mm/src/code/z_camera.c

8192 lines
290 KiB
C

/**
* @file camera.c
* Implements the camera system. Camera functionality depends on the current combination of
* setting and mode.
*
* When working with the camera, you should be familiar with MM's coordinate system.
* Relative to the camera, the coordinate system follows the right hand rule:
* +X points right.
* +Y points up.
* +Z points out of the screen.
*
* You should also be familiar with Euler angles: 'pitch', 'yaw', and 'roll'.
* pitch: rotation about the X-axis, measured from +Y.
* Unlike yaw and roll, pitch is bounded in +-0x4000 (90 degrees).
* Pitch is 0 when the camera points parallel to the xz-plane (+Y points straight up).
*
* yaw: rotation about the Y-axis, measured from (absolute) +Z.
* Positive yaw rotates clockwise, towards +X.
*
* roll: rotation about the Z-axis, measured from the camera's right direction.
* Unfortunately, it's weird: For some reason, roll is flipped. Positive roll makes the camera
* rotate counterclockwise, which means the WORLD rotates clockwise. Luckily roll is rarely
* used.
*
* Remember the right hand rule: make a thumbs-up with your right hand, stick your thumb in the
* +direction (except for roll), and the angle follows the rotation of your curled fingers.
*
* Illustrations:
* Following the right hand rule, each hidden axis's positive direction points out of the screen.
*
* YZ-Plane (pitch) XZ-Plane (yaw) XY-Plane (roll -- Note flipped)
* +Y -Z +Y
* ^ ^ (into the ^
* --|-- | screen) |<-
* +pitch / | \ -pitch | | \ -roll
* v | v | | |
* +Z <------O------> -Z -X <------O------> +X -X <------O------> +X
* | ^ | ^ | |
* | \ | / | / +roll
* | -yaw --|-- +yaw |<-
* v v v
* -Y +Z -Y
*
*/
#include "global.h"
#include "libc/string.h"
#include "z64quake.h"
#include "z64shrink_window.h"
#include "z64view.h"
#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
void func_800DDFE0(Camera* camera);
s32 Camera_ChangeMode(Camera* camera, s16 mode);
s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags);
s16 Camera_UnsetStateFlag(Camera* camera, s16 flags);
#include "z_camera_data.inc.c"
PlayState* sCamPlayState;
SwingAnimation D_801EDC30[4];
Vec3f D_801EDDD0;
Vec3f D_801EDDE0;
Vec3f D_801EDDF0;
// Camera will reload its paramData. Usually that means setting the read-only data from what is stored in
// CameraModeValue arrays. Although sometimes some read-write data is reset as well
#define RELOAD_PARAMS(camera) ((camera->animState == 0) || (camera->animState == 10) || (camera->animState == 20))
/**
* Camera data is stored in both read-only data and OREG as s16, and then converted to the appropriate type during
* runtime. If a small f32 is being stored as an s16, it is common to store that value 100 times larger than the
* original value. This is then scaled back down during runtime with the CAM_RODATA_UNSCALE macro.
*/
#define CAM_RODATA_SCALE(x) ((x)*100.0f)
#define CAM_RODATA_UNSCALE(x) ((x)*0.01f)
// Load the next value from camera read-only data stored in CameraModeValue
#define GET_NEXT_RO_DATA(values) ((values++)->val)
// Load the next value and scale down from camera read-only data stored in CameraModeValue
#define GET_NEXT_SCALED_RO_DATA(values) CAM_RODATA_UNSCALE(GET_NEXT_RO_DATA(values))
// Camera bg surface flags
#define FLG_ADJSLOPE (1 << 0)
#define FLG_OFFGROUND (1 << 7)
#define CAM_CHANGE_SETTING_0 (1 << 0)
#define CAM_CHANGE_SETTING_1 (1 << 1)
#define CAM_CHANGE_SETTING_2 (1 << 2)
#define CAM_CHANGE_SETTING_3 (1 << 3)
/*===============================================================*/
/* Camera Internal Functions */
/*===============================================================*/
/**
* Returns the absolute value for floats
*/
f32 Camera_fabsf(f32 f) {
return ABS(f);
}
/**
* Returns the magnitude for 3D float vectors
*/
f32 Camera_Vec3fMagnitude(Vec3f* vec) {
return sqrtf(SQ(vec->x) + SQ(vec->y) + SQ(vec->z));
}
/**
* Interpolates along the curve shown below
* returns value y ranging from 0.0f to 1.0f for -xMax <= x <= xMax
* returns 1.0f otherwise
*
* y = 1.0f ________ _________
* __ __
* _ _
* y axis _ _
* ___ ___
* _____
* y = 0.0f | | |
* -xMax 0 xMax
*
* x axis
*/
f32 Camera_QuadraticAttenuation(f32 xRange, f32 x) {
f32 y;
f32 absX;
f32 percent40 = 0.4f;
f32 percent60;
f32 xQuadratic;
f32 xMaxQuadratic; // Normalizing constant
absX = Camera_fabsf(x);
if (absX > xRange) {
// fixed value outside xMax range
y = 1.0f;
} else {
// inside xMax range
percent60 = 1.0f - percent40;
if (absX < (xRange * percent60)) {
// quadratic curve in the inner 60% of xMax range: +concavity (upward curve)
xQuadratic = SQ(x) * (1.0f - percent40);
xMaxQuadratic = SQ(xRange * percent60);
y = xQuadratic / xMaxQuadratic;
} else {
// quadratic curve in the outer 40% of xMax range: -concavity (flattening curve)
xQuadratic = SQ(xRange - absX) * percent40;
xMaxQuadratic = SQ(0.4f * xRange);
y = 1.0f - (xQuadratic / xMaxQuadratic);
}
}
return y;
}
/**
* @param[in] target target value
* @param[in] cur current value
* @param[in] stepScale fraction of (target - cur) to step towards target
* @param[in] minDiff minimum value of (target - cur) perform a step. Otherwise, return `target`
*
* @return new current value
*/
f32 Camera_ScaledStepToCeilF(f32 target, f32 cur, f32 stepScale, f32 minDiff) {
f32 diff = target - cur;
f32 step = diff * stepScale;
return (Camera_fabsf(diff) >= minDiff) ? cur + step : target;
}
/**
* @param[in] target target value
* @param[in] cur current value
* @param[in] stepScale fraction of (target - cur) to step towards target
* @param[in] minDiff minimum value of (target - cur) perform a step. Otherwise, return `target`
*
* @return new current value
*/
s16 Camera_ScaledStepToCeilS(s16 target, s16 cur, f32 stepScale, s16 minDiff) {
s16 diff = target - cur;
s16 step = diff * stepScale + 0.5f;
return (ABS(diff) >= minDiff) ? cur + step : target;
}
/**
* @param[in] target target value
* @param[in] cur current value
* @param[in] stepScale fraction of (target - cur) to step towards target
* @param[in] minDiff minimum value of (target - cur) perform a step. Otherwise, return `current`
*
* @return new current value
*/
s16 Camera_ScaledStepToFloorS(s16 target, s16 cur, f32 stepScale, s16 minDiff) {
s16 diff = target - cur;
s16 step = diff * stepScale + 0.5f;
return (ABS(diff) >= minDiff) ? cur + step : cur;
}
/**
* @param[in] target target value
* @param[in] cur current value
* @param[in] stepScale fraction of (target - cur) to step towards target
* @param[in] minDiff minimum value of (target - cur) perform a step. Otherwise, return `target`
*
* @return new current value
*/
void Camera_ScaledStepToCeilVec3f(Vec3f* target, Vec3f* cur, f32 xzStepScale, f32 yStepScale, f32 minDiff) {
cur->x = Camera_ScaledStepToCeilF(target->x, cur->x, xzStepScale, minDiff);
cur->y = Camera_ScaledStepToCeilF(target->y, cur->y, yStepScale, minDiff);
cur->z = Camera_ScaledStepToCeilF(target->z, cur->z, xzStepScale, minDiff);
}
void Camera_SetUpdateRatesFastPitch(Camera* camera) {
camera->yawUpdateRateInv = 100.0f;
camera->pitchUpdateRateInv = 16.0f;
camera->rUpdateRateInv = 20.0f;
camera->yOffsetUpdateRate = 0.05f;
camera->xzOffsetUpdateRate = 0.05f;
camera->fovUpdateRate = 0.05f;
}
void Camera_SetUpdateRatesFastYaw(Camera* camera) {
camera->rUpdateRateInv = 50.0f;
camera->pitchUpdateRateInv = 100.0f;
camera->yawUpdateRateInv = 50.0f;
camera->yOffsetUpdateRate = 0.01f;
camera->xzOffsetUpdateRate = 0.1f;
camera->fovUpdateRate = 0.01f;
if (camera->speedRatio > 1.0f) {
camera->speedRatio = 1.0f;
}
}
void Camera_SetUpdateRatesSlow(Camera* camera) {
camera->rUpdateRateInv = 1800.0f;
camera->yawUpdateRateInv = 1800.0f;
camera->pitchUpdateRateInv = 1800.0f;
camera->yOffsetUpdateRate = 0.01f;
camera->xzOffsetUpdateRate = 0.01f;
camera->fovUpdateRate = 0.01f;
}
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;
}
/**
* Returns the difference between two angles and scales the difference up
*/
s16 Camera_AngleDiffAndScale(s16 angle1, s16 angle2, f32 scale) {
return BINANG_SUB(angle1, angle2) * scale;
}
/**
* Calculates the current offset between the camera's at-coordinates and the focal actors coordinates
*/
void Camera_SetFocalActorAtOffset(Camera* camera, Vec3f* focalActorPos) {
camera->focalActorAtOffset.x = camera->at.x - focalActorPos->x;
camera->focalActorAtOffset.y = camera->at.y - focalActorPos->y;
camera->focalActorAtOffset.z = camera->at.z - focalActorPos->z;
}
f32 Camera_GetFocalActorHeight(Camera* camera) {
PosRot focalActorFocus;
Actor* focalActor = camera->focalActor;
f32 focalActorHeight;
if (focalActor == &GET_PLAYER(camera->play)->actor) {
focalActorHeight = Player_GetHeight((Player*)focalActor);
} else {
Actor_GetFocus(&focalActorFocus, focalActor);
focalActorHeight = focalActorFocus.pos.y - camera->focalActorPosRot.pos.y;
if (focalActorHeight == 0.0f) {
focalActorHeight = 10.0f;
}
}
return focalActorHeight;
}
f32 Camera_GetRunSpeedLimit(Camera* camera) {
Actor* focalActor = camera->focalActor;
f32 runSpeedLimit;
if (focalActor == &GET_PLAYER(camera->play)->actor) {
runSpeedLimit = Player_GetRunSpeedLimit((Player*)focalActor);
} else {
runSpeedLimit = 10.0f;
}
return runSpeedLimit;
}
s32 func_800CB7CC(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->stateFlags3 & PLAYER_STATE3_10;
} else {
return 0;
}
}
s32 Camera_IsMountedOnHorse(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->stateFlags1 & PLAYER_STATE1_800000;
} else {
return 0;
}
}
s32 Camera_IsDekuHovering(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->stateFlags3 & PLAYER_STATE3_2000;
} else {
return 0;
}
}
/**
* When walking in a cutscene? Used during Postman's minigame.
*/
s32 func_800CB854(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->stateFlags1 & PLAYER_STATE1_20;
} else {
return 0;
}
}
s32 Camera_IsSwimming(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (focalActor == &GET_PLAYER(camera->play)->actor) {
if (((Player*)focalActor)->stateFlags3 & PLAYER_STATE3_8000) {
// Swimming as Zora
return 999;
} else {
// Swimming as Human or Fierce Deity
return ((Player*)focalActor)->stateFlags1 & PLAYER_STATE1_8000000;
}
} else {
// Camera not focused on player
return 0;
}
}
s32 Camera_IsDiving(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->stateFlags2 & PLAYER_STATE2_800;
} else {
return 0;
}
}
s32 Camera_IsPlayerFormZora(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->transformation == PLAYER_FORM_ZORA;
} else {
return false;
}
}
s32 func_800CB924(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->stateFlags3 & PLAYER_STATE3_1000;
} else {
return 0;
}
}
s32 func_800CB950(Camera* camera) {
Player* player;
s32 phi_v0;
s32 ret;
f32 yDiff;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
yDiff = Camera_fabsf(camera->focalActorPosRot.pos.y - camera->focalActorFloorHeight);
phi_v0 = false;
if (yDiff < 11.0f) {
phi_v0 = true;
}
ret = phi_v0;
if (!ret) {
ret = false;
if (camera->focalActor->gravity > -0.1f) {
ret = true;
}
player = (Player*)camera->focalActor;
if (!ret) {
// Using zora fins
ret = player->stateFlags1 & PLAYER_STATE1_200000;
ret = !!ret;
}
}
return ret;
} else {
return true;
}
}
s32 Camera_IsClimbingLedge(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->stateFlags1 & PLAYER_STATE1_4;
} else {
return 0;
}
}
s32 Camera_IsChargingSwordOrDekuFlowerDive(Camera* camera) {
Actor* focalActor = camera->focalActor;
s32 ret;
if (focalActor == &GET_PLAYER(camera->play)->actor) {
// Charging Sword
ret = !!(((Player*)focalActor)->stateFlags1 & PLAYER_STATE1_1000);
if (!ret) {
// Deku Flower Dive
ret = !!(((Player*)focalActor)->stateFlags3 & PLAYER_STATE3_100);
}
return ret;
} else {
return false;
}
}
s32 func_800CBA7C(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->stateFlags2 & PLAYER_STATE2_800000;
} else {
return 0;
}
}
PlayerMeleeWeaponState func_800CBAAC(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->meleeWeaponState;
} else {
return PLAYER_MELEE_WEAPON_STATE_0;
}
}
s32 Camera_GetFocalActorPos(Vec3f* dst, Camera* camera) {
PosRot focalPosRot;
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
*dst = ((Player*)focalActor)->bodyPartsPos[PLAYER_BODYPART_WAIST];
return dst;
} else {
Actor_GetWorldPosShapeRot(&focalPosRot, camera->focalActor);
*dst = focalPosRot.pos;
return dst;
}
}
s32 Camera_IsUnderwaterAsZora(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->currentBoots == PLAYER_BOOTS_ZORA_UNDERWATER;
} else {
return 0;
}
}
/**
* Evaluate if player is in one of two sword animations
*/
s32 func_800CBB88(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
if ((((Player*)focalActor)->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) &&
(((Player*)focalActor)->meleeWeaponAnimation == PLAYER_MWA_GORON_PUNCH_BUTT)) {
return 3;
}
if ((((Player*)focalActor)->stateFlags2 & PLAYER_STATE2_20000) ||
((((Player*)focalActor)->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) &&
(((Player*)focalActor)->meleeWeaponAnimation == PLAYER_MWA_ZORA_PUNCH_KICK))) {
return 1;
}
}
return 0;
}
s32 Camera_IsUsingZoraFins(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->stateFlags1 & PLAYER_STATE1_200000;
} else {
return 0;
}
}
s32 func_800CBC30(Camera* camera, f32 waterYMax, f32 waterYMin) {
if ((camera->focalActorFloorHeight != camera->waterYPos) && (camera->waterYPos < waterYMax) &&
(camera->waterYPos > waterYMin)) {
return true;
} else {
return false;
}
}
s32 func_800CBC84(Camera* camera, Vec3f* from, CameraCollision* to, s32 arg3) {
CollisionContext* colCtx = &camera->play->colCtx;
Vec3f toNewPos;
Vec3f toPoint;
Vec3f fromToNorm;
f32 floorPolyY;
CollisionPoly** floorPoly;
s32 floorBgId;
OLib_Vec3fDistNormalize(&fromToNorm, from, &to->pos);
toPoint.x = to->pos.x + fromToNorm.x;
toPoint.y = to->pos.y + fromToNorm.y;
toPoint.z = to->pos.z + fromToNorm.z;
floorPoly = &to->poly;
if (!BgCheck_CameraLineTest1(colCtx, from, &toPoint, &toNewPos, floorPoly, (arg3 & 1) ? 0 : 1, 1,
(arg3 & 2) ? 0 : 1, -1, &floorBgId)) {
toNewPos = to->pos;
//! FAKE
if (1) {}
if (1) {}
toNewPos.y += 5.0f;
if ((arg3 != 0) && func_800CB7CC(camera)) {
to->poly = camera->focalActor->floorPoly;
floorBgId = camera->focalActor->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);
if (!Math3D_LineSegVsPlane(to->norm.x, to->norm.y, to->norm.z, to->poly->dist, from, &toPoint, &toNewPos,
1)) {
floorPolyY = to->pos.y - 20.0f;
} else {
toNewPos.y += 5.0f;
floorPolyY = to->pos.y;
}
} else {
floorPolyY = BgCheck_CameraRaycastFloor2(colCtx, floorPoly, &floorBgId, &toNewPos);
}
if ((to->pos.y - floorPolyY) > 5.0f) {
to->norm.x = -fromToNorm.x;
to->norm.y = -fromToNorm.y;
to->norm.z = -fromToNorm.z;
return 0;
}
}
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;
}
void func_800CBFA4(Camera* camera, Vec3f* arg1, Vec3f* arg2, s32 arg3) {
CameraCollision sp20;
s32 pad;
sp20.pos = *arg2;
func_800CBC84(camera, arg1, &sp20, arg3);
*arg2 = sp20.pos;
}
/**
* Detects the collision poly between `from` and `to`, places collision info in `to`
*/
s32 Camera_BgCheckInfo(Camera* camera, Vec3f* from, CameraCollision* to) {
CollisionPoly* floorPoly;
Vec3f toNewPos;
Vec3f fromToNorm;
if (BgCheck_CameraLineTest1(&camera->play->colCtx, from, &to->pos, &toNewPos, &to->poly, 1, 1, 1, -1, &to->bgId)) {
floorPoly = to->poly;
to->norm.x = COLPOLY_GET_NORMAL(floorPoly->normal.x);
to->norm.y = COLPOLY_GET_NORMAL(floorPoly->normal.y);
to->norm.z = COLPOLY_GET_NORMAL(floorPoly->normal.z);
to->pos = toNewPos;
return to->bgId + 1;
}
OLib_Vec3fDistNormalize(&fromToNorm, from, &to->pos);
to->norm.x = -fromToNorm.x;
to->norm.y = -fromToNorm.y;
to->norm.z = -fromToNorm.z;
return 0;
}
/**
* Detects if there is collision between `from` and `to`
*/
s32 Camera_BgCheck(Camera* camera, Vec3f* from, Vec3f* to) {
CollisionContext* colCtx = &camera->play->colCtx;
Vec3f intersect;
s32 bgId;
CollisionPoly* poly = NULL;
if (BgCheck_CameraLineTest1(colCtx, from, to, &intersect, &poly, 1, 1, 1, -1, &bgId)) {
*to = intersect;
return true;
}
return false;
}
/**
* 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)) {
return true;
}
return false;
}
s16 func_800CC260(Camera* camera, Vec3f* arg1, Vec3f* arg2, VecGeo* arg3, Actor** exclusions, s16 numExclusions) {
VecGeo sp90;
s32 ret;
s32 angleCount;
f32 rand;
PosRot playerFocus;
Vec3f sp64;
Player* player = GET_PLAYER(camera->play);
s32 i;
sp64 = *arg2;
Actor_GetFocus(&playerFocus, &player->actor); // playerFocus unused
sp90 = *arg3;
angleCount = ARRAY_COUNT(D_801B9E18);
for (i = 0; i < angleCount; i++) {
OLib_AddVecGeoToVec3f(arg1, arg2, &sp90);
if (!Camera_CheckOOB(camera, arg1, &sp64) && !func_800CBC30(camera, arg2->y, arg1->y) &&
!CollisionCheck_LineOCCheck(camera->play, &camera->play->colChkCtx, arg2, arg1, exclusions,
numExclusions)) {
break;
}
sp90.yaw = D_801B9E18[i] + arg3->yaw;
rand = Rand_ZeroOne();
sp90.pitch = D_801B9E34[i] + (s16)(arg3->pitch * rand);
if (sp90.pitch > 0x36B0) { // 76.9 degrees
sp90.pitch -= 0x3E80; // -87.9 degrees
}
if (sp90.pitch < -0x36B0) { // -76.9 degrees
sp90.pitch += 0x3A98; // 82.4 degrees
}
sp90.r *= 0.9f;
sp64 = *arg2;
}
*arg3 = sp90;
if (i == angleCount) {
ret = -1;
} else {
ret = i;
}
return ret;
}
/**
* 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) {
CollisionContext* colCtx = &camera->play->colCtx;
CollisionPoly* floorPoly;
f32 floorY = BgCheck_EntityRaycastFloor3(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. 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;
if (camera->focalActor != NULL) {
floorY = BgCheck_EntityRaycastFloor5_3(camera->play, &camera->play->colCtx, &floorPoly, bgId,
camera->focalActor, pos);
} else {
floorY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, bgId, pos);
}
if ((floorY == BGCHECK_Y_MIN) ||
((camera->focalActorFloorHeight < 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;
} 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);
}
return floorY;
}
#define CAM_DATA_IS_BG (1 << 12) // if not set, then cam data is for actor cutscenes
/**
* Returns the CameraSettingType of the camera from either the bgCam or the actorCsCam at index `camDataId`
*/
s16 Camera_GetBgCamOrActorCsCamSetting(Camera* camera, u32 camDataId) {
if (camDataId & CAM_DATA_IS_BG) {
return BgCheck_GetBgCamSettingImpl(&camera->play->colCtx, camDataId & ~CAM_DATA_IS_BG, BGCHECK_SCENE);
} else {
return Play_GetActorCsCamSetting(camera->play, camDataId);
}
}
/**
* Returns either the bgCam data or the actorCsCam data at index `camDataId`
*/
Vec3s* Camera_GetBgCamOrActorCsCamFuncData(Camera* camera, u32 camDataId) {
if (camDataId & CAM_DATA_IS_BG) {
return BgCheck_GetBgCamFuncDataImpl(&camera->play->colCtx, camDataId & ~CAM_DATA_IS_BG, BGCHECK_SCENE);
} else {
return Play_GetActorCsCamFuncData(camera->play, camDataId);
}
}
/**
* Gets the bgCam index for the poly `poly`, returns -1 if
* there is no camera data for that poly.
*/
s32 Camera_GetBgCamIndex(Camera* camera, s32* bgId, CollisionPoly* poly) {
s32 bgCamIndex = SurfaceType_GetBgCamIndex(&camera->play->colCtx, poly, *bgId);
s32 ret;
if (BgCheck_GetBgCamSettingImpl(&camera->play->colCtx, bgCamIndex, *bgId) == CAM_SET_NONE) {
ret = -1;
} else {
ret = bgCamIndex;
}
return ret;
}
/**
* Gets the Camera setting 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 bgCam index for the water box.
* Returns the camera setting otherwise.
*/
s32 Camera_GetWaterBoxBgCamSetting(Camera* camera, f32* waterY) {
PosRot playerPosShape;
WaterBox* waterBox;
s32 camSetting;
s32 bgId;
Actor_GetWorldPosShapeRot(&playerPosShape, camera->focalActor);
*waterY = playerPosShape.pos.y;
if (!WaterBox_GetSurfaceImpl(camera->play, &camera->play->colCtx, playerPosShape.pos.x, playerPosShape.pos.z,
waterY, &waterBox, &bgId)) {
// player's position is not in a waterbox
*waterY = playerPosShape.pos.y;
return -1;
}
if (!Camera_IsSwimming(camera)) {
return -1;
}
camSetting = WaterBox_GetBgCamSetting(&camera->play->colCtx, waterBox, bgId);
// -2: no bgCam index
return (camSetting == CAM_SET_NONE) ? -2 : camSetting;
}
void func_800CC938(Camera* camera) {
func_800DDFE0(camera);
}
/**
* Calculates the angle between points `from` and `to`
*/
s16 Camera_CalcXZAngle(Vec3f* to, Vec3f* from) {
return CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(from->x - to->x, from->z - to->z)));
}
// BSS
s16 D_801EDBF0;
/**
* Calculates a pitch adjustment by sampling a position in front of the focal actor and testing the floor height.
