintf(VT_SGR("1") "%06u:" VT_RST " camera: change camera[%d] set %s\n", camera->play->state.frames,
camera->thisIdx, sCameraSettingNames[camera->setting]);
return setting;
}
s32 Camera_ChangeSetting(Camera* camera, s16 setting) {
return Camera_ChangeSettingFlags(camera, setting, 0);
}
s32 Camera_ChangeDataIdx(Camera* camera, s32 camDataIdx) {
s16 newCameraSetting;
s16 settingChangeSuccessful;
if (camDataIdx == -1 || camDataIdx == camera->camDataIdx) {
camera->unk_14A |= 0x40;
return -1;
}
if (!(camera->unk_14A & 0x40)) {
newCameraSetting = Camera_GetCamDataSetting(camera, camDataIdx);
camera->unk_14A |= 0x40;
settingChangeSuccessful = Camera_ChangeSettingFlags(camera, newCameraSetting, 5) >= 0;
if (settingChangeSuccessful || sCameraSettings[camera->setting].unk_00 & 0x80000000) {
camera->camDataIdx = camDataIdx;
camera->unk_14A |= 4;
Camera_CopyDataToRegs(camera, camera->mode);
} else if (settingChangeSuccessful < -1) {
//! @bug: This is likely checking the wrong value. The actual return of Camera_ChangeSettingFlags or
// camDataIdx would make more sense.
osSyncPrintf(VT_COL(RED, WHITE) "camera: error: illegal camera ID (%d) !! (%d|%d|%d)\n" VT_RST, camDataIdx,
camera->thisIdx, 0x32, newCameraSetting);
}
return 0x80000000 | camDataIdx;
}
}
Vec3s* Camera_GetInputDir(Vec3s* dst, Camera* camera) {
if (gDbgCamEnabled) {
*dst = D_8015BD80.sub.unk_104A;
return dst;
} else {
*dst = camera->inputDir;
return dst;
}
}
s16 Camera_GetInputDirPitch(Camera* camera) {
Vec3s dir;
Camera_GetInputDir(&dir, camera);
return dir.x;
}
s16 Camera_GetInputDirYaw(Camera* camera) {
Vec3s dir;
Camera_GetInputDir(&dir, camera);
return dir.y;
}
Vec3s* Camera_GetCamDir(Vec3s* dst, Camera* camera) {
if (gDbgCamEnabled) {
*dst = D_8015BD80.sub.unk_104A;
return dst;
} else {
*dst = camera->camDir;
return dst;
}
}
s16 Camera_GetCamDirPitch(Camera* camera) {
Vec3s camDir;
Camera_GetCamDir(&camDir, camera);
return camDir.x;
}
s16 Camera_GetCamDirYaw(Camera* camera) {
Vec3s camDir;
Camera_GetCamDir(&camDir, camera);
return camDir.y;
}
s32 Camera_AddQuake(Camera* camera, s32 arg1, s16 y, s32 countdown) {
s16 quakeIdx;
quakeIdx = Quake_Add(camera, 3);
if (quakeIdx == 0) {
return 0;
}
Quake_SetSpeed(quakeIdx, 0x61A8);
Quake_SetQuakeValues(quakeIdx, y, 0, 0, 0);
Quake_SetCountdown(quakeIdx, countdown);
return 1;
}
s32 Camera_SetParam(Camera* camera, s32 param, void* value) {
s32 pad[3];
if (value != NULL) {
switch (param) {
case 1:
camera->paramFlags &= ~(0x10 | 0x8 | 0x1);
camera->at = *(Vec3f*)value;
break;
case 16:
camera->paramFlags &= ~(0x10 | 0x8 | 0x1);
camera->targetPosRot.pos = *(Vec3f*)value;
break;
case 8:
if (camera->setting == CAM_SET_CS_C || camera->setting == CAM_SET_CS_ATTENTION) {
break;
}
camera->target = (Actor*)value;
camera->paramFlags &= ~(0x10 | 0x8 | 0x1);
break;
case 2:
camera->eye = camera->eyeNext = *(Vec3f*)value;
break;
case 4:
camera->up = *(Vec3f*)value;
break;
case 0x40:
camera->roll = DEGF_TO_BINANG(*(f32*)value);
break;
case 0x20:
camera->fov = *(f32*)value;
break;
default:
return false;
}
camera->paramFlags |= param;
} else {
return false;
}
return true;
}
s32 Camera_UnsetParam(Camera* camera, s16 param) {
camera->paramFlags &= ~param;
return true;
}
s32 func_8005AC48(Camera* camera, s16 arg1) {
camera->unk_14C = arg1;
return true;
}
s32 Camera_ResetAnim(Camera* camera) {
camera->animState = 0;
return 1;
}
s32 Camera_SetCSParams(Camera* camera, CutsceneCameraPoint* atPoints, CutsceneCameraPoint* eyePoints, Player* player,
s16 relativeToPlayer) {
PosRot playerPosRot;
camera->data0 = atPoints;
camera->data1 = eyePoints;
camera->data2 = relativeToPlayer;
if (camera->data2 != 0) {
camera->player = player;
Actor_GetWorldPosShapeRot(&playerPosRot, &player->actor);