* Used to detect if the focal actor is near a slope, edge, or cliff.
*
* @param camera
* @param viewYaw The yaw the camera is facing, gives a direction to sample a position
* @param shouldInit
*
* @return pitchOffset resulting pitch adjustment
*/
s16 Camera_GetPitchAdjFromFloorHeightDiffs(Camera* camera, s16 viewYaw, s16 shouldInit) {
static f32 sFloorYNear;
static f32 sFloorYFar;
static CameraCollision sFarColChk;
Vec3f focalActorPos;
Vec3f nearPos;
Vec3f floorNorm;
f32 checkOffsetY;
s16 pitchNear;
s16 pitchFar;
f32 floorYDiffFar;
f32 viewForwardsUnitX;
f32 viewForwardsUnitZ;
s32 bgId;
f32 nearDist;
f32 farDist;
f32 floorYDiffNear;
f32 focalActorHeight;
viewForwardsUnitX = Math_SinS(viewYaw);
viewForwardsUnitZ = Math_CosS(viewYaw);
focalActorHeight = Camera_GetFocalActorHeight(camera);
checkOffsetY = focalActorHeight * 1.2f;
nearDist = focalActorHeight * 1.0f;
farDist = focalActorHeight * 2.5f;
focalActorPos.x = camera->focalActorPosRot.pos.x;
focalActorPos.y = camera->focalActorFloorHeight + checkOffsetY;
focalActorPos.z = camera->focalActorPosRot.pos.z;
nearPos.x = focalActorPos.x + (nearDist * viewForwardsUnitX);
nearPos.y = focalActorPos.y;
nearPos.z = focalActorPos.z + (nearDist * viewForwardsUnitZ);
if (shouldInit || ((camera->play->state.frames % 2) == 0)) {
sFarColChk.pos.x = focalActorPos.x + (farDist * viewForwardsUnitX);
sFarColChk.pos.y = focalActorPos.y;
sFarColChk.pos.z = focalActorPos.z + (farDist * viewForwardsUnitZ);
Camera_BgCheckInfo(camera, &focalActorPos, &sFarColChk);
if (shouldInit) {
sFloorYNear = sFloorYFar = camera->focalActorFloorHeight;
}
} else {
farDist = OLib_Vec3fDistXZ(&focalActorPos, &sFarColChk.pos);
sFarColChk.pos.x += sFarColChk.norm.x * 5.0f;
sFarColChk.pos.y += sFarColChk.norm.y * 5.0f;
sFarColChk.pos.z += sFarColChk.norm.z * 5.0f;
if (nearDist > farDist) {
nearDist = farDist;
sFloorYNear = sFloorYFar = Camera_GetFloorYLayer(camera, &floorNorm, &sFarColChk.pos, &bgId);
} else {
sFloorYNear = Camera_GetFloorYLayer(camera, &floorNorm, &nearPos, &bgId);
sFloorYFar = Camera_GetFloorYLayer(camera, &floorNorm, &sFarColChk.pos, &bgId);
}
if (sFloorYNear == BGCHECK_Y_MIN) {
sFloorYNear = camera->focalActorFloorHeight;
}
if (sFloorYFar == BGCHECK_Y_MIN) {
sFloorYFar = sFloorYNear;
}
}
floorYDiffNear = (sFloorYNear - camera->focalActorFloorHeight) * 0.8f;
floorYDiffFar = (sFloorYFar - camera->focalActorFloorHeight) * (20.0f * 0.01f);
pitchNear = CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(floorYDiffNear, nearDist)));
pitchFar = CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(floorYDiffFar, farDist)));
return pitchNear + pitchFar;
}
f32 func_800CCCEC(Camera* camera, s16 reset) {
static s32 D_801B9E5C = 0;
static f32 D_801B9E60 = 0.0f;
Vec3f offsetForwards;
Vec3f angledOffsetForwards;
PosRot focalActorPosRot;
CameraCollision camCollision;
f32 forwardsUnitZ;
f32 focalActorHeight;
f32 forwardsUnitX;
f32 distResult;
s16 yawForwardsOffset;
f32 distResultAdj;
focalActorHeight = Camera_GetFocalActorHeight(camera);
if (reset) {
D_801B9E5C = 0;
D_801B9E60 = 0.0f;
}
focalActorPosRot = camera->focalActorPosRot;
forwardsUnitX = Math_SinS(focalActorPosRot.rot.y);
forwardsUnitZ = Math_CosS(focalActorPosRot.rot.y);
offsetForwards.x = focalActorPosRot.pos.x + (30.0f * forwardsUnitX);
offsetForwards.y = focalActorPosRot.pos.y + focalActorHeight;
offsetForwards.z = focalActorPosRot.pos.z + (30.0f * forwardsUnitZ);
camCollision.pos.x = focalActorPosRot.pos.x + (12.0f * forwardsUnitX);
camCollision.pos.y = offsetForwards.y;
camCollision.pos.z = focalActorPosRot.pos.z + (12.0f * forwardsUnitZ);
if ((camera->play->state.frames % 2) != 0) {
// Turn and project 65.92 degrees left
yawForwardsOffset = focalActorPosRot.rot.y + DEG_TO_BINANG(65.92f);
angledOffsetForwards.x = (Math_SinS(yawForwardsOffset) * 50.0f) + offsetForwards.x;
angledOffsetForwards.y = offsetForwards.y;
angledOffsetForwards.z = (Math_CosS(yawForwardsOffset) * 50.0f) + offsetForwards.z;
if ((Camera_BgCheckInfo(camera, &angledOffsetForwards, &camCollision) != 0) &&
Camera_CheckOOB(camera, &offsetForwards, &angledOffsetForwards)) {
// Always going to result in 28.0f?
distResult = OLib_Vec3fDistXZ(&offsetForwards, &camCollision.pos);
// (-D_801B9E60 < (50.0f - distResult))
if (!((D_801B9E5C == 2) && (-D_801B9E60 >= (50.0f - distResult)))) {
D_801B9E5C = 1;
distResult = 50.0f - distResult; // 22.0f
D_801B9E60 = distResult;
// if (distResult == 0.0f)
if (distResult == -distResult) {
distResultAdj = 0.0f;
} else {
distResultAdj = distResult;
}
return distResultAdj;
}
}
} else {
// Turn and project 90 degrees right
yawForwardsOffset = focalActorPosRot.rot.y - DEG_TO_BINANG(90);
angledOffsetForwards.x = (Math_SinS(yawForwardsOffset) * 50.0f) + offsetForwards.x;
angledOffsetForwards.y = offsetForwards.y;
angledOffsetForwards.z = (Math_CosS(yawForwardsOffset) * 50.0f) + offsetForwards.z;
if ((Camera_BgCheckInfo(camera, &angledOffsetForwards, &camCollision) != 0) &&
Camera_CheckOOB(camera, &offsetForwards, &angledOffsetForwards)) {
// Always going to result in 28.0f?
distResult = OLib_Vec3fDistXZ(&offsetForwards, &camCollision.pos);
if (!((D_801B9E5C == 1) && (D_801B9E60 >= -(distResult - 50.0f)))) {
D_801B9E5C = 2;
distResult = distResult - 50.0f;
D_801B9E60 = distResult;
if (distResult == -distResult) {
distResultAdj = 0.0f;
} else {
distResultAdj = distResult;
}
return distResultAdj;
}
}
}
if (D_801B9E5C != 0) {
distResult = D_801B9E60;
} else {
distResult = 0.0f;
}
D_801B9E5C = 0;
D_801B9E60 = 0.0f;
return distResult;
}
/**
* Calculates a new Up vector from the pitch, yaw, roll
*/
Vec3f* Camera_CalcUpVec(Vec3f* viewUp, s16 pitch, s16 yaw, s16 roll) {
f32 sinP = Math_SinS(pitch);
f32 cosP = Math_CosS(pitch);
f32 sinY = Math_SinS(yaw);
f32 cosY = Math_CosS(yaw);
f32 sinR = Math_SinS(-roll);
f32 cosR = Math_CosS(-roll);
Vec3f up;
Vec3f baseUp;
Vec3f u;
Vec3f rollMtxRow1;
Vec3f rollMtxRow2;
Vec3f rollMtxRow3;
f32 pad;
// Axis to roll around
u.x = cosP * sinY;
u.y = sinP;
u.z = cosP * cosY;
// Matrix to apply the roll to the Up vector without roll
rollMtxRow1.x = ((1.0f - SQ(u.x)) * cosR) + SQ(u.x);
rollMtxRow1.y = ((u.x * u.y) * (1.0f - cosR)) - (u.z * sinR);
rollMtxRow1.z = ((u.z * u.x) * (1.0f - cosR)) + (u.y * sinR);
rollMtxRow2.x = ((u.x * u.y) * (1.0f - cosR)) + (u.z * sinR);
rollMtxRow2.y = ((1.0f - SQ(u.y)) * cosR) + SQ(u.y);
rollMtxRow2.z = ((u.y * u.z) * (1.0f - cosR)) - (u.x * sinR);
rollMtxRow3.x = ((u.z * u.x) * (1.0f - cosR)) - (u.y * sinR);
rollMtxRow3.y = ((u.y * u.z) * (1.0f - cosR)) + (u.x * sinR);
rollMtxRow3.z = ((1.0f - SQ(u.z)) * cosR) + SQ(u.z);
// Up without roll
baseUp.x = -sinP * sinY;
baseUp.y = cosP;
baseUp.z = -sinP * cosY;
// rollMtx * baseUp
up.x = DOTXYZ(baseUp, rollMtxRow1);
up.y = DOTXYZ(baseUp, rollMtxRow2);
up.z = DOTXYZ(baseUp, rollMtxRow3);
*viewUp = up;
return viewUp;
}
f32 Camera_ClampLerpScale(Camera* camera, f32 maxLerpScale) {
f32 ret;
if (camera->atLerpStepScale < 0.12f) {
ret = 0.12f;
} else if (camera->atLerpStepScale >= maxLerpScale) {
ret = maxLerpScale;
} else {
ret = 1.1f * camera->atLerpStepScale;
}
return ret;
}
void Camera_ResetActionFuncState(Camera* camera, s32 mode) {
camera->animState = 0;
}
void Camera_UpdateInterface(s32 interfaceFlags) {
s32 hudVisibility;
if ((interfaceFlags & CAM_LETTERBOX_MASK) != CAM_LETTERBOX_IGNORE) {
switch (interfaceFlags & CAM_LETTERBOX_SIZE_MASK) {
case CAM_LETTERBOX_SMALL:
sCameraLetterboxSize = 26;
break;
case CAM_LETTERBOX_MEDIUM:
sCameraLetterboxSize = 27;
break;
case CAM_LETTERBOX_LARGE:
sCameraLetterboxSize = 32;
break;
default:
sCameraLetterboxSize = 0;
break;
}
if (interfaceFlags & CAM_LETTERBOX_INSTANT) {
ShrinkWindow_Letterbox_SetSize(sCameraLetterboxSize);
} else {
ShrinkWindow_Letterbox_SetSizeTarget(sCameraLetterboxSize);
}
}
if ((interfaceFlags & CAM_HUD_VISIBILITY_MASK) != CAM_HUD_VISIBILITY_IGNORE) {
hudVisibility = (interfaceFlags & CAM_HUD_VISIBILITY_MASK) >> CAM_HUD_VISIBILITY_SHIFT;
if (hudVisibility == (CAM_HUD_VISIBILITY_ALL >> CAM_HUD_VISIBILITY_SHIFT)) {
hudVisibility = 50;
}
if (hudVisibility != sCameraHudVisibility) {
sCameraHudVisibility = hudVisibility;
Interface_SetHudVisibility(sCameraHudVisibility);
}
}
}
Vec3f* Camera_BgCheckCorner(Vec3f* dst, Vec3f* linePointA, Vec3f* linePointB, CameraCollision* pointAColChk,
CameraCollision* pointBColChk) {
Vec3f closestPoint;
func_800CAA14(pointAColChk->poly, pointBColChk->poly, linePointA, linePointB, &closestPoint);
*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
* 1 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_800CD44C(Camera* camera, VecGeo* diffGeo, CameraCollision* camEyeCollision, CameraCollision* camAtCollision,
s16 checkEye) {
Vec3f* at = &camera->at;
s32 pad[2];
s32 atEyeBgId;
s32 eyeAtBgId;
s32 ret;
f32 cosEyeAt;
CameraCollision camCollision;
camEyeCollision->pos = camera->eyeNext;
ret = 0;
atEyeBgId = func_800CBC84(camera, at, camEyeCollision, 0);
if (atEyeBgId != 0) {
// collision found between at->ey
camAtCollision->pos = *at;
OLib_Vec3fToVecGeo(&camEyeCollision->geoNorm, &camEyeCollision->norm);
if (camEyeCollision->geoNorm.pitch > 0x2EE0) { // 65.9 degrees
camEyeCollision->geoNorm.yaw = diffGeo->yaw;
}
if (checkEye & 1) {
memcpy(&camCollision, camAtCollision, sizeof(CameraCollision));
}
eyeAtBgId = Camera_BgCheckInfo(camera, &camera->eye, camAtCollision);
if (eyeAtBgId == 0) {
// no collision from eyeNext->at
if (checkEye & 1) {
memcpy(camAtCollision, &camCollision, sizeof(CameraCollision));
} else {
return 3;
}
}
if (camEyeCollision->poly == camAtCollision->poly) {
// at->eyeNext and eyeNext->at is the same poly
return 3;
}
OLib_Vec3fToVecGeo(&camAtCollision->geoNorm, &camAtCollision->norm);
if (camAtCollision->geoNorm.pitch > 0x2EE0) { // 65.9 degrees
camAtCollision->geoNorm.yaw = BINANG_ROT180(diffGeo->yaw);
}
if (atEyeBgId != eyeAtBgId) {
// different bgIds for at->eye[Next] and eye[Next]->at
ret = 3;
} else {
cosEyeAt = Math3D_Parallel(&camEyeCollision->norm, &camAtCollision->norm);
if (cosEyeAt < -0.5f) {
ret = 6;
} else if ((cosEyeAt > 0.5f) || (checkEye & 2)) {
ret = 3;
} else {
ret = 1;
}
}
}
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;
VecGeo floorNormGeo;
OLib_Vec3fToVecGeo(&floorNormGeo, floorNorm);
tmp = Math_CosS(floorNormGeo.pitch) * Math_CosS(playerYRot - floorNormGeo.yaw);
return (Camera_fabsf(tmp) * adjAmt) * Math_CosS(playerYRot - eyeAtYaw);
}
f32 func_800CD6CC(Actor* actor) {
return sqrtf(gTargetRanges[actor->targetMode].rangeSq / gTargetRanges[actor->targetMode].leashScale);
}
/**
* Calculates new at vector for the camera pointing in `eyeAtDir`
*/
s32 Camera_CalcAtDefault(Camera* camera, VecGeo* eyeAtDir, f32 yOffset, s16 calcSlope) {
Vec3f* at = &camera->at;
Vec3f focalActorAtOffsetTarget;
Vec3f atTarget;
s32 pad;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
focalActorAtOffsetTarget.y = focalActorHeight + yOffset;
focalActorAtOffsetTarget.x = 0.0f;
focalActorAtOffsetTarget.z = 0.0f;
if (calcSlope) {
focalActorAtOffsetTarget.y -= OLib_ClampMaxDist(
Camera_CalcSlopeYAdj(&camera->floorNorm, focalActorPosRot->rot.y, eyeAtDir->yaw, 25.0f), focalActorHeight);
}
Camera_ScaledStepToCeilVec3f(&focalActorAtOffsetTarget, &camera->focalActorAtOffset, camera->xzOffsetUpdateRate,
camera->yOffsetUpdateRate, 0.1f);
atTarget.x = focalActorPosRot->pos.x + camera->focalActorAtOffset.x;
atTarget.y = focalActorPosRot->pos.y + camera->focalActorAtOffset.y;
atTarget.z = focalActorPosRot->pos.z + camera->focalActorAtOffset.z;
if (atTarget.y < (camera->focalActorFloorHeight + 10.0f)) {
atTarget.y = camera->focalActorFloorHeight + 10.0f;
}
Camera_ScaledStepToCeilVec3f(&atTarget, at, camera->atLerpStepScale, camera->atLerpStepScale, 0.2f);
return 1;
}
s32 Camera_CalcAtForScreen(Camera* camera, VecGeo* eyeAtDir, f32 yOffset, f32* focalActorPosY, f32 deltaYMax) {
f32 deltaY;
Vec3f focalActorAtOffsetTarget;
Vec3f atTarget;
s32 pad;
f32 clampedDeltaY;
f32 clampedAbsScreenY;
s16 absScreenY;
s16 screenY;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
focalActorAtOffsetTarget.y = focalActorHeight + yOffset;
focalActorAtOffsetTarget.x = 0.0f;
focalActorAtOffsetTarget.z = 0.0f;
Actor_GetScreenPos(camera->play, camera->focalActor, &absScreenY, &screenY);
screenY -= SCREEN_HEIGHT / 2;
absScreenY = ABS(screenY);
// result unused
clampedAbsScreenY = OLib_ClampMaxDist(absScreenY / (f32)(SCREEN_HEIGHT / 2), 1.0f);
deltaY = focalActorPosRot->pos.y - *focalActorPosY;
clampedDeltaY = OLib_ClampMaxDist(deltaY, deltaYMax);
if (absScreenY > (SCREEN_HEIGHT / 4)) {
absScreenY = SCREEN_HEIGHT / 4;
}
clampedAbsScreenY = OLib_ClampMaxDist(absScreenY / (f32)(SCREEN_HEIGHT / 4), 1.0f);
focalActorAtOffsetTarget.y -= clampedDeltaY * clampedAbsScreenY * clampedAbsScreenY;
Camera_ScaledStepToCeilVec3f(&focalActorAtOffsetTarget, &camera->focalActorAtOffset, camera->xzOffsetUpdateRate,
camera->yOffsetUpdateRate, 0.1f);
atTarget.x = focalActorPosRot->pos.x + camera->focalActorAtOffset.x;
atTarget.y = focalActorPosRot->pos.y + camera->focalActorAtOffset.y;
atTarget.z = focalActorPosRot->pos.z + camera->focalActorAtOffset.z;
atTarget.y = CLAMP_MIN(atTarget.y, camera->focalActorFloorHeight + 10.0f);
Camera_ScaledStepToCeilVec3f(&atTarget, &camera->at, camera->atLerpStepScale, camera->atLerpStepScale, 0.1f);
return 1;
}
s32 Camera_CalcAtForNormal1(Camera* camera, VecGeo* arg1, f32 yOffset, f32 forwardDist) {
PosRot* focalActorPosRot = &camera->focalActorPosRot;
Vec3f focalActorAtOffsetTarget;
Vec3f atTarget;
Vec3f collisionFromPos;
s32 pad;
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
focalActorAtOffsetTarget.x = Math_SinS(focalActorPosRot->rot.y) * forwardDist;
focalActorAtOffsetTarget.z = Math_CosS(focalActorPosRot->rot.y) * forwardDist;
focalActorAtOffsetTarget.y = focalActorHeight + yOffset;
Camera_ScaledStepToCeilVec3f(&focalActorAtOffsetTarget, &camera->focalActorAtOffset, camera->xzOffsetUpdateRate,
camera->yOffsetUpdateRate, 0.1f);
atTarget.x = focalActorPosRot->pos.x + camera->focalActorAtOffset.x;
atTarget.y = focalActorPosRot->pos.y + camera->focalActorAtOffset.y;
atTarget.z = focalActorPosRot->pos.z + camera->focalActorAtOffset.z;
collisionFromPos.x = focalActorPosRot->pos.x;
collisionFromPos.y = atTarget.y;
collisionFromPos.z = focalActorPosRot->pos.z;
if (Camera_BgCheck(camera, &collisionFromPos, &atTarget)) {
atTarget.x -= camera->focalActorAtOffset.x - (atTarget.x - collisionFromPos.x);
atTarget.z -= camera->focalActorAtOffset.z - (atTarget.z - collisionFromPos.z);
}
Camera_ScaledStepToCeilVec3f(&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, VecGeo* arg1, f32 yOffset, f32 xzOffsetMax, f32* focalActorPosY,
s16 flags) {
f32 pad;
Vec3f focalActorAtOffsetTarget;
Vec3f atTarget;
f32 fovHeight;
Vec3f* at = &camera->at;
f32 deltaY;
f32 eyeAtDistXZ;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
VecGeo focalActorAtOffsetTargetGeo;
// Calculate the `focalActorAtOffsetTarget`
// @TODO: Only uses `PARALLEL1_FLAG_` flags, but may need separate flags for `CalcAt` system
if (flags & 0x40) {
focalActorAtOffsetTargetGeo.r = func_800CCCEC(camera, flags & 0x10);
focalActorAtOffsetTargetGeo.yaw = focalActorPosRot->rot.y + 0x4000;
focalActorAtOffsetTargetGeo.pitch = 0;
OLib_VecGeoToVec3f(&focalActorAtOffsetTarget, &focalActorAtOffsetTargetGeo);
} else {
f32 xOffset = camera->focalActorAtOffset.x + camera->unk_0F0.x;
f32 zOffset = camera->focalActorAtOffset.z + camera->unk_0F0.z;
if (sqrtf(SQ(xOffset) + SQ(zOffset)) < xzOffsetMax) {
focalActorAtOffsetTarget.x = xOffset;
focalActorAtOffsetTarget.z = zOffset;
} else {
focalActorAtOffsetTarget.x = camera->focalActorAtOffset.x;
focalActorAtOffsetTarget.z = camera->focalActorAtOffset.z;
}
}
focalActorAtOffsetTarget.y = focalActorHeight + yOffset;
// focalActorAtOffsetTarget.y based on slope
if (PREG(76) && flags) {
focalActorAtOffsetTarget.y -=
Camera_CalcSlopeYAdj(&camera->floorNorm, focalActorPosRot->rot.y, arg1->yaw, 25.0f);
}
// Adjust posOffsetTarget.y based on something
if (func_800CB950(camera)) {
*focalActorPosY = Camera_ScaledStepToCeilF(focalActorPosRot->pos.y, *focalActorPosY, 0.4f, 0.1f);
deltaY = focalActorPosRot->pos.y - *focalActorPosY;
focalActorAtOffsetTarget.y -= deltaY;
Camera_ScaledStepToCeilVec3f(&focalActorAtOffsetTarget, &camera->focalActorAtOffset, camera->xzOffsetUpdateRate,
camera->yOffsetUpdateRate, 0.1f);
} else {
deltaY = focalActorPosRot->pos.y - *focalActorPosY;
eyeAtDistXZ = OLib_Vec3fDistXZ(at, &camera->eye);
// Get the height based on 80% of the fov
fovHeight = Math_FTanF(DEG_TO_RAD(camera->fov * (0.8f * 0.5f))) * eyeAtDistXZ;
if (deltaY > fovHeight) {
//! FAKE
if (1) {}
*focalActorPosY += deltaY - fovHeight;
deltaY = fovHeight;
} else if (deltaY < -fovHeight) {
*focalActorPosY += deltaY + fovHeight;
deltaY = -fovHeight;
}
focalActorAtOffsetTarget.y -= deltaY;
Camera_ScaledStepToCeilVec3f(&focalActorAtOffsetTarget, &camera->focalActorAtOffset, 0.3f, 0.2f, 0.1f);
camera->xzOffsetUpdateRate = 0.3f;
camera->yOffsetUpdateRate = 0.2f;
}
atTarget.x = focalActorPosRot->pos.x + camera->focalActorAtOffset.x;
atTarget.y = focalActorPosRot->pos.y + camera->focalActorAtOffset.y;
atTarget.z = focalActorPosRot->pos.z + camera->focalActorAtOffset.z;
Camera_ScaledStepToCeilVec3f(&atTarget, at, camera->atLerpStepScale, camera->atLerpStepScale, 0.2f);
return 1;
}
s32 Camera_CalcAtForFriendlyLockOn(Camera* camera, VecGeo* eyeAtDir, Vec3f* targetPos, f32 yOffset, f32 distance,
f32* yPosOffset, VecGeo* outPlayerToTargetDir, s16 flags) {
Vec3f* at = &camera->at;
Vec3f focalActorAtOffsetTarget;
Vec3f atTarget;
Vec3f sp68;
f32 temp_f0_6;
VecGeo sp5C;
f32 deltaY;
f32 fovHeight;
f32 phi_f16;
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
f32 sp50;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
focalActorAtOffsetTarget.y = focalActorHeight + yOffset;
focalActorAtOffsetTarget.x = 0.0f;
focalActorAtOffsetTarget.z = 0.0f;
if (PREG(76) && (flags & FLG_ADJSLOPE)) {
focalActorAtOffsetTarget.y -=
Camera_CalcSlopeYAdj(&camera->floorNorm, camera->focalActorPosRot.rot.y, eyeAtDir->yaw, 25.0f);
}
atTarget = focalActorPosRot->pos;
atTarget.y += focalActorHeight;
OLib_Vec3fDiffToVecGeo(outPlayerToTargetDir, &atTarget, targetPos);
sp5C = *outPlayerToTargetDir;
sp5C.r = (distance < sp5C.r) ? (sp5C.r * 0.2f) : ((sp5C.r * 0.9f) - (sp5C.r * 0.7f * (sp5C.r / distance)));
if (flags & FLG_OFFGROUND) {
sp5C.r *= 0.2f;
camera->yOffsetUpdateRate = camera->xzOffsetUpdateRate = 0.01f;
}
OLib_VecGeoToVec3f(&sp68, &sp5C);
focalActorAtOffsetTarget.x += sp68.x;
focalActorAtOffsetTarget.y += sp68.y;
focalActorAtOffsetTarget.z += sp68.z;
if (func_800CB950(camera)) {
*yPosOffset = Camera_ScaledStepToCeilF(focalActorPosRot->pos.y, *yPosOffset, 0.4f, 0.1f);
deltaY = focalActorPosRot->pos.y - *yPosOffset;
focalActorAtOffsetTarget.y -= deltaY;
Camera_ScaledStepToCeilVec3f(&focalActorAtOffsetTarget, &camera->focalActorAtOffset, camera->xzOffsetUpdateRate,
camera->yOffsetUpdateRate, 0.1f);
} else {
if (!(flags & 0x80)) {
deltaY = focalActorPosRot->pos.y - *yPosOffset;
sp50 = OLib_Vec3fDistXZ(at, &camera->eye);
phi_f16 = sp50;
Math_FAtan2F(deltaY, sp50);
fovHeight = Math_FTanF(DEG_TO_RAD(camera->fov * 0.4f)) * phi_f16;
if (fovHeight < deltaY) {
*yPosOffset += deltaY - fovHeight;
deltaY = fovHeight;
} else if (deltaY < -fovHeight) {
*yPosOffset += deltaY + fovHeight;
deltaY = -fovHeight;
}
focalActorAtOffsetTarget.y -= deltaY;
} else {
deltaY = focalActorPosRot->pos.y - *yPosOffset;
temp_f0_6 = Math_FAtan2F(deltaY, OLib_Vec3fDistXZ(at, &camera->eye));
if (temp_f0_6 > 0.34906584f) { // (M_PI / 9)
phi_f16 = 1.0f - Math_SinF(temp_f0_6 - 0.34906584f);
} else if (temp_f0_6 < -0.17453292f) { // (M_PI / 18)
phi_f16 = 1.0f - Math_SinF(-0.17453292f - temp_f0_6);
} else {
phi_f16 = 1.0f;
}
focalActorAtOffsetTarget.y -= deltaY * phi_f16;
}
Camera_ScaledStepToCeilVec3f(&focalActorAtOffsetTarget, &camera->focalActorAtOffset, 0.5f, 0.5f, 0.1f);
camera->xzOffsetUpdateRate = 0.5f;
camera->yOffsetUpdateRate = 0.5f;
}
atTarget.x = focalActorPosRot->pos.x + camera->focalActorAtOffset.x;
atTarget.y = focalActorPosRot->pos.y + camera->focalActorAtOffset.y;
atTarget.z = focalActorPosRot->pos.z + camera->focalActorAtOffset.z;
Camera_ScaledStepToCeilVec3f(&atTarget, at, camera->atLerpStepScale, camera->atLerpStepScale, 0.2f);
return 1;
}
s32 Camera_CalcAtForEnemyLockOn(Camera* camera, VecGeo* arg1, Vec3f* arg2, f32 yOffset, f32 arg4, f32 arg5, f32* arg6,
VecGeo* arg7, s16 flags) {
PosRot* focalActorPosRot = &camera->focalActorPosRot;
Vec3f focalActorAtOffsetTarget;
Vec3f atTarget;
Vec3f sp60;
VecGeo sp58;
f32 temp_f0_3;
f32 deltaY;
f32 new_var2;
f32 sp4C;
f32 phi_f14;
f32 fovHeight;
focalActorAtOffsetTarget.y = Camera_GetFocalActorHeight(camera) + yOffset;
focalActorAtOffsetTarget.x = 0.0f;
focalActorAtOffsetTarget.z = 0.0f;
sp58 = *arg7;
sp58.r = arg7->r * (arg5 * arg4);
if (flags & 0x80) {
camera->yOffsetUpdateRate = 0.01f;
camera->xzOffsetUpdateRate = 0.01f;
}
OLib_VecGeoToVec3f(&sp60, &sp58);
focalActorAtOffsetTarget.x += sp60.x;
focalActorAtOffsetTarget.y += sp60.y;
focalActorAtOffsetTarget.z += sp60.z;
if (func_800CB950(camera)) {
phi_f14 = *arg6;
*arg6 = Camera_ScaledStepToCeilF(focalActorPosRot->pos.y, phi_f14, 0.4f, 0.1f);
deltaY = focalActorPosRot->pos.y - *arg6;
focalActorAtOffsetTarget.y -= deltaY;
Camera_ScaledStepToCeilVec3f(&focalActorAtOffsetTarget, &camera->focalActorAtOffset, camera->xzOffsetUpdateRate,
camera->yOffsetUpdateRate, 0.1f);
} else {
//! FAKE:
if (focalActorPosRot->pos.x) {}
//! FAKE: unnecessary temp?
new_var2 = arg1->r;
sp4C = new_var2;
deltaY = focalActorPosRot->pos.y - *arg6;
temp_f0_3 = Math_FAtan2F(deltaY, sp4C);
if (!(flags & 0x80)) {
fovHeight = Math_FTanF(DEG_TO_RAD(camera->fov * 0.4f)) * sp4C;
if (fovHeight < deltaY) {
*arg6 += deltaY - fovHeight;
deltaY = fovHeight;
} else if (deltaY < -fovHeight) {
*arg6 += deltaY + fovHeight;
deltaY = -fovHeight;
}
focalActorAtOffsetTarget.y -= deltaY;
} else {
if (temp_f0_3 > 0.34906584f) { // (M_PI / 9)
phi_f14 = 1.0f - Math_SinF(temp_f0_3 - 0.34906584f);
} else if (temp_f0_3 < -0.17453292f) { // (M_PI / 18)
phi_f14 = 1.0f - Math_SinF(-0.17453292f - temp_f0_3);
} else {
phi_f14 = 1.0f;
}
focalActorAtOffsetTarget.y -= deltaY * phi_f14;
}
Camera_ScaledStepToCeilVec3f(&focalActorAtOffsetTarget, &camera->focalActorAtOffset, 0.5f, 0.5f, 0.1f);
camera->xzOffsetUpdateRate = 0.5f;
camera->yOffsetUpdateRate = 0.5f;
}
atTarget.x = focalActorPosRot->pos.x + camera->focalActorAtOffset.x;
atTarget.y = focalActorPosRot->pos.y + camera->focalActorAtOffset.y;
atTarget.z = focalActorPosRot->pos.z + camera->focalActorAtOffset.z;
Camera_ScaledStepToCeilVec3f(&atTarget, &camera->at, camera->atLerpStepScale, camera->atLerpStepScale, 0.2f);
return true;
}
s32 Camera_CalcAtForHorse(Camera* camera, VecGeo* eyeAtDir, f32 yOffset, f32* yPosOffset, s16 calcSlope) {
Vec3f* at = &camera->at;
Vec3f posOffsetTarget;
Vec3f atTarget;
s32 pad[2];
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
Player* player = (Player*)camera->focalActor;
PosRot horsePosRot;
Actor_GetWorld(&horsePosRot, player->rideActor);
if (EN_HORSE_CHECK_JUMPING((EnHorse*)player->rideActor)) {
horsePosRot.pos.y -= 49.0f;
*yPosOffset = Camera_ScaledStepToCeilF(horsePosRot.pos.y, *yPosOffset, 0.1f, 0.1f);
camera->atLerpStepScale = Camera_ScaledStepToCeilF(0.4f, camera->atLerpStepScale, 0.2f, 0.02f);
} else {
*yPosOffset = Camera_ScaledStepToCeilF(horsePosRot.pos.y, *yPosOffset, 0.5f, 0.1f);
}
posOffsetTarget.x = 0.0f;
posOffsetTarget.y = focalActorHeight + yOffset;
posOffsetTarget.z = 0.0f;
if (calcSlope) {
posOffsetTarget.y -=
Camera_CalcSlopeYAdj(&camera->floorNorm, camera->focalActorPosRot.rot.y, eyeAtDir->yaw, 25.0f);
}
Camera_ScaledStepToCeilVec3f(&posOffsetTarget, &camera->focalActorAtOffset, camera->xzOffsetUpdateRate,
camera->yOffsetUpdateRate, 0.1f);
atTarget.x = camera->focalActorAtOffset.x + horsePosRot.pos.x;
atTarget.y = camera->focalActorAtOffset.y + horsePosRot.pos.y;
atTarget.z = camera->focalActorAtOffset.z + horsePosRot.pos.z;
Camera_ScaledStepToCeilVec3f(&atTarget, at, camera->atLerpStepScale, camera->atLerpStepScale, 0.2f);
return true;
}
f32 Camera_ClampDist1(Camera* camera, f32 dist, f32 minDist, f32 maxDist, s16 timer) {
f32 distTarget;
if ((dist / maxDist) > 1.2f) {
distTarget = maxDist;
camera->rUpdateRateInv = 20.0f / (dist / maxDist);
if ((20.0f / (dist / maxDist)) < 10) {
camera->rUpdateRateInv = 10;
}
} else if (dist < minDist) {
distTarget = minDist;
camera->rUpdateRateInv =
Camera_ScaledStepToCeilF((timer != 0) ? 10.0f : 20.0f, camera->rUpdateRateInv, 0.5f, 0.1f);
} else if (maxDist < dist) {
distTarget = maxDist;
camera->rUpdateRateInv =
Camera_ScaledStepToCeilF((timer != 0) ? 10.0f : 20.0f, camera->rUpdateRateInv, 0.5f, 0.1f);
} else {
distTarget = dist;
camera->rUpdateRateInv =
Camera_ScaledStepToCeilF((timer != 0) ? 20.0f : 1.0f, camera->rUpdateRateInv, 0.5f, 0.1f);
}
return Camera_ScaledStepToCeilF(distTarget, camera->dist, 1.0f / camera->rUpdateRateInv, 0.1f);
}
f32 Camera_ClampDist2(Camera* camera, f32 dist, f32 minDist, f32 maxDist, s16 timer) {
f32 distTarget;
if (timer == 0) {
distTarget = ((maxDist * 0.25f) > 80.0f) ? maxDist * 0.25f : 80.0f;
camera->rUpdateRateInv = Camera_ScaledStepToCeilF(1000.0f, camera->rUpdateRateInv, 0.5f, 0.1f);
} else if ((dist / maxDist) > 1.2f) {
distTarget = maxDist;
camera->rUpdateRateInv = 20.0f / (dist / maxDist);
if ((20.0f / (dist / maxDist)) < 10.0f) {
camera->rUpdateRateInv = 10.0f;
}
} else if (dist < minDist) {
distTarget = minDist;
camera->rUpdateRateInv = Camera_ScaledStepToCeilF(20.0f, camera->rUpdateRateInv, 0.5f, 0.1f);
} else if (maxDist < dist) {
distTarget = maxDist;
camera->rUpdateRateInv = Camera_ScaledStepToCeilF(20.0f, camera->rUpdateRateInv, 0.5f, 0.1f);
} else {
distTarget = dist;
camera->rUpdateRateInv = Camera_ScaledStepToCeilF(1.0f, camera->rUpdateRateInv, 0.5f, 0.1f);
}
return Camera_ScaledStepToCeilF(distTarget, camera->dist, 1.0f / camera->rUpdateRateInv, 0.1f);
}
/**
* Calculates the camera pitch to update to as player moves around
* The pitch target starts with a default value on a flat surface, then standing on a sloped surface will create an
* offset in default pitch Camera "AI" for pitch
*/
s16 Camera_CalcDefaultPitch(Camera* camera, s16 pitch, s16 flatSurfacePitchTarget, s16 slopePitchAdj) {
f32 attenuation;
f32 pitchStepScale;
f32 t;
s16 slopePitchAdjAttenuated;
s16 pitchMag = ABS(pitch);
s16 pitchTarget;
// if slopePitchAdj is positive, then it is attenuated by a factor of Math_CosS(slopePitchAdj)
slopePitchAdjAttenuated = (slopePitchAdj > 0) ? (s16)(Math_CosS(slopePitchAdj) * slopePitchAdj) : slopePitchAdj;
pitchTarget = flatSurfacePitchTarget - slopePitchAdjAttenuated;
if (ABS(pitchTarget) < pitchMag) {
// pitch is decreasing
pitchStepScale = (1.0f / camera->pitchUpdateRateInv) * 3.0f;
} else {
// pitch is increasing
t = pitchMag * (1.0f / DEG_TO_BINANG(79.655f));
attenuation =
Camera_QuadraticAttenuation(0.8f, 1.0f - t); // attenuation starts above pitch = 0xB54 (16 degrees)
pitchStepScale = (1.0f / camera->pitchUpdateRateInv) * attenuation;
}
return Camera_ScaledStepToCeilS(pitchTarget, pitch, pitchStepScale, 5);
}
/**
* Calculates the camera pitch to update to as player moves around
* The yaw target starts with a default value, but will only update to that target yaw in proportion to players velocity
* No velocity means yaw does not update
* Camera "AI" for yaw
*/
s16 Camera_CalcDefaultYaw(Camera* camera, s16 yaw, s16 target, f32 attenuationYawDiffRange,
f32 attenuationYawDiffInterpParam) {
f32 attenuationYawDiffAdj;
f32 attenuationYawDiff;
f32 attenuationYawDiffParam;
f32 attenuationSpeedRatio;
f32 yawUpdRate;
s16 yawDiffToTarget;
if (camera->xzSpeed > 0.001f) {
yawDiffToTarget = target - BINANG_ROT180(yaw);
attenuationYawDiffParam = BINANG_ROT180(yawDiffToTarget) / (f32)0x8000;
} else {
yawDiffToTarget = target - BINANG_ROT180(yaw);
attenuationYawDiffParam = 0.3f;
}
// Attenuation 1 based on YawDiffToTarget.
attenuationYawDiff = Camera_QuadraticAttenuation(attenuationYawDiffRange, attenuationYawDiffParam);
attenuationYawDiffAdj = LERPIMP(attenuationYawDiff, 1.0f, attenuationYawDiffInterpParam);
attenuationYawDiffAdj = CLAMP_MIN(attenuationYawDiffAdj, 0.0f);
// attenuation 2 based on SpeedRatio
attenuationSpeedRatio = Camera_QuadraticAttenuation(0.5f, camera->speedRatio);
yawUpdRate = 1.0f / camera->yawUpdateRateInv;
return yaw + (s16)(yawDiffToTarget * attenuationYawDiffAdj * attenuationSpeedRatio * yawUpdRate);
}
void Camera_CalcDefaultSwing(Camera* camera, VecGeo* arg1, VecGeo* arg2, f32 arg3, f32 arg4, SwingAnimation* swing2,
s16* flags) {
SwingAnimation* swing = swing2;
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f peekAroundPoint;
s32 sp8C = 0;
f32 sp88;
s32 checkEyeBit1;
s32 checkEyeBit2;
CameraCollision sp58;
VecGeo sp50;
Vec3f* sp30;
if (swing->unk_64 == 1) {
if (arg3 < (sp88 = OLib_Vec3fDist(at, &swing->collisionClosePoint))) {
swing->unk_64 = 0;
} else if ((sp88 = Math3D_SignedDistanceFromPlane(swing->eyeAtColChk.norm.x, swing->eyeAtColChk.norm.y,
swing->eyeAtColChk.norm.z, swing->eyeAtColChk.poly->dist,
at)) > 0.0f) {
swing->unk_64 = 0;
} else if ((sp88 = OLib_Vec3fDist(eye, &swing->eyeAtColChk.pos)) < 10.0f) {
swing->unk_64 = 0;
} else if ((sp88 = Math3D_SignedDistanceFromPlane(swing->atEyeColChk.norm.x, swing->atEyeColChk.norm.y,
swing->atEyeColChk.norm.z, swing->atEyeColChk.poly->dist,
eye)) > 0.0f) {
swing->unk_64 = 0;
} else if (swing->atEyeColChk.norm.y > 0.50f) {
swing->unk_64 = 0;
} else {
Math3D_AngleBetweenVectors(&camera->unk_0F0, &swing->eyeAtColChk.norm, &sp88);
if (sp88 > 0.0f) {
swing->unk_64 = 0;
}
}
if (swing->unk_64 == 1) {
sp8C = 2;
}
} else if (swing->unk_64 == 2) {
swing->unk_64 = 0;
}
if (sp8C == 0) {
if (*flags & 2) {
checkEyeBit1 = 1 << 1;
} else {
checkEyeBit1 = 0;
}
if (swing->unk_64 != 1) {
checkEyeBit2 = 1 << 0;
} else {
checkEyeBit2 = 0;
}
sp8C =
func_800CD44C(camera, arg1, &swing->atEyeColChk, &swing->eyeAtColChk, ((s16)checkEyeBit2 | checkEyeBit1));
}
switch (sp8C) {
case 1:
Camera_BgCheckCorner(&swing->collisionClosePoint, &camera->at, &camera->eyeNext, &swing->atEyeColChk,
&swing->eyeAtColChk);
// fallthrough
case 2:
peekAroundPoint.x = swing->collisionClosePoint.x + (swing->atEyeColChk.norm.x + swing->eyeAtColChk.norm.x);
peekAroundPoint.y = swing->collisionClosePoint.y + (swing->atEyeColChk.norm.y + swing->eyeAtColChk.norm.y);
peekAroundPoint.z = swing->collisionClosePoint.z + (swing->atEyeColChk.norm.z + swing->eyeAtColChk.norm.z);
sp30 = &camera->eyeNext;
OLib_Vec3fDiffToVecGeo(&sp50, at, &peekAroundPoint);
sp50.r = arg1->r;
swing->unk_64 = 1;
swing->swingUpdateRate = 1.5f;
OLib_AddVecGeoToVec3f(&sp58.pos, at, &sp50);
if (func_800CBC84(camera, &swing->eyeAtColChk.pos, &sp58, 0) == 0) {
sp50.yaw =
Camera_AngleDiffAndScale(arg1->yaw, arg2->yaw, (camera->speedRatio * 0.5f) + 0.5f) + arg2->yaw;
sp50.pitch = Camera_AngleDiffAndScale(arg1->pitch, arg2->pitch, (camera->speedRatio * 0.5f) + 0.5f) +
arg2->pitch;
if (swing->atEyeColChk.geoNorm.pitch < 0x2AA8) { // 60 degrees
swing->yaw = sp50.yaw;
swing->pitch = sp50.pitch;
} else {
swing->yaw = arg1->yaw;
swing->pitch = arg1->pitch;
}
}
*eye = *sp30 = sp58.pos;
break;
case 3:
case 6:
sp30 = &swing->atEyeColChk.pos;
sp88 = OLib_Vec3fDist(at, sp30);
if (sp88 < 60.0f) {
sp50.yaw = Camera_AngleDiffAndScale(arg1->yaw, arg2->yaw, camera->speedRatio) + arg2->yaw;
if (*flags & 0x1000) {
sp50.pitch = arg2->pitch;
} else {
sp50.pitch = Math_CosS(swing->atEyeColChk.geoNorm.pitch) * 0x3FFC;
}
sp50.r = 60.0f - sp88;
OLib_AddVecGeoToVec3f(&sp58.pos, sp30, &sp50);
} else {
sp50.yaw = Camera_AngleDiffAndScale(arg1->yaw, arg2->yaw, camera->speedRatio) + arg2->yaw;
sp50.pitch = Camera_AngleDiffAndScale(arg1->pitch, arg2->pitch, camera->speedRatio) + arg2->pitch;
sp50.r = arg1->r;
OLib_AddVecGeoToVec3f(&sp58.pos, at, &sp50);
}
func_800CBC84(camera, at, &sp58, 0);
*eye = sp58.pos;
break;
default:
sp30 = &swing->atEyeColChk.pos;
*flags &= ~0x1000;
swing->swingUpdateRate = arg4;
*eye = *sp30;
break;
}
}
/*===============================================================*/
/* Camera Update Functions (Chosen by Settings & Modes) */
/*===============================================================*/
s32 Camera_Noop(Camera* camera) {
return 1;
}
s32 Camera_Normal1(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f spD8;
f32 spD4;
f32 spD0;
Vec3f* temp;
f32 spC8;
f32 spC4;
f32 spC0;
f32 phi_f0_4;
VecGeo spB4;
VecGeo spAC;
VecGeo spA4;
VecGeo sp9C;
PosRot* sp40 = &camera->focalActorPosRot;
Normal1ReadOnlyData* roData = &camera->paramData.norm1.roData;
Normal1ReadWriteData* rwData = &camera->paramData.norm1.rwData;
s16 phi_v1_2;
s16 temp_a0_3;
f32 sp88 = Camera_GetFocalActorHeight(camera);
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 phi_f2;
f32 rand;
roData->unk_00 = GET_NEXT_RO_DATA(values) * (sp88 * 0.01f * (0.8f - ((68.0f / sp88) * -0.2f)));
roData->unk_04 = GET_NEXT_RO_DATA(values) * (sp88 * 0.01f * (0.8f - ((68.0f / sp88) * -0.2f)));
roData->unk_08 = GET_NEXT_RO_DATA(values) * (sp88 * 0.01f * (0.8f - ((68.0f / sp88) * -0.2f)));
roData->unk_04 = roData->unk_08 - (roData->unk_08 - roData->unk_04);
if (RELOAD_PARAMS(camera)) {
roData->unk_20 = CAM_DEG_TO_BINANG(GET_NEXT_RO_DATA(values));
roData->unk_0C = GET_NEXT_RO_DATA(values);
roData->unk_0C = 40.0f - (40.0f - roData->unk_0C);
roData->unk_10 = GET_NEXT_RO_DATA(values);
roData->unk_14 = GET_NEXT_RO_DATA(values) * 0.01f;
roData->unk_14 = 1.0f - (1.0f - roData->unk_14);
roData->unk_18 = GET_NEXT_RO_DATA(values);
roData->unk_1C = GET_NEXT_RO_DATA(values) * 0.01f;
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
}
sCameraInterfaceFlags = roData->interfaceFlags;
OLib_Vec3fDiffToVecGeo(&spA4, at, eye);
OLib_Vec3fDiffToVecGeo(&sp9C, at, eyeNext);
switch (camera->animState) {
case 20:
Camera_SetUpdateRatesFastYaw(camera);
// fallthrough
case 0:
rwData->unk_0C = 1;
if (!(roData->interfaceFlags & NORMAL1_FLAG_3) && (camera->animState != 20)) {
rwData->unk_0C |= 0x1000;
}
// fallthrough
case 10:
if (camera->animState == 10) {
rwData->unk_0C = 0;
}
rwData->unk_08 = 0;
D_801EDC30[camera->camId].yaw = D_801EDC30[camera->camId].pitch = D_801EDC30[camera->camId].unk_64 = 0;
rwData->unk_0A = 0x514;
D_801EDC30[camera->camId].swingUpdateRate = roData->unk_0C;
rwData->unk_00 = sp40->pos.y;
rwData->unk_04 = camera->xzSpeed;
D_801EDC30[camera->camId].timer = 0;
sUpdateCameraDirection = false;
rwData->unk_10 = 120.0f;
break;
default:
break;
}
camera->animState = 1;
sUpdateCameraDirection = true;
if ((camera->speedRatio < 0.01f) || (rwData->unk_0A > 0x4B0)) {
if (rwData->unk_0A > -0x4B0) {
rwData->unk_0A--;
}
} else {
rwData->unk_0A = 0x4B0;
}
if (func_800CB950(camera)) {
rwData->unk_00 = sp40->pos.y;
}
if (rwData->unk_0C & 0x1000) {
spC8 = camera->speedRatio;
} else {
spC8 = ((camera->speedRatio * 3.0f) + 1.0f) * 0.25f;
}
spD8 = camera->focalActorAtOffset;
spD8.y -= sp88 + roData->unk_00;
spC4 = Camera_Vec3fMagnitude(&spD8);
if ((roData->unk_04 + roData->unk_08) < spC4) {
spC4 = 1.0f;
} else {
spC4 = spC4 / (roData->unk_04 + roData->unk_08);
}
spD0 = 0.2f;
phi_f0_4 = (camera->xzSpeed - rwData->unk_04) * (0.2f * 1.0f);
if (phi_f0_4 < 0.0f) {
phi_f0_4 = 0.0f;
}
spC0 = OLib_ClampMaxDist(SQ(phi_f0_4), 1.0f);
camera->yOffsetUpdateRate =
Camera_ScaledStepToCeilF(0.05f, camera->yOffsetUpdateRate, (0.5f * spC8) + (0.5f * spC4), 0.0001f);
camera->xzOffsetUpdateRate =
Camera_ScaledStepToCeilF(0.05f, camera->xzOffsetUpdateRate, (0.5f * spC8) + (0.5f * spC4), 0.0001f);
camera->fovUpdateRate =
Camera_ScaledStepToCeilF(0.05f, camera->fovUpdateRate, (0.5f * spC8) + (0.5f * spC4), 0.0001f);
if (D_801EDC30[camera->camId].unk_64 == 1) {
phi_f2 = 0.5f;
} else {
phi_f2 = (0.5f * spC8) + (0.5f * spC4);
}
rwData->unk_04 = camera->xzSpeed;
if (D_801EDC30[camera->camId].timer != 0) {
camera->yawUpdateRateInv =