camera->playerPosRot = playerPosRot;
camera->nextCamDataIdx = -1;
camera->xzSpeed = 0.0f;
camera->speedRatio = 0.0f;
}
FrameInterpolation_DontInterpolateCamera();
return 1;
}
s16 func_8005ACFC(Camera* camera, s16 arg1) {
camera->unk_14C |= arg1;
return camera->unk_14C;
}
s16 func_8005AD1C(Camera* camera, s16 arg1) {
camera->unk_14C &= ~arg1;
return camera->unk_14C;
}
s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 camDataIdx, f32 arg3, s16 timer1, s16 timer2,
s16 timer3) {
DoorParams* doorParams = (DoorParams*)camera->paramData;
if ((camera->setting == CAM_SET_CS_ATTENTION) || (camera->setting == CAM_SET_DOORC)) {
return 0;
}
doorParams->doorActor = doorActor;
doorParams->timer1 = timer1;
doorParams->timer2 = timer2;
doorParams->timer3 = timer3;
doorParams->camDataIdx = camDataIdx;
if (camDataIdx == -99) {
Camera_CopyDataToRegs(camera, camera->mode);
return -99;
}
if (camDataIdx == -1) {
Camera_ChangeSetting(camera, CAM_SET_DOORC);
osSyncPrintf(".... change default door camera (set %d)\n", CAM_SET_DOORC);
} else {
s32 setting = Camera_GetCamDataSetting(camera, camDataIdx);
camera->unk_14A |= 0x40;
if (Camera_ChangeSetting(camera, setting) >= 0) {
camera->camDataIdx = camDataIdx;
camera->unk_14A |= 4;
}
osSyncPrintf("....change door camera ID %d (set %d)\n", camera->camDataIdx, camera->setting);
}
Camera_CopyDataToRegs(camera, camera->mode);
return -1;
}
s32 Camera_Copy(Camera* dstCamera, Camera* srcCamera) {
s32 pad;
dstCamera->posOffset.x = 0.0f;
dstCamera->posOffset.y = 0.0f;
dstCamera->posOffset.z = 0.0f;
dstCamera->atLERPStepScale = 0.1f;
dstCamera->at = srcCamera->at;
dstCamera->eye = dstCamera->eyeNext = srcCamera->eye;
dstCamera->dist = OLib_Vec3fDist(&dstCamera->at, &dstCamera->eye);
dstCamera->fov = srcCamera->fov;
dstCamera->roll = srcCamera->roll;
func_80043B60(dstCamera);
if (dstCamera->player != NULL) {
Actor_GetWorld(&dstCamera->playerPosRot, &dstCamera->player->actor);
dstCamera->posOffset.x = dstCamera->at.x - dstCamera->playerPosRot.pos.x;
dstCamera->posOffset.y = dstCamera->at.y - dstCamera->playerPosRot.pos.y;
dstCamera->posOffset.z = dstCamera->at.z - dstCamera->playerPosRot.pos.z;
dstCamera->dist = OLib_Vec3fDist(&dstCamera->playerPosRot.pos, &dstCamera->eye);
dstCamera->xzOffsetUpdateRate = 1.0f;
dstCamera->yOffsetUpdateRate = 1.0f;
}
return true;
}
s32 Camera_GetDbgCamEnabled() {
return gDbgCamEnabled;
}
Vec3f* Camera_GetSkyboxOffset(Vec3f* dst, Camera* camera) {
*dst = camera->skyboxOffset;
return dst;
}
void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3,
UNK_TYPE arg6) {
if (setDataFlags & 0x1) {
camera->data0 = data0;
}
if (setDataFlags & 0x2) {
camera->data1 = data1;
}
if (setDataFlags & 0x4) {
camera->data2 = data2;
}
if (setDataFlags & 0x8) {
camera->data3 = data3;
}
if (setDataFlags & 0x10) {
osSyncPrintf(VT_COL(RED, WHITE) "camera: setCameraData: last argument not alive!\n" VT_RST);
}
}
s32 Camera_QRegInit() {
if (!R_RELOAD_CAM_PARAMS) {
QREG(2) = 1;
QREG(10) = -1;
QREG(11) = 100;
QREG(12) = 80;
QREG(20) = 90;
QREG(21) = 10;
QREG(22) = 10;
QREG(23) = 50;
QREG(24) = 6000;
QREG(25) = 240;
QREG(26) = 40;
QREG(27) = 85;
QREG(28) = 55;
QREG(29) = 87;
QREG(30) = 23;
QREG(31) = 20;
QREG(32) = 4;
QREG(33) = 5;
QREG(50) = 1;
QREG(51) = 20;
QREG(52) = 200;
QREG(53) = 1;
QREG(54) = 15;
QREG(55) = 60;
QREG(56) = 15;
QREG(57) = 30;
QREG(58) = 0;
}
QREG(65) = 50;
return true;
}
s32 func_8005B198() {
return D_8011D3AC;
}
s16 func_8005B1A4(Camera* camera) {
camera->unk_14C |= 0x8;
if ((camera->thisIdx == MAIN_CAM) && (camera->play->activeCamera != MAIN_CAM)) {
GET_ACTIVE_CAM(camera->play)->unk_14C |= 0x8;
return camera->play->activeCamera;
}
return camera->thisIdx;
}