Camera_ScaledStepToCeilF(D_801EDC30[camera->camId].swingUpdateRate + (D_801EDC30[camera->camId].timer * 2),
camera->yawUpdateRateInv, phi_f2, 0.1f);
if (roData->interfaceFlags & NORMAL1_FLAG_3) {
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(100.0f, camera->pitchUpdateRateInv, 0.5f, 0.1f);
} else {
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF((D_801EDC30[camera->camId].timer * 2) + 16.0f,
camera->pitchUpdateRateInv, 0.2f, 0.1f);
}
D_801EDC30[camera->camId].timer--;
} else {
camera->yawUpdateRateInv = Camera_ScaledStepToCeilF(
D_801EDC30[camera->camId].swingUpdateRate - (D_801EDC30[camera->camId].swingUpdateRate * 0.7f * spC0),
camera->yawUpdateRateInv, phi_f2, 0.1f);
if ((roData->interfaceFlags & NORMAL1_FLAG_3) && (camera->speedRatio > 0.01f)) {
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(100.0f, camera->pitchUpdateRateInv, 0.5f, 0.1f);
} else if (D_801ED920 != NULL) {
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(32.0f, camera->pitchUpdateRateInv, 0.5f, 0.1f);
} else {
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(16.0f, camera->pitchUpdateRateInv, 0.2f, 0.1f);
}
}
if (roData->interfaceFlags & NORMAL1_FLAG_0) {
//! FAKE:
if (spC8) {}
temp_a0_3 = Camera_GetPitchAdjFromFloorHeightDiffs(camera, spA4.yaw + 0x8000, rwData->unk_0C & 1);
phi_f2 = (1.0f / roData->unk_10) * 0.7f;
spD0 = (1.0f / roData->unk_10) * 0.3f * (1.0f - camera->speedRatio);
rwData->unk_08 = Camera_ScaledStepToCeilS(temp_a0_3, rwData->unk_08, phi_f2 + spD0, 5);
} else {
rwData->unk_08 = 0;
}
if ((D_801EDC30[camera->camId].unk_64 == 1) && (roData->unk_00 > -40.0f)) {
spD0 = Math_SinS(D_801EDC30[camera->camId].pitch);
phi_f2 = (-40.0f * spD0) + roData->unk_00 * (1.0f - spD0);
camera->yawUpdateRateInv = 80.0f;
camera->pitchUpdateRateInv = 80.0f;
} else {
phi_f2 = roData->unk_00;
}
if (roData->interfaceFlags & (NORMAL1_FLAG_6 | NORMAL1_FLAG_5)) {
if (camera->dist < roData->unk_04) {
spD0 = 0.0f;
} else if (roData->unk_08 < camera->dist) {
spD0 = 1.0f;
} else if (roData->unk_08 == roData->unk_04) {
spD0 = 1.0f;
} else {
spD0 = (camera->dist - roData->unk_04) / (roData->unk_08 - roData->unk_04);
}
Camera_CalcAtForNormal1(camera, &sp9C, phi_f2, 25.0f * spD0 * camera->speedRatio);
rwData->unk_10 = 120.0f;
} else if ((roData->interfaceFlags & NORMAL1_FLAG_7) && (rwData->unk_0A < 0)) {
phi_f0_4 = rwData->unk_0A / -1200.0f;
Camera_CalcAtForNormal1(
camera, &sp9C, phi_f2 - ((phi_f2 - ((0.8f - ((68.0f / sp88) * -0.2f)) * sp88 * -0.45f)) * phi_f0_4 * 0.75f),
10.0f * phi_f0_4);
rwData->unk_10 = 120.0f;
} else if (roData->interfaceFlags & NORMAL1_FLAG_3) {
Camera_CalcAtForScreen(camera, &sp9C, roData->unk_00, &rwData->unk_00, rwData->unk_10);
if (rwData->unk_10 > 20.0f) {
rwData->unk_10 -= 0.2f;
}
} else {
Camera_CalcAtDefault(camera, &sp9C, phi_f2, roData->interfaceFlags & NORMAL1_FLAG_0);
rwData->unk_10 = 120.0f;
}
OLib_Vec3fDiffToVecGeo(&spB4, at, eyeNext);
if ((roData->interfaceFlags & NORMAL1_FLAG_7) && (rwData->unk_0A < 0)) {
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
switch (((Player*)camera->focalActor)->transformation) {
case PLAYER_FORM_HUMAN:
spD0 = 66.0f;
break;
case PLAYER_FORM_DEKU:
spD0 = 66.0f;
break;
case PLAYER_FORM_GORON:
spD0 = 115.0f;
break;
case PLAYER_FORM_ZORA:
spD0 = 115.0f;
break;
case PLAYER_FORM_FIERCE_DEITY:
spD0 = roData->unk_04;
break;
default:
spD0 = roData->unk_04;
break;
}
}
phi_f0_4 = Camera_ClampDist2(camera, spB4.r, spD0, spD0, 0);
} else if (roData->interfaceFlags & NORMAL1_FLAG_7) {
phi_f0_4 = Camera_ClampDist2(camera, spB4.r, roData->unk_04, roData->unk_08, 1);
} else {
phi_f0_4 = Camera_ClampDist1(camera, spB4.r, roData->unk_04, roData->unk_08, rwData->unk_0A > 0);
}
camera->dist = spB4.r = phi_f0_4;
if (D_801EDC30[camera->camId].unk_64 != 0) {
spB4.pitch =
Camera_ScaledStepToCeilS(D_801EDC30[camera->camId].pitch, sp9C.pitch, 1.0f / camera->yawUpdateRateInv, 5);
spB4.yaw =
Camera_ScaledStepToCeilS(D_801EDC30[camera->camId].yaw, sp9C.yaw, 1.0f / camera->yawUpdateRateInv, 5);
} else if (roData->interfaceFlags & NORMAL1_FLAG_5) {
spB4.yaw = sp9C.yaw;
spB4.pitch = sp9C.pitch;
camera->animState = 20;
} else if (D_801ED920 != NULL) {
VecGeo sp74;
s16 sp72;
f32 sp6C;
//! FAKE:
if (1) {}
temp = &D_801ED920->world.pos;
OLib_Vec3fDiffToVecGeo(&sp74, &sp40->pos, temp);
sp72 = sp40->rot.y - sp74.yaw;
// Interface and shrink-window flags
if ((roData->interfaceFlags & 0xFF00) == 0xFF00) {
sp6C = 1.0f;
} else {
sp6C = 1.0f - (ABS(sp72) / 10922.0f);
}
if (ABS((s16)(sp9C.yaw - sp74.yaw)) < 0x4000) {
sp74.yaw += 0x8000;
}
if (!(roData->interfaceFlags & NORMAL1_FLAG_3) || !func_800CB924(camera)) {
spB4.yaw =
Camera_CalcDefaultYaw(camera, sp9C.yaw, (s16)(sp40->rot.y - (s16)(sp72 * sp6C)), roData->unk_14, spC0);
}
if (!(roData->interfaceFlags & NORMAL1_FLAG_3) || (camera->speedRatio < 0.01f)) {
spB4.pitch = Camera_CalcDefaultPitch(camera, sp9C.pitch,
roData->unk_20 + (s16)((roData->unk_20 - sp74.pitch) * sp6C * 0.75f),
rwData->unk_08);
}
} else if (roData->interfaceFlags & NORMAL1_FLAG_1) {
VecGeo sp64;
if ((camera->speedRatio > 0.1f) || (rwData->unk_0A > 0x4B0)) {
OLib_Vec3fToVecGeo(&sp64, &camera->unk_0F0);
if (!(roData->interfaceFlags & NORMAL1_FLAG_3) || !func_800CB924(camera)) {
spB4.yaw = Camera_CalcDefaultYaw(camera, sp9C.yaw, sp64.yaw, roData->unk_14, spC0);
}
if (!(roData->interfaceFlags & NORMAL1_FLAG_3)) {
spB4.pitch = Camera_CalcDefaultPitch(camera, sp9C.pitch, roData->unk_20, rwData->unk_08);
} else if ((camera->unk_0F0.y > 0.0f) && func_800CB924(camera)) {
spB4.pitch = Camera_CalcDefaultPitch(camera, sp9C.pitch, roData->unk_20, rwData->unk_08);
}
} else {
spB4.yaw = sp9C.yaw;
spB4.pitch = sp9C.pitch;
}
} else {
spB4.yaw = Camera_CalcDefaultYaw(camera, sp9C.yaw, sp40->rot.y, roData->unk_14, spC0);
if (!(roData->interfaceFlags & NORMAL1_FLAG_3) || (camera->speedRatio < 0.1f)) {
spB4.pitch = Camera_CalcDefaultPitch(camera, sp9C.pitch, roData->unk_20, rwData->unk_08);
}
}
// 76.9 degrees
if (spB4.pitch > 0x36B0) {
spB4.pitch = 0x36B0;
}
// -76.9 degrees
if (spB4.pitch < -0x36B0) {
spB4.pitch = -0x36B0;
}
OLib_AddVecGeoToVec3f(eyeNext, at, &spB4);
if ((camera->status == CAM_STATUS_ACTIVE) && !(roData->interfaceFlags & NORMAL1_FLAG_4) && (spC4 <= 0.9f)) {
if (!func_800CBA7C(camera)) {
CollisionPoly* sp60;
s32 sp5C; // bgId
f32 sp58;
Camera_CalcDefaultSwing(camera, &spB4, &sp9C, roData->unk_04, roData->unk_0C, &D_801EDC30[camera->camId],
&rwData->unk_0C);
sp58 = BgCheck_CameraRaycastFloor2(&camera->play->colCtx, &sp60, &sp5C, eye);
if ((roData->interfaceFlags & NORMAL1_FLAG_3) && func_800CB924(camera)) {
spD0 = 25.0f;
} else {
spD0 = 5.0f;
}
phi_f2 = eye->y - sp58;
if ((sp58 != BGCHECK_Y_MIN) && (phi_f2 < spD0)) {
eye->y = sp58 + spD0;
} else if ((camera->waterYPos != camera->focalActorFloorHeight) && ((eye->y - camera->waterYPos) < 5.0f) &&
((eye->y - camera->waterYPos) > -5.0f)) {
eye->y = camera->waterYPos + 5.0f;
}
}
OLib_Vec3fDiffToVecGeo(&spAC, eye, at);
camera->inputDir.x = spAC.pitch;
camera->inputDir.y = spAC.yaw;
camera->inputDir.z = 0;
// crit wiggle
if (gSaveContext.save.saveInfo.playerData.health <= 0x10) {
phi_v1_2 = ((s32)(camera->play->state.frames << 0x18) >> 0x15) & 0xFD68;
camera->inputDir.y += phi_v1_2;
}
} else {
D_801EDC30[camera->camId].swingUpdateRate = roData->unk_0C;
D_801EDC30[camera->camId].unk_64 = 0;
sUpdateCameraDirection = false;
*eye = *eyeNext;
}
phi_f2 = (gSaveContext.save.saveInfo.playerData.health <= 0x10) ? 0.8f : 1.0f;
camera->fov = Camera_ScaledStepToCeilF(roData->unk_18 * phi_f2, camera->fov, camera->fovUpdateRate, 0.1f);
if (roData->interfaceFlags & NORMAL1_FLAG_2) {
spD4 = Math_SinS((s16)(spA4.yaw - spB4.yaw));
rand = Rand_ZeroOne() - 0.5f;
camera->roll = Camera_ScaledStepToCeilS((rand * 500.0f * camera->speedRatio) + (spD4 * spD4 * spD4 * 10000.0f),
camera->roll, 0.1f, 5);
} else {
if (gSaveContext.save.saveInfo.playerData.health <= 0x10) {
rand = Rand_ZeroOne() - 0.5f;
phi_v1_2 = rand * 100.0f * camera->speedRatio;
} else {
phi_v1_2 = 0.0f;
}
camera->roll = Camera_ScaledStepToCeilS(phi_v1_2, camera->roll, 0.2f, 5);
}
camera->atLerpStepScale = Camera_ClampLerpScale(camera, roData->unk_1C);
rwData->unk_0C &= ~1;
return true;
}
/**
* Unused Camera RemoteBomb Setting
*/
s32 Camera_Normal2(Camera* camera) {
return Camera_Noop(camera);
}
#define NORMAL3_RW_FLAG (1 << 0)
/**
* Riding Epona and Zora
*/
s32 Camera_Normal3(Camera* camera) {
Normal3ReadOnlyData* roData = &camera->paramData.norm3.roData;
Normal3ReadWriteData* rwData = &camera->paramData.norm3.rwData;
f32 sp8C;
f32 sp90;
f32 temp_f2; // multi-use temp
f32 sp88;
VecGeo sp80;
VecGeo sp78;
VecGeo sp70;
VecGeo sp68;
f32 phi_f2;
s16 sp62;
s16 phi_v1_2;
Player* player = (Player*)camera->focalActor;
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
temp_f2 = Camera_GetFocalActorHeight(camera);
if ((camera->setting == CAM_SET_HORSE) && (player->rideActor == NULL)) {
Camera_ChangeSettingFlags(camera, camera->prevSetting, CAM_CHANGE_SETTING_1);
return 1;
}
if (RELOAD_PARAMS(camera)) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
temp_f2 = CAM_RODATA_UNSCALE(temp_f2);
roData->yOffset = GET_NEXT_RO_DATA(values) * temp_f2;
roData->distMin = GET_NEXT_RO_DATA(values) * temp_f2;
roData->distMax = GET_NEXT_RO_DATA(values) * temp_f2;
roData->pitchTarget = CAM_DEG_TO_BINANG(GET_NEXT_RO_DATA(values));
roData->yawUpdateRateInv = GET_NEXT_RO_DATA(values);
roData->pitchUpdateRateInv = GET_NEXT_RO_DATA(values);
roData->fovTarget = GET_NEXT_RO_DATA(values);
roData->maxAtLERPScale = GET_NEXT_SCALED_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
}
OLib_Vec3fDiffToVecGeo(&sp70, at, eye);
OLib_Vec3fDiffToVecGeo(&sp68, at, eyeNext);
sUpdateCameraDirection = true;
sCameraInterfaceFlags = roData->interfaceFlags;
//! FAKE: fake temp
phi_v1_2 = camera->animState;
if (!(((phi_v1_2 == 0) || (phi_v1_2 == 10)) || (phi_v1_2 == 20))) {
} else {
rwData->isZero = 0;
rwData->curPitch = 0;
rwData->yPosOffset = camera->focalActorFloorHeight;
D_801EDC30[camera->camId].yaw = D_801EDC30[camera->camId].pitch = D_801EDC30[camera->camId].unk_64 = 0;
D_801EDC30[camera->camId].swingUpdateRate = roData->yawUpdateRateInv;
rwData->yawUpdateRate = BINANG_SUB(BINANG_ROT180(camera->focalActorPosRot.rot.y), sp70.yaw) * (1.0f / 6.0f);
rwData->distTimer = 0;
rwData->is1200 = 1200;
if (roData->interfaceFlags & NORMAL3_FLAG_1) {
rwData->yawTimer = 6;
Camera_SetStateFlag(camera, CAM_STATE_DISABLE_MODE_CHANGE);
} else {
rwData->yawTimer = 0;
}
camera->animState = 1;
D_801EDC30[camera->camId].timer = 0;
rwData->flag = NORMAL3_RW_FLAG;
}
if (rwData->distTimer != 0) {
rwData->distTimer--;
}
sp90 = ((camera->speedRatio * 3.0f) + 1.0f) * 0.25f * 0.5f;
sp8C = temp_f2 = camera->speedRatio * 0.2f;
if (D_801EDC30[camera->camId].timer != 0) {
camera->yawUpdateRateInv = Camera_ScaledStepToCeilF(
(D_801EDC30[camera->camId].timer * 2) + roData->yawUpdateRateInv, camera->yawUpdateRateInv, sp90, 0.1f);
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF((D_801EDC30[camera->camId].timer * 2) + 16.0f,
camera->pitchUpdateRateInv, sp8C, 0.1f);
D_801EDC30[camera->camId].timer--;
} else {
camera->yawUpdateRateInv =
Camera_ScaledStepToCeilF(roData->yawUpdateRateInv, camera->yawUpdateRateInv, sp90, 0.1f);
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(16.0f, camera->pitchUpdateRateInv, sp8C, 0.1f);
}
camera->yOffsetUpdateRate = Camera_ScaledStepToCeilF(0.05f, camera->yOffsetUpdateRate, sp90, 0.001f);
camera->xzOffsetUpdateRate = Camera_ScaledStepToCeilF(0.05f, camera->xzOffsetUpdateRate, sp8C, 0.0001f);
camera->fovUpdateRate = Camera_ScaledStepToCeilF(0.05f, camera->fovUpdateRate, sp8C, 0.0001f);
phi_v1_2 = Camera_GetPitchAdjFromFloorHeightDiffs(camera, BINANG_ROT180(sp70.yaw), rwData->flag & NORMAL3_RW_FLAG);
temp_f2 = ((1.0f / roData->pitchUpdateRateInv) * 0.5f) * (1.0f - camera->speedRatio);
rwData->curPitch =
Camera_ScaledStepToCeilS(phi_v1_2, rwData->curPitch, ((1.0f / roData->pitchUpdateRateInv) * 0.5f) + temp_f2, 5);
if ((roData->interfaceFlags & NORMAL3_FLAG_6) || (player->rideActor == NULL)) {
Camera_CalcAtDefault(camera, &sp68, roData->yOffset, 1);
} else {
Camera_CalcAtForHorse(camera, &sp68, roData->yOffset, &rwData->yPosOffset, 1);
}
sp88 = (roData->distMax + roData->distMin) * 0.5f;
OLib_Vec3fDiffToVecGeo(&sp80, at, eyeNext);
temp_f2 = Camera_ClampDist1(camera, sp80.r, roData->distMin, roData->distMax, rwData->distTimer);
phi_f2 = sp88 - temp_f2;
phi_f2 *= 0.002f;
camera->dist = sp80.r = temp_f2 + phi_f2;
if (roData->interfaceFlags & NORMAL3_FLAG_7) {
sp80.pitch = Camera_ScaledStepToCeilS(camera->focalActor->focus.rot.x - rwData->curPitch, sp68.pitch, 0.25f, 5);
} else {
sp62 = roData->pitchTarget - rwData->curPitch;
sp80.pitch = Camera_ScaledStepToCeilS(sp62, sp68.pitch, 1.0f / camera->pitchUpdateRateInv, 5);
}
sp80.pitch = CLAMP_MAX(sp80.pitch, DEG_TO_BINANG(79.655f));
if (sp80.pitch < -DEG_TO_BINANG(29.995f)) {
sp80.pitch = -DEG_TO_BINANG(29.995f);
}
if (roData->interfaceFlags & NORMAL3_FLAG_7) {
sp62 = BINANG_SUB(camera->focalActor->focus.rot.y, BINANG_ROT180(sp68.yaw));
temp_f2 = 1.0f;
} else {
sp62 = BINANG_SUB(focalActorPosRot->rot.y, BINANG_ROT180(sp68.yaw));
OLib_Vec3fToVecGeo(&sp78, &camera->unk_0F0);
phi_v1_2 = focalActorPosRot->rot.y - sp78.yaw;
if (phi_v1_2 < 0) {
phi_v1_2 *= -1;
}
if (phi_v1_2 < 0x555A) {
temp_f2 = 1.0f;
} else {
temp_f2 = ((f32)0x8000 - phi_v1_2) / (f32)0x2AA6;
}
}
sp90 = (sp62 * ((SQ(camera->speedRatio) * 0.8f) + 0.2f) * temp_f2) / camera->yawUpdateRateInv;
if ((Camera_fabsf(sp90) > 150.0f) && (camera->speedRatio > 0.05f)) {
sp80.yaw = sp68.yaw + sp90;
}
if (rwData->yawTimer > 0) {
sp80.yaw += rwData->yawUpdateRate;
rwData->yawTimer--;
if (rwData->yawTimer == 0) {
Camera_UnsetStateFlag(camera, CAM_STATE_DISABLE_MODE_CHANGE);
}
}
OLib_AddVecGeoToVec3f(eyeNext, at, &sp80);
if (camera->status == CAM_STATUS_ACTIVE) {
*eye = *eyeNext;
func_800CBFA4(camera, at, eye, 0);
} else {
*eye = *eyeNext;
}
camera->fov = Camera_ScaledStepToCeilF(roData->fovTarget, camera->fov, camera->fovUpdateRate, 0.1f);
if (roData->interfaceFlags & NORMAL3_FLAG_5) {
camera->roll = Camera_ScaledStepToCeilS(0, camera->roll, 0.05f, 5);
} else {
camera->roll = Camera_ScaledStepToCeilS(0, camera->roll, 0.1f, 5);
}
camera->atLerpStepScale = Camera_ClampLerpScale(camera, roData->maxAtLERPScale);
rwData->flag &= ~NORMAL3_RW_FLAG;
return 1;
}
/**
* Used for the unknown Naname setting.
* Identical to Normal1 except reads camera scene data to apply a camera roll
*/
s32 Camera_Normal4(Camera* camera) {
BgCamFuncData* bgCamFuncData;
s16 roll;
if (RELOAD_PARAMS(camera)) {
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex);
D_801EDBF0 = bgCamFuncData->rot.z;
}
roll = camera->roll;
Camera_Normal1(camera);
camera->roll = Camera_ScaledStepToCeilS(D_801EDBF0, roll, 0.05f, 5);
return 1;
}
s32 Camera_Normal0(Camera* camera) {
f32 phi_f0;
f32 yNormal;
s32 pad;
f32 playerHeight;
f32 spA4;
f32 spA0;
VecGeo sp98;
VecGeo sp90;
VecGeo sp88;
VecGeo sp80;
VecGeo sp78;
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
s16 temp_v1_2;
s16 phi_a1;
s16 phi_a0;
BgCamFuncData* bgCamFuncData;
f32 new_var;
Normal0ReadOnlyData* roData = &camera->paramData.norm0.roData;
Normal0ReadWriteData* rwData = &camera->paramData.norm0.rwData;
playerHeight = Player_GetHeight((Player*)camera->focalActor);
yNormal = 0.8f - ((68.0f / playerHeight) * -0.2f);
if (!RELOAD_PARAMS(camera)) {
} else {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->unk_00 = GET_NEXT_SCALED_RO_DATA(values) * playerHeight * yNormal;
roData->unk_04 = GET_NEXT_SCALED_RO_DATA(values) * playerHeight * yNormal;
roData->unk_08 = GET_NEXT_SCALED_RO_DATA(values) * playerHeight * yNormal;
roData->unk_1C = CAM_DEG_TO_BINANG(GET_NEXT_RO_DATA(values));
roData->unk_0C = GET_NEXT_RO_DATA(values);
roData->unk_10 = GET_NEXT_SCALED_RO_DATA(values);
roData->unk_14 = GET_NEXT_RO_DATA(values);
roData->unk_18 = GET_NEXT_SCALED_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
}
sCameraInterfaceFlags = roData->interfaceFlags;
if (RELOAD_PARAMS(camera)) {
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex);
Camera_Vec3sToVec3f(&rwData->unk_00, &bgCamFuncData->pos);
rwData->unk_20 = bgCamFuncData->rot.x;
rwData->unk_22 = bgCamFuncData->rot.y;
rwData->unk_24 = focalActorPosRot->pos.y;
if (bgCamFuncData->fov == -1) {
rwData->unk_1C = roData->unk_14;
} else {
if (bgCamFuncData->fov > 360) {
phi_f0 = CAM_RODATA_UNSCALE(bgCamFuncData->fov);
} else {
phi_f0 = bgCamFuncData->fov;
}
rwData->unk_1C = phi_f0;
}
if (bgCamFuncData->unk_0E == -1) {
rwData->unk_2C = 0;
} else {
rwData->unk_2C = bgCamFuncData->unk_0E;
}
rwData->unk_18 = 0.0f;
rwData->unk_28 = 120.0f;
if (roData->interfaceFlags & NORMAL0_FLAG_2) {
sp88.pitch = rwData->unk_20;
sp88.yaw = rwData->unk_22;
sp88.r = 100.0f;
OLib_VecGeoToVec3f(&rwData->unk_0C, &sp88);
}
camera->animState = 1;
camera->yawUpdateRateInv = 50.0f;
} else {
if (func_800CB950(camera)) {
rwData->unk_24 = focalActorPosRot->pos.y;
}
//! FAKE:
if (1) {}
}
OLib_Vec3fDiffToVecGeo(&sp80, at, eye);
OLib_Vec3fDiffToVecGeo(&sp78, at, eyeNext);
camera->speedRatio *= 0.50f;
spA4 = camera->speedRatio * 0.5f;
spA0 = camera->speedRatio * 0.2f;
camera->yawUpdateRateInv =
Camera_ScaledStepToCeilF(roData->unk_0C, camera->yawUpdateRateInv * camera->speedRatio, 0.5f, 0.1f);
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(16.0f, camera->pitchUpdateRateInv, spA0, 0.1f);
camera->yOffsetUpdateRate = Camera_ScaledStepToCeilF(0.05f, camera->yOffsetUpdateRate, spA4, 0.0001f);
camera->xzOffsetUpdateRate = Camera_ScaledStepToCeilF(0.05f, camera->xzOffsetUpdateRate, spA0, 0.0001f);
camera->fovUpdateRate = Camera_ScaledStepToCeilF(0.05, camera->fovUpdateRate, camera->speedRatio * 0.05f, 0.0001f);
if (!(roData->interfaceFlags & NORMAL0_FLAG_7)) {
Camera_CalcAtDefault(camera, &sp78, roData->unk_00, roData->interfaceFlags & NORMAL0_FLAG_0);
rwData->unk_28 = 120.0f;
} else {
Camera_CalcAtForScreen(camera, &sp78, roData->unk_00, &rwData->unk_24, rwData->unk_28);
if (rwData->unk_28 > 20.0f) {
rwData->unk_28 -= 0.2f;
}
}
if (roData->interfaceFlags & NORMAL0_FLAG_2) {
rwData->unk_00.x = focalActorPosRot->pos.x + rwData->unk_0C.x;
rwData->unk_00.z = focalActorPosRot->pos.z + rwData->unk_0C.z;
}
rwData->unk_00.y = focalActorPosRot->pos.y;
OLib_Vec3fDiffToVecGeo(&sp88, &rwData->unk_00, at);
OLib_Vec3fDiffToVecGeo(&sp90, at, eyeNext);
if (rwData->unk_2C & 2) {
phi_a1 = rwData->unk_22;
} else {
phi_a1 = roData->unk_1C;
}
temp_v1_2 = sp90.yaw - sp88.yaw;
if (((phi_a1 <= 0x4000) && (phi_a1 < ABS(temp_v1_2))) || ((phi_a1 > 0x4000) && (ABS(temp_v1_2) < phi_a1))) {
//! FAKE: Needed to swap v0/v1
if (1) {}
if (1) {}
if (1) {}
if (1) {}
//! FAKE: Needed because the *1.0f isn't being multiplied
new_var = 1.0f;
if (temp_v1_2 < 0) {
phi_a0 = -phi_a1;
} else {
phi_a0 = phi_a1;
}
phi_a0 += sp88.yaw;
sp98.yaw = Camera_ScaledStepToCeilS(phi_a0, sp80.yaw,
(1.0f / camera->yawUpdateRateInv) * new_var * camera->speedRatio, 5);
if (rwData->unk_2C & 1) {
sp98.pitch = Camera_CalcDefaultPitch(camera, sp78.pitch, rwData->unk_20, 0);
} else {
sp98.pitch = sp80.pitch;
}
} else {
sp98 = sp90;
}
camera->dist = sp98.r = Camera_ClampDist1(camera, sp90.r, roData->unk_04, roData->unk_08, 0);
if (!(rwData->unk_2C & 1)) {
if (sp98.pitch > 0xE38) { // 20 degrees
sp98.pitch += ((s16)(0xE38 - sp98.pitch) >> 2);
}
if (sp98.pitch < 0) {
sp98.pitch += ((s16)(-0x38E - sp98.pitch) >> 2);
}
}
OLib_AddVecGeoToVec3f(eyeNext, at, &sp98);
*eye = *eyeNext;
if (camera->status == CAM_STATUS_ACTIVE) {
if ((camera->play->envCtx.skyboxDisabled == 0) || (roData->interfaceFlags & NORMAL0_FLAG_4)) {
Camera_BgCheck(camera, at, eye);
} else {
func_800CBFA4(camera, at, eye, 3);
OLib_Vec3fDiffToVecGeo(&sp98, eye, at);
camera->inputDir.x = sp98.pitch;
camera->inputDir.y = sp98.yaw;
camera->inputDir.z = 0;
}
}
camera->fov = Camera_ScaledStepToCeilF(rwData->unk_1C, camera->fov, camera->fovUpdateRate, 0.1f);
camera->roll = Camera_ScaledStepToCeilS(0, camera->roll, 0.5f, 5);
camera->atLerpStepScale = Camera_ClampLerpScale(camera, roData->unk_18);
return 1;
}
/**
* Used for targeting
*/
s32 Camera_Parallel1(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f spB0;
Vec3f spA4;
f32 spA0;
f32 sp9C;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
VecGeo sp90;
VecGeo sp88;
VecGeo sp80;
VecGeo sp78;
BgCamFuncData* bgCamFuncData;
s16 sp72;
s16 tangle;
Parallel1ReadOnlyData* roData = &camera->paramData.para1.roData;
Parallel1ReadWriteData* rwData = &camera->paramData.para1.rwData;
s32 parallelFlagCond;
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
s16 new_var2;
s16 phi_a0;
s32 phi_a0_2;
CameraModeValue* values;
f32 yNormal;
if (!RELOAD_PARAMS(camera)) {
} else {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->unk_00 =
GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight * (0.8f - ((68.0f / focalActorHeight) * -0.2f));
roData->unk_04 =
GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight * (0.8f - ((68.0f / focalActorHeight) * -0.2f));
roData->unk_08 =
GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight * (0.8f - ((68.0f / focalActorHeight) * -0.2f));
roData->unk_20 = CAM_DEG_TO_BINANG(GET_NEXT_RO_DATA(values));
roData->unk_22 = CAM_DEG_TO_BINANG(GET_NEXT_RO_DATA(values));
roData->unk_0C = GET_NEXT_RO_DATA(values);
roData->unk_10 = GET_NEXT_RO_DATA(values);
roData->unk_14 = GET_NEXT_RO_DATA(values);
roData->unk_18 = GET_NEXT_SCALED_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
roData->unk_1C = GET_NEXT_SCALED_RO_DATA(values);
roData->unk_24 = GET_NEXT_RO_DATA(values);
rwData->unk_00 = roData->unk_04;
}
OLib_Vec3fDiffToVecGeo(&sp80, at, eye);
OLib_Vec3fDiffToVecGeo(&sp78, at, eyeNext);
Camera_GetFocalActorPos(&spA4, camera);
switch (camera->animState) {
case 20:
if ((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) == 0) {
Camera_SetUpdateRatesFastYaw(camera);
}
// fallthrough
case 0:
case 10:
if ((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) ==
(PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) {
rwData->unk_10 = focalActorPosRot->pos;
} else {
camera->xzOffsetUpdateRate = 0.5f;
camera->yOffsetUpdateRate = 0.5f;
}
if ((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) ==
PARALLEL1_FLAG_3) {
rwData->unk_10 = camera->focalActorPosRot.pos;
}
rwData->timer1 = 200.0f;
if ((2.0f * roData->unk_04) < camera->dist) {
camera->dist = 2.0f * roData->unk_04;
sp78.r = camera->dist;
sp80.r = sp78.r;
OLib_AddVecGeoToVec3f(eye, at, &sp80);
*eyeNext = *eye;
}
rwData->unk_1C = 0;
if (roData->interfaceFlags & PARALLEL1_FLAG_2) {
rwData->timer2 = 20;
} else {
rwData->timer2 = 6;
}
if ((camera->focalActor == &GET_PLAYER(camera->play)->actor) && (camera->mode == CAM_MODE_CHARGE)) {
rwData->timer2 = 30;
if (((Player*)camera->focalActor)->transformation == PLAYER_FORM_DEKU) {
roData->unk_24 = -1;
}
}
if ((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) ==
(PARALLEL1_FLAG_3 | PARALLEL1_FLAG_1)) {
rwData->timer2 = 1;
yNormal = 0.8f - ((68.0f / focalActorHeight) * -0.2f);
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex);
rwData->unk_20 = bgCamFuncData->rot.x;
rwData->unk_1E = bgCamFuncData->rot.y;
rwData->unk_08 = (bgCamFuncData->fov == -1) ? roData->unk_14
: (bgCamFuncData->fov > 360) ? CAM_RODATA_UNSCALE(bgCamFuncData->fov)
: bgCamFuncData->fov;
rwData->unk_00 = (bgCamFuncData->unk_0E == -1)
? roData->unk_04
: CAM_RODATA_UNSCALE(bgCamFuncData->unk_0E) * focalActorHeight * yNormal;
//! FAKE
dummy:;
} else {
rwData->unk_08 = roData->unk_14;
rwData->unk_00 = roData->unk_04;
}
rwData->timer3 = roData->unk_24;
rwData->unk_04 = focalActorPosRot->pos.y - camera->unk_0F0.y;
rwData->unk_26 = 1;
camera->animState = 1;
sCameraInterfaceFlags = roData->interfaceFlags;
break;
}
if (rwData->timer2 != 0) {
switch (roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) {
case PARALLEL1_FLAG_1:
case (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1):
rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22;
rwData->unk_20 = roData->unk_20;
break;
case PARALLEL1_FLAG_2:
rwData->unk_1E = roData->unk_22;
rwData->unk_20 = roData->unk_20;
break;
case (PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1):
if (rwData->timer3 == 1) {
OLib_Vec3fDiffToVecGeo(&sp88, &rwData->unk_10, &spA4);
rwData->unk_1E = ((ABS(BINANG_SUB(sp88.yaw, sp80.yaw)) < 0x3A98) || Camera_IsClimbingLedge(camera))
? sp80.yaw
: sp80.yaw + (s16)((BINANG_SUB(sp88.yaw, sp80.yaw) >> 2) * 3);
}
rwData->unk_20 = roData->unk_20;
break;
case PARALLEL1_FLAG_3:
rwData->unk_1E = sp80.yaw;
rwData->unk_20 = roData->unk_20;
break;
case (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_1):
break;
default:
rwData->unk_1E = sp78.yaw + roData->unk_22;
rwData->unk_20 = roData->unk_20;
break;
}
} else if (roData->interfaceFlags & PARALLEL1_FLAG_5) {
rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22;
}
if (camera->animState == 21) {
camera->animState = 1;
} else if (camera->animState == 11) {
camera->animState = 1;
}
spA0 = camera->speedRatio * 0.5f;
sp9C = camera->speedRatio * 0.2f;
if (((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) ==
(PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) ||
((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) == PARALLEL1_FLAG_3) ||
(roData->interfaceFlags & PARALLEL1_FLAG_5)) {
camera->rUpdateRateInv = Camera_ScaledStepToCeilF(20.0f, camera->rUpdateRateInv, 0.5f, 0.1f);
camera->yawUpdateRateInv = Camera_ScaledStepToCeilF(roData->unk_0C, camera->yawUpdateRateInv, 0.5f, 0.1f);
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(20.0f, camera->pitchUpdateRateInv, 0.5f, 0.1f);
} else {
camera->rUpdateRateInv = Camera_ScaledStepToCeilF(20.0f, camera->rUpdateRateInv, spA0, 0.1f);
camera->yawUpdateRateInv = Camera_ScaledStepToCeilF(roData->unk_0C, camera->yawUpdateRateInv, spA0, 0.1f);
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(2.0f, camera->pitchUpdateRateInv, sp9C, 0.1f);
}
if ((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) ==
(PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) {
camera->yOffsetUpdateRate = Camera_ScaledStepToCeilF(0.1f, camera->yOffsetUpdateRate, spA0, 0.0001f);
camera->xzOffsetUpdateRate = Camera_ScaledStepToCeilF(0.1f, camera->xzOffsetUpdateRate, sp9C, 0.0001f);
} else if (roData->interfaceFlags & PARALLEL1_FLAG_7) {
camera->yOffsetUpdateRate = Camera_ScaledStepToCeilF(0.5f, camera->yOffsetUpdateRate, spA0, 0.0001f);
camera->xzOffsetUpdateRate = Camera_ScaledStepToCeilF(0.5f, camera->xzOffsetUpdateRate, sp9C, 0.0001f);
} else {
camera->yOffsetUpdateRate = Camera_ScaledStepToCeilF(0.05f, camera->yOffsetUpdateRate, spA0, 0.0001f);
camera->xzOffsetUpdateRate = Camera_ScaledStepToCeilF(0.05f, camera->xzOffsetUpdateRate, sp9C, 0.0001f);
}
// TODO: Extra trailing 0 in 0.050f needed?
camera->fovUpdateRate =
Camera_ScaledStepToCeilF(0.050f, camera->fovUpdateRate, camera->speedRatio * 0.05f, 0.0001f);
if (roData->interfaceFlags & PARALLEL1_FLAG_0) {
tangle = Camera_GetPitchAdjFromFloorHeightDiffs(camera, BINANG_ROT180(sp80.yaw), rwData->unk_26 = 1);
spA0 = ((1.0f / roData->unk_10));
spA0 *= 0.6f;
sp9C = ((1.0f / roData->unk_10) * 0.4f) * (1.0f - camera->speedRatio);
rwData->unk_1C = Camera_ScaledStepToCeilS(tangle, rwData->unk_1C, spA0 + sp9C, 5);
} else {
rwData->unk_1C = 0;
}
if (func_800CB950(camera) || (((Player*)camera->focalActor)->stateFlags1 & PLAYER_STATE1_1000) ||
(((Player*)camera->focalActor)->stateFlags3 & PLAYER_STATE3_100)) {
rwData->unk_04 = camera->focalActorPosRot.pos.y;
sp72 = false;
} else {
sp72 = true;
}
if ((((Player*)camera->focalActor)->stateFlags1 & PLAYER_STATE1_4000) ||
(((Player*)camera->focalActor)->stateFlags1 & PLAYER_STATE1_4) ||
((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) ==
(PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1))) {
spB0 = spA4;
spB0.y += ((focalActorHeight * 0.6f) + roData->unk_00);
Camera_ScaledStepToCeilVec3f(&spB0, at, camera->xzOffsetUpdateRate, camera->yOffsetUpdateRate, 0.0001f);
Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
} else if ((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) ==
(PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) {
spB0 = focalActorPosRot->pos;
spB0.y += focalActorHeight + roData->unk_00;
Camera_ScaledStepToCeilVec3f(&spB0, at, camera->xzOffsetUpdateRate, camera->yOffsetUpdateRate, 0.0001f);
Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
} else if (rwData->timer2 != 0) {
Camera_CalcAtDefault(camera, &sp78, roData->unk_00, 0);
rwData->timer1 = 200.0f;
} else if (!(roData->interfaceFlags & PARALLEL1_FLAG_7) && !sp72) {
Camera_CalcAtForParallel(camera, &sp78, roData->unk_00, roData->unk_08, &rwData->unk_04,
roData->interfaceFlags & (PARALLEL1_FLAG_6 | PARALLEL1_FLAG_0));
rwData->timer1 = 200.0f;
} else {
Camera_CalcAtForScreen(camera, &sp78, roData->unk_00, &rwData->unk_04, rwData->timer1);
if (rwData->timer1 > 10.0f) {
rwData->timer1--;
}
}
camera->dist = Camera_ScaledStepToCeilF(rwData->unk_00, camera->dist, 1.0f / camera->rUpdateRateInv, 0.1f);
if (rwData->timer2 != 0) {
if (rwData->timer3 <= 0) {
if (rwData->timer3 == 0) {
Camera_SetStateFlag(camera, CAM_STATE_DISABLE_MODE_CHANGE);
}
tangle = ((rwData->timer2 + 1) * rwData->timer2) >> 1;
sp90.yaw = sp80.yaw + ((BINANG_SUB(rwData->unk_1E, sp80.yaw) / tangle) * rwData->timer2);
phi_a0 = ((roData->interfaceFlags & PARALLEL1_FLAG_0) ? BINANG_SUB(rwData->unk_20, rwData->unk_1C)
: rwData->unk_20);
new_var2 = BINANG_SUB(phi_a0, sp80.pitch);
sp90.pitch = sp80.pitch + ((new_var2 / tangle) * rwData->timer2);
sp90.r = camera->dist;
rwData->timer2--;
} else {
sp90 = sp80;
sp90.r = camera->dist;
}
} else {
OLib_Vec3fDiffToVecGeo(&sp90, at, eyeNext);
sp90.r = camera->dist;
if (roData->interfaceFlags & PARALLEL1_FLAG_1) {
sp90.yaw = Camera_ScaledStepToCeilS(rwData->unk_1E, sp78.yaw, 1.0f / camera->yawUpdateRateInv, 0xC8);
}
parallelFlagCond = (roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1));
if (roData->interfaceFlags & PARALLEL1_FLAG_0) {
phi_a0 = (rwData->unk_20 - rwData->unk_1C);
} else {
phi_a0 = rwData->unk_20;
}
if (parallelFlagCond == (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) {
spA0 = CLAMP_MAX(camera->speedRatio, 1.0f);
phi_a0 = (sp90.pitch * spA0) + (phi_a0 * (1.0f - spA0));
sp90.pitch = Camera_ScaledStepToCeilS(phi_a0, sp78.pitch, 1.0f / camera->pitchUpdateRateInv, 5);
} else if (parallelFlagCond != PARALLEL1_FLAG_3) {
sp90.pitch = Camera_ScaledStepToCeilS(phi_a0, sp78.pitch, 1.0f / camera->pitchUpdateRateInv, 5);
}
if (sp90.pitch > DEG_TO_BINANG(79.655f)) {
sp90.pitch = DEG_TO_BINANG(79.655f);
}
if (sp90.pitch < -DEG_TO_BINANG(29.995f)) {
sp90.pitch = -DEG_TO_BINANG(29.995f);
}
}
if (rwData->timer3 > 0) {
rwData->timer3--;
}
OLib_AddVecGeoToVec3f(eyeNext, at, &sp90);
if (camera->status == CAM_STATUS_ACTIVE) {
if ((camera->play->envCtx.skyboxDisabled == 0) || (roData->interfaceFlags & PARALLEL1_FLAG_4)) {
spB0 = *at;
if ((((Player*)camera->focalActor)->stateFlags1 & PLAYER_STATE1_4000) ||
(((Player*)camera->focalActor)->stateFlags1 & PLAYER_STATE1_4) ||
((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) ==
(PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1))) {
spB0.y += focalActorHeight;
}
*eye = *eyeNext;
func_800CBFA4(camera, &spB0, eye, 0);
} else {
*eye = *eyeNext;
func_800CBFA4(camera, at, eye, 3);
}
if (rwData->timer2 != 0) {
sUpdateCameraDirection = true;
} else {
sUpdateCameraDirection = false;
}
}
camera->fov = Camera_ScaledStepToCeilF(rwData->unk_08, camera->fov, camera->fovUpdateRate, 0.1f);
camera->roll = Camera_ScaledStepToCeilS(0, camera->roll, 0.5f, 5);
camera->atLerpStepScale = Camera_ClampLerpScale(camera, sp72 ? roData->unk_1C : roData->unk_18);
rwData->unk_26 &= ~1;
return 1;
}
/**
* Unused Camera Maze Setting
*/
s32 Camera_Parallel2(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Parallel3(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Parallel4(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Parallel0(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Jump1(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Camera for climbing structures
*/
s32 Camera_Jump2(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f spC8;
Vec3f spBC;
VecGeo spB4;
VecGeo spAC;
VecGeo spA4;
VecGeo sp9C;
s16 temp_t2;
s16 yawDiff;
s32 pad;
f32 sp90;
f32 sp8C;
s32 sp88;
CameraCollision sp60;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
Jump2ReadOnlyData* roData = &camera->paramData.jump2.roData;
Jump2ReadWriteData* rwData = &camera->paramData.jump2.rwData;
f32 phi_f2;
f32 yNormal; // used twice
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
f32 temp_f16;
if (RELOAD_PARAMS(camera)) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
yNormal = 0.8f - (-0.2f * (68.0f / focalActorHeight));
if (camera->unk_0F0.y > 0.0f) {
phi_f2 = -10.0f;
} else {
phi_f2 = 10.0f;
}
roData->unk_00 = CAM_RODATA_UNSCALE(phi_f2 + GET_NEXT_RO_DATA(values)) * focalActorHeight * yNormal;
roData->unk_04 = GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight * yNormal;
roData->unk_08 = GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight * yNormal;
roData->unk_0C = GET_NEXT_SCALED_RO_DATA(values);
roData->unk_10 = GET_NEXT_RO_DATA(values);
roData->unk_14 = GET_NEXT_SCALED_RO_DATA(values);
roData->unk_18 = GET_NEXT_RO_DATA(values);
roData->unk_1C = GET_NEXT_SCALED_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
}
OLib_Vec3fDiffToVecGeo(&sp9C, at, eye);
OLib_Vec3fDiffToVecGeo(&spA4, at, eyeNext);
sCameraInterfaceFlags = roData->interfaceFlags;
if (RELOAD_PARAMS(camera)) {
spC8 = focalActorPosRot->pos;
rwData->unk_00 = Camera_GetFloorY(camera, &spC8);
rwData->unk_04 = spA4.yaw;
rwData->unk_06 = 0;
if (rwData->unk_00 == BGCHECK_Y_MIN) {
rwData->unk_0A = -1;
rwData->unk_00 = focalActorPosRot->pos.y - 1000.0f;
} else if ((focalActorPosRot->pos.y - rwData->unk_00) < focalActorHeight) {
rwData->unk_0A = 1;
} else {
rwData->unk_0A = -1;
}
yawDiff = BINANG_SUB(BINANG_ROT180(focalActorPosRot->rot.y), spA4.yaw);
rwData->unk_06 = ((yawDiff / 6) / 4) * 3;
if (roData->interfaceFlags & JUMP2_FLAG_1) {
rwData->unk_08 = 10;
} else {
rwData->unk_08 = 10000;
}
focalActorPosRot->pos.x -= camera->unk_0F0.x;
focalActorPosRot->pos.y -= camera->unk_0F0.y;
focalActorPosRot->pos.z -= camera->unk_0F0.z;
rwData->timer = 6;
camera->animState++;
camera->atLerpStepScale = roData->unk_1C;
}
sp90 = camera->speedRatio * 0.5f;
sp8C = camera->speedRatio * 0.2f;
camera->yawUpdateRateInv = Camera_ScaledStepToCeilF(roData->unk_10, camera->yawUpdateRateInv, sp90, 0.1f);
camera->yOffsetUpdateRate = Camera_ScaledStepToCeilF(roData->unk_14, camera->yOffsetUpdateRate, sp90, 0.0001f);
camera->xzOffsetUpdateRate = Camera_ScaledStepToCeilF(0.05f, camera->xzOffsetUpdateRate, sp8C, 0.0001f);
camera->fovUpdateRate = Camera_ScaledStepToCeilF(0.05f, camera->fovUpdateRate, camera->speedRatio * .05f, 0.0001f);
camera->rUpdateRateInv = 1800.0f;
Camera_CalcAtDefault(camera, &spA4, roData->unk_00, 0);
OLib_Vec3fDiffToVecGeo(&spB4, at, eye);
//! FAKE: Unused
yNormal = roData->unk_04;
phi_f2 = roData->unk_08 + (roData->unk_08 * roData->unk_0C);
temp_f16 = roData->unk_04 - (roData->unk_04 * roData->unk_0C);
if (spB4.r > phi_f2) {
spB4.r = phi_f2;
} else if (spB4.r < temp_f16) {
spB4.r = temp_f16;
}
yawDiff = BINANG_SUB(BINANG_ROT180(focalActorPosRot->rot.y), spB4.yaw);
if (rwData->timer != 0) {
rwData->unk_04 = BINANG_ROT180(focalActorPosRot->rot.y);
rwData->timer--;
spB4.yaw = Camera_ScaledStepToCeilS(rwData->unk_04, spA4.yaw, 0.5f, 5);
} else if (rwData->unk_08 < ABS(yawDiff)) {
temp_t2 = BINANG_ROT180(focalActorPosRot->rot.y);
spB4.yaw = Camera_ScaledStepToFloorS((yawDiff < 0) ? (temp_t2 + rwData->unk_08) : (temp_t2 - rwData->unk_08),
spA4.yaw, 0.1f, 1);
} else {
spB4.yaw = Camera_ScaledStepToCeilS(spB4.yaw, spA4.yaw, 0.25f, 5);
}
spC8.x = focalActorPosRot->pos.x + (Math_SinS(focalActorPosRot->rot.y) * 25.0f);
spC8.y = focalActorPosRot->pos.y + (focalActorHeight * 2.2f);
spC8.z = focalActorPosRot->pos.z + (Math_CosS(focalActorPosRot->rot.y) * 25.0f);
yNormal = Camera_GetFloorYNorm(camera, &spBC, &spC8, &sp88);
if (camera->focalActor->bgCheckFlags & 0x10) {
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(20.0f, camera->pitchUpdateRateInv, 0.2f, 0.1f);
camera->rUpdateRateInv = Camera_ScaledStepToCeilF(20.0f, camera->rUpdateRateInv, 0.2f, 0.1f);
spB4.pitch = Camera_ScaledStepToCeilS(-DEG_TO_BINANG(27.47f), spA4.pitch, 0.2f, 5);
} else if ((yNormal != BGCHECK_Y_MIN) && (focalActorPosRot->pos.y < yNormal)) {
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(20.0f, camera->pitchUpdateRateInv, 0.2f, 0.1f);
camera->rUpdateRateInv = Camera_ScaledStepToCeilF(20.0f, camera->rUpdateRateInv, 0.2f, 0.1f);
if (camera->unk_0F0.y > 1.0f) {
spB4.pitch = Camera_ScaledStepToCeilS(0x1F4, spA4.pitch, 1.0f / camera->pitchUpdateRateInv, 5);
}
} else if ((focalActorPosRot->pos.y - rwData->unk_00) < focalActorHeight) {
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(20.0f, camera->pitchUpdateRateInv, 0.2f, 0.1f);
camera->rUpdateRateInv = Camera_ScaledStepToCeilF(20.0f, camera->rUpdateRateInv, 0.2f, 0.1f);
if (camera->unk_0F0.y > 1.0f) {
spB4.pitch = Camera_ScaledStepToCeilS(0x1F4, spA4.pitch, 1.0f / camera->pitchUpdateRateInv, 5);
}
} else {
camera->pitchUpdateRateInv = 100.0f;
camera->rUpdateRateInv = 100.0f;
}
spB4.pitch = CLAMP_MAX(spB4.pitch, DEG_TO_BINANG(60.43f));
spB4.pitch = CLAMP_MIN(spB4.pitch, -DEG_TO_BINANG(60.43f));
OLib_AddVecGeoToVec3f(eyeNext, at, &spB4);
sp60.pos = *eyeNext;
if (func_800CBC84(camera, at, &sp60, 0) != 0) {
spC8 = sp60.pos;
spAC.pitch = 0;
spAC.r = spB4.r;
spAC.yaw = spB4.yaw;
OLib_AddVecGeoToVec3f(&sp60.pos, at, &spAC);
if (func_800CBC84(camera, at, &sp60, 0) != 0) {
*eye = spC8;
} else {
spB4.pitch = Camera_ScaledStepToCeilS(0, spB4.pitch, 0.2f, 5);
OLib_AddVecGeoToVec3f(eye, at, &spB4);
func_800CBFA4(camera, at, eye, 0);
}
} else {
*eye = *eyeNext;
}
camera->dist = spB4.r;
camera->fov = Camera_ScaledStepToCeilF(roData->unk_18, camera->fov, camera->fovUpdateRate, 0.1f);
camera->roll = Camera_ScaledStepToCeilS(0, camera->roll, 0.5f, 5);
return true;
}
/**
* Used for water-based camera settings
* e.g. Gyorg, Pinnacle Rock, whirlpool, water
*/
s32 Camera_Jump3(Camera* camera) {
Vec3f* sp48 = &camera->eye;
Vec3f* sp44 = &camera->at;
Vec3f* sp40 = &camera->eyeNext;
f32 spD0;
f32 spCC;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
f32 phi_f0;
f32 spC0;
Vec3f spB4;
VecGeo spAC;
CameraModeValue* values;
f32 phi_f14;
VecGeo sp9C;
VecGeo sp94;
f32 phi_f2_2;
f32 temp_f0;
f32 temp1;
f32 pad;
Jump3ReadOnlyData* roData = &camera->paramData.jump3.roData;
Jump3ReadWriteData* rwData = &camera->paramData.jump3.rwData;
f32 focalActorHeight;
PosRot focalActorFocus;
f32 sp60;
f32 sp5C;
s32 sp58;
focalActorHeight = Camera_GetFocalActorHeight(camera);
Actor_GetFocus(&focalActorFocus, camera->focalActor);
sp60 = camera->waterYPos - sp48->y;
sp58 = false;
if (RELOAD_PARAMS(camera)) {
rwData->unk_0A = camera->mode;
rwData->timer2 = 0;
}
if (camera->mode == CAM_MODE_NORMAL) {
if ((camera->focalActor->bgCheckFlags & 0x10) || (rwData->timer2 != 0)) {
if (rwData->unk_0A != 0xF) {
rwData->unk_0A = 0xF;
sp58 = true;
rwData->timer2 = 10;
}
} else if (sp60 < 50.0f) {
if (rwData->unk_0A != 0) {
rwData->unk_0A = 0;
sp58 = true;
}
} else if (Camera_fabsf(camera->focalActorPosRot.pos.y - camera->focalActorFloorHeight) < 11.0f) {
if (rwData->unk_0A != 5) {
rwData->unk_0A = 5;
sp58 = true;
}
} else if ((sp60 > 250.0f) && (rwData->unk_0A != 0x1A)) {
rwData->unk_0A = 0x1A;
sp58 = true;
}
}
if (rwData->timer2 != 0) {
rwData->timer2--;
}
OLib_Vec3fDiffToVecGeo(&sp9C, sp44, sp48);
OLib_Vec3fDiffToVecGeo(&sp94, sp44, sp40);
if (!RELOAD_PARAMS(camera) && !sp58) {
} else {
values = sCameraSettings[camera->setting].cameraModes[rwData->unk_0A].values;
sp5C = 0.8f - (-0.2f * (68.0f / focalActorHeight));
spD0 = focalActorHeight * 0.01f * sp5C;
roData->unk_00 = GET_NEXT_RO_DATA(values) * spD0;
roData->unk_04 = GET_NEXT_RO_DATA(values) * spD0;
roData->unk_08 = GET_NEXT_RO_DATA(values) * spD0;
roData->unk_20 = CAM_DEG_TO_BINANG(GET_NEXT_RO_DATA(values));
roData->unk_0C = GET_NEXT_RO_DATA(values);
roData->unk_10 = GET_NEXT_RO_DATA(values);
roData->unk_14 = GET_NEXT_SCALED_RO_DATA(values);
roData->unk_18 = GET_NEXT_RO_DATA(values);
roData->unk_1C = GET_NEXT_SCALED_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
}
sCameraInterfaceFlags = roData->interfaceFlags;
switch (camera->animState) {
case 0:
rwData->unk_10 = 0x1000;
// fallthrough
case 10:
case 20:
rwData->unk_00 = camera->focalActorFloorHeight;
D_801EDC30[camera->camId].yaw = D_801EDC30[camera->camId].pitch = D_801EDC30[camera->camId].unk_64 = 0;
rwData->timer1 = 10;
D_801EDC30[camera->camId].swingUpdateRate = roData->unk_0C;
camera->animState++;
D_801EDC30[camera->camId].timer = 0;
break;
default:
if (rwData->timer1 != 0) {
rwData->timer1--;
}
break;
}
spC0 = focalActorFocus.pos.y - focalActorPosRot->pos.y;
spB4 = *sp48;
spD0 = camera->speedRatio * 0.5f;
spCC = camera->speedRatio * 0.2f;
temp_f0 = (D_801EDC30[camera->camId].unk_64 == 1) ? 0.5f : spD0;
if (D_801EDC30[camera->camId].timer != 0) {
camera->yawUpdateRateInv =
Camera_ScaledStepToCeilF((D_801EDC30[camera->camId].swingUpdateRate + D_801EDC30[camera->camId].timer * 2),
camera->yawUpdateRateInv, spD0, 0.1f);
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF((40.0f + D_801EDC30[camera->camId].timer * 2),
camera->pitchUpdateRateInv, spCC, 0.1f);
D_801EDC30[camera->camId].timer--;
} else {
camera->yawUpdateRateInv = Camera_ScaledStepToCeilF(D_801EDC30[camera->camId].swingUpdateRate,
camera->yawUpdateRateInv, temp_f0, 0.1f);
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(40.0f, camera->pitchUpdateRateInv, spCC, 0.1f);
}
if (roData->interfaceFlags & JUMP3_FLAG_7) {
camera->yOffsetUpdateRate = Camera_ScaledStepToCeilF(0.01f, camera->yOffsetUpdateRate, spD0, 0.0001f);
sp5C = sqrtf((camera->unk_0F0.x * camera->unk_0F0.x) + (camera->unk_0F0.z * camera->unk_0F0.z)) /
Camera_GetRunSpeedLimit(camera);
camera->speedRatio = OLib_ClampMaxDist(sp5C / Camera_GetRunSpeedLimit(camera), 1.8f);
spCC = camera->speedRatio * 0.2f;
} else {
camera->yOffsetUpdateRate = Camera_ScaledStepToCeilF(0.05f, camera->yOffsetUpdateRate, spD0, 0.0001f);
}
camera->xzOffsetUpdateRate = Camera_ScaledStepToCeilF(0.05f, camera->xzOffsetUpdateRate, spCC, 0.0001f);
camera->fovUpdateRate =
Camera_ScaledStepToCeilF(0.050f, camera->fovUpdateRate, camera->speedRatio * 0.05f, 0.0001f);
if (sp60 < 50.0f) {
sp5C = camera->waterYPos - spC0;
Camera_CalcAtForScreen(camera, &sp94, roData->unk_00, &sp5C,
((sp60 < 0.0f) ? 1.0f : 1.0f - (sp60 / 50.0f)) * 50.0f);
} else {
Camera_CalcAtDefault(camera, &sp94, roData->unk_00, roData->interfaceFlags);
}
OLib_Vec3fDiffToVecGeo(&spAC, sp44, sp40);
spAC.r = Camera_ClampDist1(camera, spAC.r, roData->unk_04, roData->unk_08, rwData->timer1);
camera->dist = spAC.r;
if (!(Camera_fabsf(focalActorPosRot->pos.y - camera->focalActorFloorHeight) < 10.0f) &&
!(Camera_fabsf(focalActorFocus.pos.y - camera->waterYPos) < 50.f)) {
camera->pitchUpdateRateInv = 100.0f;
}
if (roData->interfaceFlags & JUMP3_FLAG_5) {
spD0 = CLAMP_MAX(camera->speedRatio * 1.3f, 0.6f);
//! FAKE: spCC =
spAC.pitch = Camera_ScaledStepToCeilS(
(spAC.pitch * spD0) + (roData->unk_20 * (1.0f - spD0)), sp94.pitch,
1.0f / (spCC = ((camera->pitchUpdateRateInv + 1.0f) - (camera->pitchUpdateRateInv * spD0))), 5);
} else if (D_801EDC30[camera->camId].unk_64 == 1) {
spAC.yaw =
Camera_ScaledStepToCeilS(D_801EDC30[camera->camId].yaw, sp94.yaw, 1.0f / camera->yawUpdateRateInv, 5);
// Bug? Should be pitchUpdateRateInv
spAC.pitch =
Camera_ScaledStepToCeilS(D_801EDC30[camera->camId].pitch, sp94.pitch, 1.0f / camera->yawUpdateRateInv, 5);
} else if (roData->interfaceFlags & (JUMP3_FLAG_7 | JUMP3_FLAG_3)) {
spAC.yaw = Camera_CalcDefaultYaw(camera, sp94.yaw, focalActorPosRot->rot.y, roData->unk_14, 0.0f);
spD0 = CLAMP_MAX(camera->speedRatio * 1.3f, 1.0f);
//! FAKE: spCC =
spAC.pitch = Camera_ScaledStepToCeilS(
(spAC.pitch * spD0) + (roData->unk_20 * (1.0f - spD0)), sp94.pitch,
1.0f / (spCC = (camera->pitchUpdateRateInv + 1.0f) - (camera->pitchUpdateRateInv * spD0)), 5);
} else {
spAC.yaw = Camera_CalcDefaultYaw(camera, sp94.yaw, focalActorPosRot->rot.y, roData->unk_14, 0.0f);
spAC.pitch = Camera_CalcDefaultPitch(camera, sp94.pitch, roData->unk_20, 0);
}
if (spAC.pitch > DEG_TO_BINANG(79.655f)) {
spAC.pitch = DEG_TO_BINANG(79.655f);
}
if (spAC.pitch < -DEG_TO_BINANG(29.995f)) {
spAC.pitch = -DEG_TO_BINANG(29.995f);
}
OLib_AddVecGeoToVec3f(sp40, sp44, &spAC);
if ((camera->status == CAM_STATUS_ACTIVE) && !(roData->interfaceFlags & JUMP3_FLAG_6)) {
if (func_800CBA7C(camera) == 0) {
Camera_CalcDefaultSwing(camera, &spAC, &sp9C, roData->unk_04, roData->unk_0C, &D_801EDC30[camera->camId],
&rwData->unk_10);
}
if (roData->interfaceFlags & JUMP3_FLAG_2) {
camera->inputDir.x = -sp9C.pitch;
camera->inputDir.y = sp9C.yaw + 0x8000;
camera->inputDir.z = 0;
} else {
OLib_Vec3fDiffToVecGeo(&spAC, sp48, sp44);
camera->inputDir.x = spAC.pitch;
camera->inputDir.y = spAC.yaw;
camera->inputDir.z = 0;
}
} else {
D_801EDC30[camera->camId].swingUpdateRate = roData->unk_0C;
D_801EDC30[camera->camId].unk_64 = 0;
sUpdateCameraDirection = false;
*sp48 = *sp40;
}
camera->fov = Camera_ScaledStepToCeilF(roData->unk_18, camera->fov, camera->fovUpdateRate, 0.1f);
camera->roll = Camera_ScaledStepToCeilS(0, camera->roll, .5f, 5);
camera->atLerpStepScale = Camera_ClampLerpScale(camera, roData->unk_1C);
return 1;
}
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 sp120;
Vec3f sp114;
f32 temp_f14;
f32 temp_f2_3;
s32 pad1;
f32 sp104;
f32 var2;
f32 spFC;
f32 spF8;
f32 spF4;
s32 skipEyeAtCalc;
f32 distRatio;
CameraCollision spC4;
VecGeo spBC;
VecGeo spB4;
VecGeo atToTargetDir;
VecGeo spA4;
VecGeo atToEyeDir;
VecGeo atToEyeNextDir;
s32 pad2;
PosRot* sp8C;
s16 sp8A;
s16 sp88;
s16 sp86;
s16 isOffGround;
f32 swingPitchInitial;
f32 swingPitchFinal;
f32 fov;
f32 temp_f12;
Battle1ReadOnlyData* roData = &camera->paramData.batt1.roData;
Battle1ReadWriteData* rwData = &camera->paramData.batt1.rwData;
f32 focalActorHeight;
s32 pad3;
skipEyeAtCalc = false;
sp8C = &camera->focalActor->focus;
focalActorHeight = Camera_GetFocalActorHeight(camera);
if (!RELOAD_PARAMS(camera)) {
} else {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->yOffset =
GET_NEXT_RO_DATA(values) * 0.01f * focalActorHeight * (0.8f - ((68.0f / focalActorHeight) * -0.2f));
roData->unk_04 = GET_NEXT_RO_DATA(values);
roData->unk_08 = GET_NEXT_RO_DATA(values);
roData->unk_0C = GET_NEXT_RO_DATA(values);
roData->unk_0C = 80.0f - (80.0f - roData->unk_0C);
roData->unk_10 = GET_NEXT_RO_DATA(values);
roData->unk_10 = 0.0f - (0.0f - roData->unk_10);
roData->swingPitchInitial = GET_NEXT_RO_DATA(values);
roData->swingPitchInitial = 40.0f - (40.0f - roData->swingPitchInitial);
roData->swingPitchFinal = GET_NEXT_RO_DATA(values);
roData->swingPitchFinal = 20.0f - (20.0f - roData->swingPitchFinal);
roData->swingPitchAdj = GET_NEXT_RO_DATA(values) * 0.01f;
roData->swingPitchAdj = 1.0f - (1.0f - roData->swingPitchAdj);
roData->fov = GET_NEXT_RO_DATA(values);
roData->unk_24 = GET_NEXT_RO_DATA(values) * 0.01f;
roData->unk_24 = 1.0f - (1.0f - roData->unk_24);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
roData->unk_28 = GET_NEXT_RO_DATA(values) * 0.01f;
roData->unk_28 = 0.2f - (0.2f - roData->unk_28);
roData->unk_2C = GET_NEXT_RO_DATA(values) * 0.01f;
if (!RELOAD_PARAMS(camera)) {
} else {
rwData->chargeTimer = 40;
camera->pitchUpdateRateInv = 9.0f;
}
}
swingPitchInitial = roData->swingPitchInitial;
swingPitchFinal = roData->swingPitchFinal;
fov = roData->fov;
if (Camera_IsChargingSwordOrDekuFlowerDive(camera)) {
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(18.0f, camera->pitchUpdateRateInv, 0.5f, 0.1f);
camera->yOffsetUpdateRate = Camera_ScaledStepToCeilF(0.2f, camera->yOffsetUpdateRate, 0.5f, 0.0001f);
camera->xzOffsetUpdateRate = Camera_ScaledStepToCeilF(0.2f, camera->xzOffsetUpdateRate, 0.5f, 0.0001f);
if (rwData->chargeTimer > -20) {
rwData->chargeTimer--;
} else {
swingPitchInitial = 50.0f;
swingPitchFinal = 40.0f;
fov = 60.0f;
}
} else {
if (rwData->chargeTimer < 0) {
swingPitchInitial = 50.0f;
swingPitchFinal = 40.0f;
fov = 60.0f;
rwData->chargeTimer++;
} else {
rwData->chargeTimer = 40;
camera->pitchUpdateRateInv = Camera_ScaledStepToCeilF(9.0f, camera->pitchUpdateRateInv, 0.5f, 0.1f);
camera->yOffsetUpdateRate =
Camera_ScaledStepToCeilF(0.6f, camera->yOffsetUpdateRate, camera->speedRatio * 0.5f, 0.0001f);
camera->xzOffsetUpdateRate =
Camera_ScaledStepToCeilF(0.6f, camera->xzOffsetUpdateRate, camera->speedRatio * 0.2f, 0.0001f);
}
}
camera->fovUpdateRate =
Camera_ScaledStepToCeilF(0.050f, camera->fovUpdateRate, camera->speedRatio * 0.05f, 0.0001f);
focalActorHeight += roData->yOffset;
OLib_Vec3fDiffToVecGeo(&atToEyeDir, at, eye);
OLib_Vec3fDiffToVecGeo(&atToEyeNextDir, at, eyeNext);
if ((camera->target == NULL) || (camera->target->update == NULL)) {
camera->target = NULL;
Camera_ChangeMode(camera, CAM_MODE_TARGET);
return true;
}
sCameraInterfaceFlags = roData->interfaceFlags;
if (RELOAD_PARAMS(camera)) {
rwData->unk_10 = 0;
rwData->unk_1A = 0;
rwData->unk_08 = camera->target;
camera->animState++;
rwData->unk_16 = 7;
rwData->unk_12 = atToEyeDir.yaw;
rwData->unk_14 = atToEyeDir.pitch;
rwData->unk_00 = atToEyeDir.r;
rwData->unk_04 = camera->focalActorPosRot.pos.y - camera->unk_0F0.y;
if (camera->dist > (2.0f * roData->unk_04)) {
camera->dist = 2.0f * roData->unk_04;
atToEyeNextDir.r = camera->dist;
atToEyeDir.r = atToEyeNextDir.r;
OLib_AddVecGeoToVec3f(eye, at, &atToEyeDir);
*eyeNext = *eye;
}
}
if (camera->status == CAM_STATUS_ACTIVE) {
sUpdateCameraDirection = true;
camera->inputDir.x = -atToEyeDir.pitch;
camera->inputDir.y = atToEyeDir.yaw + 0x8000;
camera->inputDir.z = 0;
}
if (func_800CB950(camera)) {
rwData->unk_04 = camera->focalActorPosRot.pos.y;
isOffGround = false;
} else {
isOffGround = true;
}
if (rwData->unk_16 == 0) {
camera->atLerpStepScale = Camera_ClampLerpScale(camera, isOffGround ? roData->unk_28 : roData->unk_24);
}
Actor_GetFocus(&camera->targetPosRot, camera->target);
if (rwData->unk_08 != camera->target) {
camera->animState = 0;
return true;
}
sp120 = camera->focalActorPosRot.pos;
sp120.y += focalActorHeight;
OLib_Vec3fDiffToVecGeo(&spA4, &sp120, &camera->targetPosRot.pos);
sp104 = func_800CD6CC(camera->target);
if (sp104 > (PREG(86) + 800.0f)) {
sp104 = PREG(86) + 800.0f;
}
if ((spA4.r > sp104) || Camera_IsChargingSwordOrDekuFlowerDive(camera)) {
distRatio = 1.0f;
spF8 = 10.0f;
} else {
distRatio = spA4.r / sp104;
spF8 = 2.0f;
}
Camera_CalcAtForEnemyLockOn(camera, &atToEyeNextDir, &camera->targetPosRot.pos, roData->yOffset, roData->unk_2C,
1.0f - distRatio, &rwData->unk_04, &spA4,
(isOffGround ? (BATTLE1_FLAG_7 | BATTLE1_FLAG_0) : BATTLE1_FLAG_0) |
roData->interfaceFlags);
sp88 = spA4.yaw;
OLib_Vec3fDiffToVecGeo(&spBC, at, eyeNext);
spF4 = F32_LERPIMP(roData->unk_04, roData->unk_08, distRatio);
camera->rUpdateRateInv = Camera_ScaledStepToCeilF(spF8, camera->rUpdateRateInv, 0.5f, 0.1f);
spBC.r = camera->dist = Camera_ScaledStepToCeilF(spF4, camera->dist, 1.0f / camera->rUpdateRateInv, 0.1f);
OLib_Vec3fDiffToVecGeo(&atToTargetDir, at, &camera->targetPosRot.pos);
atToTargetDir.r = spBC.r - (((spBC.r >= atToTargetDir.r) ? atToTargetDir.r : spBC.r) * 0.5f);
if (rwData->unk_1A & 0x1000) {
spFC = 15.0f;
} else {
spFC = roData->unk_0C + ((roData->unk_10 - roData->unk_0C) * (1.1f - distRatio));
}
spBC.yaw = atToEyeNextDir.yaw;
sp8A = (s16)(atToTargetDir.yaw - (s16)(atToEyeNextDir.yaw + 0x8000));
if (rwData->unk_16 != 0) {
if (rwData->unk_16 > 0) {
sp86 = rwData->unk_16 - 1;
OLib_Vec3fDiffToVecGeo(&spB4, at, eye);
spB4.yaw = sp88 + 0x8000;
spF8 = (rwData->unk_00 - spB4.r) * (1.0f / 6.0f);
sp8A = (s16)(rwData->unk_12 - spB4.yaw) * (1.0f / 6.0f);
sp88 = (s16)(rwData->unk_14 - spB4.pitch) * (1.0f / 6.0f);
spBC.r = Camera_ScaledStepToCeilF((sp86 * spF8) + spB4.r, atToEyeDir.r, 0.5f, 1.0f);
spBC.yaw = Camera_ScaledStepToCeilS(spB4.yaw + (sp8A * sp86), atToEyeDir.yaw, 0.5f, 5);
spBC.pitch = Camera_ScaledStepToCeilS(spB4.pitch + (sp88 * sp86), atToEyeDir.pitch, 0.5f, 5);
} else {
skipEyeAtCalc = true;
}
rwData->unk_16--;
} else if ((ABS(sp8A) > CAM_DEG_TO_BINANG(spFC)) && !isOffGround) {
sp104 = CAM_BINANG_TO_DEG(sp8A);
temp_f2_3 = spFC + (((spFC + 10.0f) - spFC) * (OLib_ClampMaxDist(atToTargetDir.r, spBC.r) / spBC.r));
temp_f12 = (SQ(temp_f2_3) - 2.0f) / (temp_f2_3 - 360.0f);
var2 = ((temp_f12 * sp104) + (2.0f - (360.0f * temp_f12)));
temp_f14 = SQ(sp104) / var2;
if (sp8A >= 0) {
sp88 = CAM_DEG_TO_BINANG(temp_f14);
} else {
sp88 = -CAM_DEG_TO_BINANG(temp_f14);
}
spBC.yaw = (s16)((s16)(atToEyeNextDir.yaw + 0x8000) + sp88) + 0x8000;
} else {
sp104 = (1.0f - camera->speedRatio) * 0.05f;
sp88 = (sp8A >= 0) ? CAM_DEG_TO_BINANG(spFC) : -CAM_DEG_TO_BINANG(spFC);
spBC.yaw = atToEyeNextDir.yaw - (s16)((sp88 - sp8A) * sp104);
}
if (!skipEyeAtCalc) {
spF8 = atToTargetDir.pitch * roData->swingPitchAdj;
var2 = swingPitchInitial + ((swingPitchFinal - swingPitchInitial) * distRatio);
sp8A = CAM_DEG_TO_BINANG(var2) - (s16)((spA4.pitch * (0.5f + (distRatio * (1.0f - 0.5f)))) + 0.5f);
sp8A += (s16)spF8;
if (sp8A < -0x2AA8) {
sp8A = -0x2AA8;
} else if (sp8A > 0x2AA8) {
sp8A = 0x2AA8;
}
spBC.pitch = Camera_ScaledStepToCeilS(sp8A, atToEyeNextDir.pitch, 1.0f / camera->pitchUpdateRateInv, 5);
OLib_AddVecGeoToVec3f(eyeNext, at, &spBC);
spC4.pos = *eyeNext;
if (camera->status == CAM_STATUS_ACTIVE) {
if (!(roData->interfaceFlags & BATTLE1_FLAG_4)) {
if (!camera->play->envCtx.skyboxDisabled || (roData->interfaceFlags & BATTLE1_FLAG_0)) {
if (func_800CBC84(camera, at, &spC4, 0) != 0) {
rwData->unk_1A |= 0x1000;
} else {
rwData->unk_1A &= ~0x1000;
}
} else if (roData->interfaceFlags & BATTLE1_FLAG_1) {
func_800CBC84(camera, at, &spC4, 3);
} else {
OLib_Vec3fDistNormalize(&sp114, at, &spC4.pos);
spC4.pos.x -= sp114.x;
spC4.pos.y -= sp114.y;
spC4.pos.z -= sp114.z;
}
*eye = spC4.pos;
rwData->unk_1A &= ~0x10;
} else if (!camera->play->envCtx.skyboxDisabled || (roData->interfaceFlags & BATTLE1_FLAG_0)) {
if (func_800CBC84(camera, at, &spC4, 0) != 0) {
s16 screenX;
s16 screenY;
rwData->unk_1A |= 0x1000;
spF8 = OLib_Vec3fDist(at, &sp8C->pos);
//! FAKE:
if (1) {}
spF4 = OLib_Vec3fDist(at, &spC4.pos);
spF8 += (rwData->unk_1A & 0x10) ? 40.0f : 0.0f;
Actor_GetScreenPos(camera->play, camera->focalActor, &screenX, &screenY);
if ((spF4 < spF8) ||
((screenX >= 0) && (screenX <= SCREEN_WIDTH) && (screenY >= 0) && (screenY <= SCREEN_HEIGHT))) {
rwData->unk_1A |= 0x10;
spB4.yaw = spA4.yaw + 0x8000;
spB4.pitch = -spA4.pitch;
spB4.r = 40.0f;
sp114 = sp8C->pos;
sp114.y += 40.0f;
OLib_AddVecGeoToVec3f(&sp120, &sp114, &spB4);
Camera_ScaledStepToCeilVec3f(&sp120, eye, 0.15f, 0.15f, 0.2f);
} else if (rwData->unk_1A & 0x10) {
if (OLib_Vec3fDist(&spC4.pos, eye) < 20.0f) {
rwData->unk_1A &= ~0x10;
*eye = spC4.pos;
} else {
Camera_ScaledStepToCeilVec3f(&spC4.pos, eye, 0.15f, 0.15f, 0.2f);
}
} else {
rwData->unk_1A &= ~0x10;
*eye = spC4.pos;
}
} else {
if (rwData->unk_1A & 0x10) {
if (OLib_Vec3fDist(&spC4.pos, eye) < 20.0f) {
rwData->unk_1A &= ~0x10;
*eye = spC4.pos;
} else {
Camera_ScaledStepToCeilVec3f(&spC4.pos, eye, 0.15f, 0.15f, 0.2f);
}
} else {
rwData->unk_1A &= ~0x10;
*eye = spC4.pos;
}
rwData->unk_1A &= ~0x1000;
}
} else if (roData->interfaceFlags & BATTLE1_FLAG_1) {
rwData->unk_1A &= ~0x10;
if (func_800CBC84(camera, at, &spC4, 3) != 0) {
*eye = spC4.pos;
} else {
*eye = spC4.pos;
}
} else {
rwData->unk_1A &= ~0x10;
OLib_Vec3fDistNormalize(&sp114, at, &spC4.pos);
spC4.pos.x -= sp114.x;
spC4.pos.y -= sp114.y;
spC4.pos.z -= sp114.z;
*eye = spC4.pos;
}
} else {
rwData->unk_1A &= ~0x10;
*eye = *eyeNext;
}
}
if (rwData->unk_16 != 0) {
sp88 = 0;
} else {
sp88 = (s16)(atToEyeNextDir.yaw - spBC.yaw) * 0.50f;
}
camera->roll = Camera_ScaledStepToCeilS(sp88, camera->roll, 0.06f, 5);
if (func_800CBAAC(camera) != PLAYER_MELEE_WEAPON_STATE_0) {
temp_f12 = ((camera->play->state.frames & 8) != 0) ? roData->fov - (roData->fov * 0.5f) : roData->fov;
} else {
temp_f12 =
((gSaveContext.save.saveInfo.playerData.health <= 16) ? 0.8f : 1.0f) * (fov - (fov * 0.05f * distRatio));
}
camera->fov = Camera_ScaledStepToCeilF(temp_f12, camera->fov, camera->fovUpdateRate, 0.1f);
return true;
}
s32 Camera_Battle2(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Battle3(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Battle4(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Battle0(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Used for following a secondary target such as zora fins or a z-target
*/
s32 Camera_KeepOn1(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f sp130;
Vec3f sp124;
Vec3f sp118;
f32 sp114;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
s32 pad1;
f32 var2;
f32 sp104;
f32 temp_f2_3;
f32 spFC;
f32 spF8;
f32 spF4;
s16 spF2;
s16 spF0;
VecGeo spE8;
VecGeo spE0;
VecGeo spD8;
VecGeo spD0;
VecGeo atToEye;
VecGeo atToEyeNext;
s32 pad2;
PosRot spA8;
PosRot* spA4 = &camera->focalActor->focus;
CameraCollision sp7C;
s32 skipEyeAtCalc = false;
f32 sp74;
s16 sp72;
s16 sp70;
KeepOn1ReadOnlyData* roData = &camera->paramData.keep1.roData;
KeepOn1ReadWriteData* rwData = &camera->paramData.keep1.rwData;
s32 pad3;
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
s32 pad4;
if ((camera->target == NULL) || (camera->target->update == NULL)) {
camera->target = NULL;
Camera_ChangeMode(camera, CAM_MODE_TARGET);
return 1;
}
if (RELOAD_PARAMS(camera)) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->yOffset =
GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight * (0.8f - ((68.0f / focalActorHeight) * -0.2f));
roData->unk_04 = GET_NEXT_RO_DATA(values);
roData->unk_08 = GET_NEXT_RO_DATA(values);
roData->unk_0C = GET_NEXT_RO_DATA(values);
roData->unk_10 = GET_NEXT_RO_DATA(values);
roData->unk_14 = GET_NEXT_RO_DATA(values);
roData->unk_14 = 40.0f - (40.0f - roData->unk_14);
roData->unk_18 = GET_NEXT_RO_DATA(values);
roData->unk_18 = 20.0f - (20.0f - roData->unk_18);
roData->unk_1C = GET_NEXT_SCALED_RO_DATA(values);
roData->unk_1C = 1.000f - (1.00f - roData->unk_1C);
roData->unk_20 = GET_NEXT_RO_DATA(values);
roData->unk_24 = GET_NEXT_SCALED_RO_DATA(values);
roData->unk_24 = 1.0f - (1.0f - roData->unk_24);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
roData->unk_28 = GET_NEXT_SCALED_RO_DATA(values);
roData->unk_28 = 0.2f - (0.2f - roData->unk_28);
}
focalActorHeight += roData->yOffset;
OLib_Vec3fDiffToVecGeo(&atToEye, at, eye);
OLib_Vec3fDiffToVecGeo(&atToEyeNext, at, eyeNext);
sCameraInterfaceFlags = roData->interfaceFlags;
if (RELOAD_PARAMS(camera)) {
camera->animState++;
rwData->unk_18 = 0;
rwData->unk_10 = 0;
rwData->unk_04 = 0.0f;
rwData->unk_0C = camera->target;
rwData->unk_16 = 7;
rwData->unk_12 = atToEye.yaw;
rwData->unk_14 = atToEye.pitch;
rwData->unk_00 = atToEye.r;
rwData->unk_08 = focalActorPosRot->pos.y - camera->unk_0F0.y;
if (camera->dist > (2.0f * roData->unk_04)) {
camera->dist = 2.0f * roData->unk_04;
atToEyeNext.r = camera->dist;
atToEye.r = atToEyeNext.r;
OLib_AddVecGeoToVec3f(eye, at, &atToEye);
*eyeNext = *eye;
}
}
if (camera->status == CAM_STATUS_ACTIVE) {
sUpdateCameraDirection = true;
camera->inputDir.x = -atToEye.pitch;
camera->inputDir.y = atToEye.yaw + 0x8000;
camera->inputDir.z = 0;
}
if (func_800CB950(camera)) {
rwData->unk_08 = focalActorPosRot->pos.y;
}
sp114 = roData->unk_04;
if (camera->target->id != ACTOR_EN_BOOM) {
Actor_GetWorldPosShapeRot(&camera->targetPosRot, camera->target);
Actor_GetFocus(&spA8, camera->target);
camera->targetPosRot.pos.y = spA8.pos.y;
} else {
Actor_GetFocus(&camera->targetPosRot, camera->target);
}
if (rwData->unk_0C != camera->target) {
rwData->unk_0C = camera->target;
camera->atLerpStepScale = 0.0f;
}
camera->yOffsetUpdateRate =
Camera_ScaledStepToCeilF(1.0f, camera->yOffsetUpdateRate, camera->speedRatio * 0.5f, 0.0001f);
camera->xzOffsetUpdateRate =
Camera_ScaledStepToCeilF(1.0f, camera->xzOffsetUpdateRate, camera->speedRatio * 0.2f, 0.0001f);
camera->fovUpdateRate = Camera_ScaledStepToCeilF(.05f, camera->fovUpdateRate, camera->speedRatio * 0.05f, 0.0001f);
if (func_800CB950(camera)) {
rwData->unk_08 = focalActorPosRot->pos.y;
sp70 = false;
} else {
sp70 = true;
}
Camera_CalcAtForFriendlyLockOn(camera, &atToEyeNext, &camera->targetPosRot.pos, roData->yOffset, roData->unk_08,
&rwData->unk_08, &spD0, roData->interfaceFlags | (sp70 ? KEEPON1_FLAG_7 : 0));
sp124 = focalActorPosRot->pos;
sp124.y += focalActorHeight;
OLib_Vec3fDiffToVecGeo(&spD0, &sp124, &camera->targetPosRot.pos);
if (spD0.r > sp114) {
sp74 = 1.0f;
} else {
sp74 = spD0.r / sp114;
}
OLib_Vec3fDiffToVecGeo(&spE8, at, eyeNext);
if (spE8.r < roData->unk_04) {
sp114 = roData->unk_04;
spF8 = 20.0f;
} else if (spE8.r > roData->unk_08) {
sp114 = roData->unk_08;
spF8 = 20.0f;
} else {
sp114 = spE8.r;
spF8 = 1.0f;
}
camera->rUpdateRateInv = Camera_ScaledStepToCeilF(spF8, camera->rUpdateRateInv, .5f, 0.1f);
spE8.r = spF8 = camera->dist = Camera_ScaledStepToCeilF(sp114, camera->dist, 1.0f / camera->rUpdateRateInv, 0.1f);
sp118 = camera->targetPosRot.pos;
OLib_Vec3fDiffToVecGeo(&spD8, at, &sp118);
spD8.r = spF8 - (((spD8.r <= spF8) ? spD8.r : spF8) * 0.5f);
spE8.r = camera->dist = Camera_ScaledStepToCeilF(spF8, camera->dist, 0.06f, 0.1f);
spFC = F32_LERPIMP(roData->unk_0C, roData->unk_10, 1.1f - sp74);
spE8.yaw = atToEyeNext.yaw;
spF2 = spD8.yaw - (s16)(atToEyeNext.yaw + 0x8000);
if (rwData->unk_16 != 0) {
if (rwData->unk_16 > 0) {
sp72 = rwData->unk_16 - 1;
spF2 = spD0.yaw;
OLib_Vec3fDiffToVecGeo(&spD0, at, eye);
spD0.yaw = spF2 + 0x8000;
spF8 = (rwData->unk_00 - spD0.r) * (1.0f / 6.0f);
spF2 = (s16)(rwData->unk_12 - spD0.yaw) * (1.0f / 6.0f);
spF0 = (s16)(rwData->unk_14 - spD0.pitch) * (1.0f / 6.0f);
spE8.r = Camera_ScaledStepToCeilF(spD0.r + (spF8 * sp72), atToEye.r, .5f, 0.1f);
spE8.yaw = Camera_ScaledStepToCeilS(spD0.yaw + (spF2 * sp72), atToEye.yaw, .5f, 5);
spE8.pitch = Camera_ScaledStepToCeilS(spD0.pitch + (spF0 * sp72), atToEye.pitch, .5f, 5);
}
skipEyeAtCalc = true;
rwData->unk_16--;
} else if (ABS(spF2) > CAM_DEG_TO_BINANG(spFC)) {
sp104 = CAM_BINANG_TO_DEG(spF2);
temp_f2_3 = ((OLib_ClampMaxDist(spD8.r, spE8.r) / spE8.r) * ((spFC + 10.0f) - spFC)) + spFC;
temp_f2_3 = (SQ(temp_f2_3) - 2.0f) / (temp_f2_3 - 360.0f);
var2 = (temp_f2_3 * sp104) + (2.0f - (360.0f * temp_f2_3));
temp_f2_3 = SQ(sp104) / var2;
if (spF2 >= 0) {
spF0 = CAM_DEG_TO_BINANG(temp_f2_3);
} else {
spF0 = -CAM_DEG_TO_BINANG(temp_f2_3);
}
spE8.yaw = (s16)((s16)(atToEyeNext.yaw + 0x8000) + spF0) + 0x8000;
} else {
sp104 = (1.0f - camera->speedRatio) * 0.05f;
spF0 = (spF2 >= 0) ? CAM_DEG_TO_BINANG(spFC) : -CAM_DEG_TO_BINANG(spFC);
spE8.yaw = atToEyeNext.yaw - (s16)((spF0 - spF2) * sp104);
}
if (!skipEyeAtCalc) {
spF2 = CAM_DEG_TO_BINANG(F32_LERPIMP(roData->unk_14, roData->unk_18, sp74));
spF2 -= (s16)((spD0.pitch * (0.5f + (sp74 * 0.5f))) + 0.5f);
spF8 = spD8.pitch * roData->unk_1C;
spF2 += (s16)spF8;
if (spF2 < -0x3200) {
spF2 = -0x3200;
} else if (spF2 > 0x3200) {
spF2 = 0x3200;
}
spE8.pitch = Camera_ScaledStepToCeilS(spF2, atToEyeNext.pitch, 1.0f / 9.0f, 5);
OLib_AddVecGeoToVec3f(eyeNext, at, &spE8);
sp7C.pos = *eyeNext;
if (camera->status == CAM_STATUS_ACTIVE) {
if (!(roData->interfaceFlags & KEEPON1_FLAG_4)) {
if (!camera->play->envCtx.skyboxDisabled || (roData->interfaceFlags & KEEPON1_FLAG_0)) {
if (func_800CBC84(camera, at, &sp7C, 0) != 0) {
rwData->unk_18 |= 0x1000;
} else {
rwData->unk_18 &= ~0x1000;
}
} else if (roData->interfaceFlags & KEEPON1_FLAG_1) {
func_800CBC84(camera, at, &sp7C, 3);
} else {
OLib_Vec3fDistNormalize(&sp130, at, &sp7C.pos);
sp7C.pos.x -= sp130.x;
sp7C.pos.y -= sp130.y;
sp7C.pos.z -= sp130.z;
}
*eye = sp7C.pos;
rwData->unk_18 &= ~0x10;
} else if (!camera->play->envCtx.skyboxDisabled || (roData->interfaceFlags & KEEPON1_FLAG_0)) {
if (func_800CBC84(camera, at, &sp7C, 0) != 0) {
s16 screenX;
s16 screenY;
rwData->unk_18 |= 0x1000;
spF8 = OLib_Vec3fDist(at, &spA4->pos);
spF4 = OLib_Vec3fDist(at, &sp7C.pos);
spF8 += (rwData->unk_18 & 0x10) ? 40 : 0.0f;
Actor_GetScreenPos(camera->play, camera->focalActor, &screenX, &screenY);
if ((spF4 < spF8) ||
((screenX >= 0) && (screenX <= SCREEN_WIDTH) && (screenY >= 0) && (screenY <= SCREEN_HEIGHT))) {
rwData->unk_18 |= 0x10;
spE0.yaw = (s16)(spD0.yaw + 0x8000);
spE0.pitch = -spD0.pitch;
spE0.r = 40.0f;
sp130 = spA4->pos;
sp130.y += 40.0f;
OLib_AddVecGeoToVec3f(&sp124, &sp130, &spE0);
Camera_ScaledStepToCeilVec3f(&sp124, eye, 0.15f, 0.15f, 0.2f);
} else if (rwData->unk_18 & 0x10) {
if (OLib_Vec3fDist(&sp7C.pos, eye) < 20.0f) {
rwData->unk_18 &= ~0x10;
*eye = sp7C.pos;
} else {
Camera_ScaledStepToCeilVec3f(&sp7C.pos, eye, 0.15f, 0.15f, 0.2f);
}
} else {
rwData->unk_18 &= ~0x10;
*eye = sp7C.pos;
}
} else {
if (rwData->unk_18 & 0x10) {
if (OLib_Vec3fDist(&sp7C.pos, eye) < 20.0f) {
rwData->unk_18 &= ~0x10;
*eye = sp7C.pos;
} else {
Camera_ScaledStepToCeilVec3f(&sp7C.pos, eye, 0.15f, 0.15f, 0.2f);
}
} else {
rwData->unk_18 &= ~0x10;
*eye = sp7C.pos;
}
rwData->unk_18 &= ~0x1000;
}
} else if (roData->interfaceFlags & KEEPON1_FLAG_1) {
rwData->unk_18 &= ~0x10;
if (func_800CBC84(camera, at, &sp7C, 3) != 0) {
*eye = sp7C.pos;
} else {
*eye = sp7C.pos;
}
} else {
rwData->unk_18 &= ~0x10;
OLib_Vec3fDistNormalize(&sp130, at, &sp7C.pos);
sp7C.pos.x -= sp130.x;
sp7C.pos.y -= sp130.y;
sp7C.pos.z -= sp130.z;
*eye = sp7C.pos;
}
} else {
rwData->unk_18 &= ~0x10;
*eye = *eyeNext;
}
}
camera->fov = Camera_ScaledStepToCeilF(roData->unk_20, camera->fov, camera->fovUpdateRate, 0.1f);
camera->roll = Camera_ScaledStepToCeilS(0, camera->roll, 0.2f, 5);
camera->atLerpStepScale = Camera_ClampLerpScale(camera, sp70 ? roData->unk_28 : roData->unk_24);
return true;
}
s32 Camera_KeepOn2(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Talking to an NPC
*/
s32 Camera_KeepOn3(Camera* camera) {
Vec3f* eye = &camera->eye;
s32 temp_f0;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f spD8;
Vec3f spCC;
Vec3f spC0;
f32 timer;
f32 spB8;
f32 spB4;
f32 swingAngle;
Actor* spA8[2];
VecGeo spA0;
VecGeo sp98;
VecGeo sp90;
VecGeo sp88;
VecGeo sp80;
Vec3f* at = &camera->at;
s32 sp78;
f32 phi_f14;
PosRot* sp70;
s16 sp6E;
s16 sp6C;
s16 sp6A;
s16 phi_a3;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
KeepOn3ReadOnlyData* roData = &camera->paramData.keep3.roData;
KeepOn3ReadWriteData* rwData = &camera->paramData.keep3.rwData;
f32 focalActorHeight;
s32 i;
sp70 = &camera->focalActor->focus; // TODO: Move above?
sp6A = 0;
focalActorHeight = Camera_GetFocalActorHeight(camera);
if ((camera->target == NULL) || (camera->target->update == NULL)) {
camera->target = NULL;
Camera_ChangeMode(camera, CAM_MODE_TARGET);
return 1;
}
if (RELOAD_PARAMS(camera)) {
if (camera->play->view.unk164 == 0) {
Camera_SetStateFlag(camera, CAM_STATE_DISABLE_MODE_CHANGE);
camera->play->view.unk164 = camera->camId | 0x50;
return 1;
}
Camera_UnsetStateFlag(camera, CAM_STATE_DISABLE_MODE_CHANGE);
}
Camera_UnsetStateFlag(camera, CAM_STATE_4);
if (RELOAD_PARAMS(camera)) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->unk_00 =
GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight * (0.8f - ((68.0f / focalActorHeight) * -0.2f));
roData->unk_04 = GET_NEXT_RO_DATA(values);
roData->unk_08 = GET_NEXT_RO_DATA(values);
roData->unk_0C = GET_NEXT_RO_DATA(values);
roData->unk_10 = GET_NEXT_RO_DATA(values);
roData->unk_14 = GET_NEXT_RO_DATA(values);
roData->unk_18 = GET_NEXT_RO_DATA(values);
roData->unk_1C = GET_NEXT_SCALED_RO_DATA(values);
roData->unk_20 = GET_NEXT_RO_DATA(values);
roData->unk_24 = GET_NEXT_SCALED_RO_DATA(values);
roData->timer = GET_NEXT_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
roData->unk_28 = GET_NEXT_SCALED_RO_DATA(values);
}
if (camera->animState == 10) {
roData->timer >>= 1;
if (roData->timer < 20) {
roData->timer = 20;
}
}
OLib_Vec3fDiffToVecGeo(&sp88, at, eye);
OLib_Vec3fDiffToVecGeo(&sp80, at, eyeNext);
Actor_GetFocus(&camera->targetPosRot, camera->target);
spD8 = focalActorPosRot->pos;
spD8.y += focalActorHeight;
OLib_Vec3fDiffToVecGeo(&spA0, &spD8, &camera->targetPosRot.pos);
if (RELOAD_PARAMS(camera)) {
camera->animState++;
spA8[0] = camera->target;
spA8[1] = camera->focalActor;
rwData->unk_0C = camera->target;
phi_f14 = (roData->unk_08 < spA0.r) ? 1.0f : (spA0.r / roData->unk_08);
rwData->timer = roData->timer;
spB8 = ((1.0f - phi_f14) * spA0.r) / rwData->timer;
if (roData->interfaceFlags & KEEPON3_FLAG_6) {
spA0.pitch = 0;
}
swingAngle = LERPIMP(roData->unk_14, roData->unk_18, phi_f14);
sp98.pitch = CAM_DEG_TO_BINANG(swingAngle) + ((s16) - (spA0.pitch * roData->unk_1C));
swingAngle = LERPIMP(roData->unk_0C, roData->unk_10, phi_f14);
phi_a3 = CAM_DEG_TO_BINANG(swingAngle);
sp78 = 1;
if ((camera->target->category == ACTORCAT_DOOR) || (camera->target->id == ACTOR_EN_TALK)) {
if ((s16)(camera->targetPosRot.rot.y - sp80.yaw) > 0) {
phi_a3 = -phi_a3;
}
if (ABS(spA0.pitch) < 0x157C) { // 30.2 degrees
sp98.yaw = BINANG_ROT180(spA0.yaw) + phi_a3;
sp6A = (s16)(BINANG_ROT180(spA0.yaw) - phi_a3);
} else {
sp78 = 0;
sp90.r = 30.0f;
sp90.yaw = BINANG_ROT180(spA0.yaw) + (phi_a3 >> 2);
sp90.pitch = -spA0.pitch;
spCC = sp70->pos;
spCC.y += 30.0f;
OLib_AddVecGeoToVec3f(&spC0, &spCC, &sp90);
spCC.x = (camera->targetPosRot.pos.x + spD8.x) * 0.5f;
spCC.y = (camera->targetPosRot.pos.y + spD8.y) * 0.5f;
spCC.z = (camera->targetPosRot.pos.z + spD8.z) * 0.5f;
OLib_Vec3fDiffToVecGeo(&sp98, &spCC, &spC0);
if (sp98.pitch < -0x2328) { // 49.4 degrees
sp98.pitch = -0x2328;
}
}
} else if (!(roData->interfaceFlags & KEEPON3_FLAG_5) && (ABS((s16)(spA0.yaw - sp80.yaw)) < 0x4000)) {
if ((s16)(spA0.yaw - sp80.yaw) > 0) {
phi_a3 = -phi_a3;
}
sp98.yaw = (s16)(spA0.yaw + phi_a3);
sp6A = (s16)(spA0.yaw - phi_a3);
} else {
if ((s16)(BINANG_ROT180(spA0.yaw) - sp80.yaw) < 0) {
phi_a3 = -phi_a3;
}
sp98.yaw = BINANG_ROT180(spA0.yaw) + phi_a3;
sp6A = BINANG_ROT180(spA0.yaw) - phi_a3;
}
sp6C = sp98.yaw;
sp6E = sp98.pitch;
//! FAKE
if (roData->unk_28) {}
spB4 = spA0.r;
phi_f14 = roData->unk_28;
spA0.r = spB8 * phi_f14 + (spB4 * (1.0f - phi_f14));
spD8 = focalActorPosRot->pos;
spD8.y += focalActorHeight;
OLib_AddVecGeoToVec3f(&rwData->unk_10, &spD8, &spA0);
rwData->unk_10.y += roData->unk_00;
spA0.r = spB4;
if (sp78 != 0) {
sp98.r = ((roData->unk_04 + (spA0.r * 0.5f)) - sp80.r) + sp80.r;
i = 0;
sp78 = 14;
OLib_AddVecGeoToVec3f(&spCC, &rwData->unk_10, &sp98);
if (!(roData->interfaceFlags & KEEPON3_FLAG_7)) {
if (CollisionCheck_LineOCCheck(camera->play, &camera->play->colChkCtx, &rwData->unk_10, &spCC, spA8,
2) ||
Camera_BgCheck(camera, &rwData->unk_10, &spCC)) {
sp98.yaw = sp6A;
OLib_AddVecGeoToVec3f(&spCC, &rwData->unk_10, &sp98);
}
while (i < sp78) {
if (!CollisionCheck_LineOCCheck(camera->play, &camera->play->colChkCtx, &rwData->unk_10, &spCC,
spA8, 2) &&
!Camera_BgCheck(camera, &rwData->unk_10, &spCC)) {
break;
}
sp98.yaw = sp6C + D_801B9E18[i];
sp98.pitch = sp6E + D_801B9E34[i];
OLib_AddVecGeoToVec3f(&spCC, &rwData->unk_10, &sp98);
i++;
}
}
}
Camera_UnsetStateFlag(camera, CAM_STATE_3 | CAM_STATE_2);
temp_f0 = ((rwData->timer + 1) * rwData->timer) >> 1;
rwData->unk_04 = (f32)(s16)(sp98.yaw - sp80.yaw) / temp_f0;
rwData->unk_08 = (f32)(s16)(sp98.pitch - sp80.pitch) / temp_f0;
rwData->unk_00 = (sp98.r - sp80.r) / temp_f0;
sCameraInterfaceFlags = CAM_INTERFACE_FLAGS(CAM_LETTERBOX_IGNORE, CAM_HUD_VISIBILITY_IGNORE, 0);
return 1;
}
sCameraInterfaceFlags = roData->interfaceFlags;
if (rwData->timer != 0) {
timer = rwData->timer;
at->x += (rwData->unk_10.x - at->x) / timer;
at->y += (rwData->unk_10.y - at->y) / timer;
at->z += (rwData->unk_10.z - at->z) / timer;
sp98.r = (rwData->unk_00 * timer) + sp80.r + 1.0f;
sp98.yaw = sp80.yaw + (s16)(rwData->unk_04 * timer);
sp98.pitch = sp80.pitch + (s16)(rwData->unk_08 * timer);
OLib_AddVecGeoToVec3f(eyeNext, at, &sp98);
*eye = *eyeNext;
camera->fov = Camera_ScaledStepToCeilF(roData->unk_20, camera->fov, 0.5f, 0.1f);
camera->roll = Camera_ScaledStepToCeilS(0, camera->roll, 0.5f, 5);
camera->atLerpStepScale = Camera_ClampLerpScale(camera, roData->unk_24);
func_800CBFA4(camera, at, eye, 3);
rwData->timer--;
} else {
Camera_SetStateFlag(camera, CAM_STATE_10 | CAM_STATE_4);
}
Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
camera->dist = OLib_Vec3fDist(at, eye);
if (camera->stateFlags & CAM_STATE_3) {
sCameraInterfaceFlags = CAM_INTERFACE_FLAGS(CAM_LETTERBOX_NONE, CAM_HUD_VISIBILITY_ALL, 0);
Camera_SetUpdateRatesSlow(camera);
camera->atLerpStepScale = 0.0f;
if ((camera->xzSpeed > 0.001f) || CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_A) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_B) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CUP) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CDOWN) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CLEFT) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_Z) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_L) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_R)) {
Camera_SetStateFlag(camera, CAM_STATE_2);
Camera_UnsetStateFlag(camera, CAM_STATE_3);
}
}
if (rwData->unk_0C != camera->target) {
rwData->unk_0C = camera->target;
camera->animState = 10;
}
return 1;
}
/**
* Used for settings where camera turns around and faces player
* eg. all item-based settings, elegy shell cutscene, death cutscene, ...
*/
s32 Camera_KeepOn4(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Actor* spCC[2];
f32 temp_f0_2;
f32 new_var;
CollisionPoly* spC0;
VecGeo spB8;
VecGeo spB0;
VecGeo spA8;
s16* sp44 = &camera->data2;
s16 spA2;
s16 spA0;
s16 sp9E;
s16 sp9C;
s16 pad1;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
KeepOn4ReadOnlyData* roData = &camera->paramData.keep4.roData;
KeepOn4ReadWriteData* rwData = &camera->paramData.keep4.rwData;
f32 focalActorHeight;
s32 bgId;
s16 camMode;
Player* player;
Vec3f* data;
CameraModeValue* values;
PosRot sp60;
PosRot sp4C;
if (RELOAD_PARAMS(camera)) {
if (camera->play->view.unk164 == 0) {
Camera_SetStateFlag(camera, CAM_STATE_DISABLE_MODE_CHANGE);
Camera_UnsetStateFlag(camera, CAM_STATE_2 | CAM_STATE_CHECK_WATER);
camera->play->view.unk164 = camera->camId | 0x50;
return true;
}
rwData->unk_18 = *sp44;
Camera_UnsetStateFlag(camera, CAM_STATE_DISABLE_MODE_CHANGE);
}
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
player = (Player*)camera->focalActor;
switch (((Player*)camera->focalActor)->transformation) {
case PLAYER_FORM_DEKU:
camMode = CAM_MODE_DEKUSHOOT;
break;
case PLAYER_FORM_GORON:
camMode = CAM_MODE_GORONDASH;
break;
case PLAYER_FORM_ZORA:
camMode = CAM_MODE_DEKUFLY;
break;
case PLAYER_FORM_FIERCE_DEITY:
camMode = CAM_MODE_JUMP;
break;
default:
camMode = CAM_MODE_NORMAL;
break;
}
focalActorHeight = Camera_GetFocalActorHeight(camera) - (player->unk_AB8 * camera->focalActor->scale.y);
} else {
camMode = CAM_MODE_NORMAL;
focalActorHeight = Camera_GetFocalActorHeight(camera);
}
if (rwData->unk_18 != *sp44) {
camera->animState = 20;
Camera_SetStateFlag(camera, CAM_STATE_DISABLE_MODE_CHANGE);
Camera_UnsetStateFlag(camera, CAM_STATE_2 | CAM_STATE_CHECK_WATER);
camera->play->view.unk164 = camera->camId | 0x50;
return true;
}
Camera_UnsetStateFlag(camera, CAM_STATE_4);
if (RELOAD_PARAMS(camera)) {
values = sCameraSettings[camera->setting].cameraModes[camMode].values;
new_var = -0.5f;
roData->unk_00 = GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight *
((1.0f + new_var) - ((68.0f / focalActorHeight) * new_var));
roData->unk_04 = GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight *
((1.0f + new_var) - ((68.0f / focalActorHeight) * new_var));
roData->unk_08 = GET_NEXT_RO_DATA(values);
roData->unk_0C = GET_NEXT_RO_DATA(values);
roData->unk_10 = GET_NEXT_RO_DATA(values);
roData->unk_18 = GET_NEXT_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
roData->unk_14 = GET_NEXT_SCALED_RO_DATA(values);
roData->timer = GET_NEXT_RO_DATA(values);
}
sUpdateCameraDirection = true;
sCameraInterfaceFlags = roData->interfaceFlags;
OLib_Vec3fDiffToVecGeo(&spB0, at, eye);
data = &D_801EDDD0;
OLib_Vec3fDiffToVecGeo(&spA8, at, eyeNext);
D_801EDDD0 = focalActorPosRot->pos;
D_801EDDD0.y = data->y + focalActorHeight;
temp_f0_2 = BgCheck_CameraRaycastFloor2(&camera->play->colCtx, &spC0, &bgId, &D_801EDDD0);
if ((roData->unk_00 + data->y) < temp_f0_2) {
D_801EDDD0.y = temp_f0_2 + 10.0f;
} else {
D_801EDDD0.y = roData->unk_00 + data->y;
}
if (roData->unk_10 != 0.0f) {
D_801EDDE0 = (*data);
spB8.r = roData->unk_10;
spB8.pitch = 0;
spB8.yaw = focalActorPosRot->rot.y;
OLib_AddVecGeoToVec3f(&D_801EDDD0, &D_801EDDD0, &spB8);
}
sp9C = 0;
switch (camera->animState) {
case 0:
case 20:
spCC[sp9C] = camera->focalActor;
sp9C++;
Camera_SetUpdateRatesFastPitch(camera);
Camera_UnsetStateFlag(camera, CAM_STATE_2 | CAM_STATE_CHECK_WATER);
rwData->timer = roData->timer;
rwData->unk_08 = focalActorPosRot->pos.y - camera->unk_0F0.y;
switch (roData->interfaceFlags & (KEEPON4_FLAG_3 | KEEPON4_FLAG_2 | KEEPON4_FLAG_1)) {
case KEEPON4_FLAG_1:
spA2 = CAM_DEG_TO_BINANG(roData->unk_08);
spA0 = BINANG_SUB(BINANG_ROT180(focalActorPosRot->rot.y), spA8.yaw) < 0
? BINANG_ROT180(focalActorPosRot->rot.y) + CAM_DEG_TO_BINANG(roData->unk_0C)
: BINANG_ROT180(focalActorPosRot->rot.y) - CAM_DEG_TO_BINANG(roData->unk_0C);
break;
case (KEEPON4_FLAG_3 | KEEPON4_FLAG_2):
spA2 = CAM_DEG_TO_BINANG(roData->unk_08);
pad1 = BINANG_ROT180(focalActorPosRot->rot.y);
spA0 = pad1 + CAM_DEG_TO_BINANG(roData->unk_0C);
break;
case KEEPON4_FLAG_2:
spA2 = CAM_DEG_TO_BINANG(roData->unk_08);
spA0 = CAM_DEG_TO_BINANG(roData->unk_0C);
break;
case (KEEPON4_FLAG_2 | KEEPON4_FLAG_1):
spA2 = spA8.pitch + CAM_DEG_TO_BINANG(roData->unk_08);
spA0 = spA8.yaw + CAM_DEG_TO_BINANG(roData->unk_0C);
break;
case KEEPON4_FLAG_3:
if (camera->target != NULL) {
Actor_GetWorldPosShapeRot(&sp60, camera->target);
spA2 = CAM_DEG_TO_BINANG(roData->unk_08) - sp60.rot.x;
spA0 = (BINANG_SUB(BINANG_ROT180(sp60.rot.y), spA8.yaw) > 0)
? BINANG_ROT180(sp60.rot.y) + CAM_DEG_TO_BINANG(roData->unk_0C)
: BINANG_ROT180(sp60.rot.y) - CAM_DEG_TO_BINANG(roData->unk_0C);
spCC[1] = camera->target;
sp9C++;
break;
}
// fallthrough
case (KEEPON4_FLAG_3 | KEEPON4_FLAG_1):
if (camera->target != 0) {
Actor_GetWorld(&sp4C, camera->target);
spA2 = CAM_DEG_TO_BINANG(roData->unk_08);
sp9E = Camera_CalcXZAngle(&sp4C.pos, &focalActorPosRot->pos);
spA0 = (BINANG_SUB(sp9E, spA8.yaw) > 0) ? sp9E + CAM_DEG_TO_BINANG(roData->unk_0C)
: sp9E - CAM_DEG_TO_BINANG(roData->unk_0C);
spCC[1] = camera->target;
sp9C++;
break;
}
// fallthrough
case (KEEPON4_FLAG_3 | KEEPON4_FLAG_2 | KEEPON4_FLAG_1):
spA2 = CAM_DEG_TO_BINANG(roData->unk_08);
spA0 = spA8.yaw;
break;
default:
spA2 = spA8.pitch;
spA0 = spA8.yaw;
break;
}
spB8.pitch = spA2;
spB8.yaw = spA0;
spB8.r = roData->unk_04;
// Odd that the return is set to bgId and remains unused
bgId = func_800CC260(camera, &D_801EDDF0, &D_801EDDD0, &spB8, spCC, sp9C);
rwData->unk_04 = (f32)(s16)(spB8.pitch - spA8.pitch) / rwData->timer;
rwData->unk_00 = (f32)(s16)(spB8.yaw - spA8.yaw) / rwData->timer;
rwData->unk_10 = spA8.yaw;
rwData->unk_12 = spA8.pitch;
camera->animState++;
rwData->unk_16 = 1;
break;
case 10:
rwData->unk_08 = focalActorPosRot->pos.y - camera->unk_0F0.y;
break;
}
if (roData->interfaceFlags & KEEPON4_FLAG_6) {
if (rwData->timer != 0) {
at->x += ((data->x - at->x) / rwData->timer);
at->y += ((data->y - at->y) / rwData->timer);
at->z += ((data->z - at->z) / rwData->timer);
Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
}
camera->yOffsetUpdateRate = 0.25f;
camera->xzOffsetUpdateRate = 0.25f;
camera->atLerpStepScale = 0.0f;
} else {
camera->yOffsetUpdateRate = 0.25f;
camera->xzOffsetUpdateRate = 0.25f;
camera->atLerpStepScale = 0.75f;
Camera_ScaledStepToCeilVec3f(data, at, 0.2f, 0.2f, 0.2f);
camera->atLerpStepScale = 0.0f;
Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
}
camera->dist = Camera_ScaledStepToCeilF(roData->unk_04, camera->dist, 0.25f, 1.0f);
spB8.r = camera->dist;
if (rwData->timer != 0) {
Camera_SetStateFlag(camera, CAM_STATE_DISABLE_MODE_CHANGE);
rwData->unk_10 += (s16)rwData->unk_00;
rwData->unk_12 += (s16)rwData->unk_04;
rwData->timer--;
} else {
Camera_SetStateFlag(camera, CAM_STATE_10 | CAM_STATE_4);
}
spB8.yaw = Camera_ScaledStepToCeilS(rwData->unk_10, spA8.yaw, roData->unk_14, 5);
spB8.pitch = Camera_ScaledStepToCeilS(rwData->unk_12, spA8.pitch, roData->unk_14, 5);
OLib_AddVecGeoToVec3f(eyeNext, at, &spB8);
*eye = *eyeNext;
func_800CBFA4(camera, at, eye, 3);
camera->fov = Camera_ScaledStepToCeilF(roData->unk_18, camera->fov, camera->fovUpdateRate, 0.1f);
camera->roll = Camera_ScaledStepToCeilS(0, camera->roll, 0.5f, 5);
return 1;
}
s32 Camera_KeepOn0(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Used for many fixed-based camera settings i.e. camera is fixed in rotation, and often position (but not always)
*/
s32 Camera_Fixed1(Camera* camera) {
s32 pad[2];
s32 yawDiff;
VecGeo eyeOffset;
VecGeo eyeAtOffset;
VecGeo sp7C;
u32 negOne;
Vec3f adjustedPos;
BgCamFuncData* bgCamFuncData;
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
CameraModeValue* values;
PosRot* targetHome;
PosRot* targetWorld;
VecGeo sp44;
Fixed1ReadOnlyData* roData = &camera->paramData.fixd1.roData;
Fixed1ReadWriteData* rwData = &camera->paramData.fixd1.rwData;
OLib_Vec3fDiffToVecGeo(&sp7C, at, eye);
if (!RELOAD_PARAMS(camera)) {
} else {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex);
Camera_Vec3sToVec3f(&rwData->eyePosRotTarget.pos, &bgCamFuncData->pos);
rwData->eyePosRotTarget.rot = bgCamFuncData->rot;
rwData->fov = bgCamFuncData->fov;
rwData->focalActor = camera->focalActor;
roData->unk_00 = GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight;
roData->unk_04 = GET_NEXT_SCALED_RO_DATA(values);
roData->fov = GET_NEXT_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
if (roData->interfaceFlags & FIXED1_FLAG_4) {
if (camera->target == NULL) {
return false;
}
targetHome = &camera->target->home;
targetWorld = &camera->target->world;
OLib_Vec3fDiffToVecGeo(&sp44, &targetHome->pos, &rwData->eyePosRotTarget.pos);
sp44.yaw = targetWorld->rot.y + (s16)(sp44.yaw - targetHome->rot.y);
OLib_AddVecGeoToVec3f(&rwData->eyePosRotTarget.pos, &targetWorld->pos, &sp44);
yawDiff = (s16)(rwData->eyePosRotTarget.rot.y - targetHome->rot.y);
rwData->eyePosRotTarget.rot.y = targetWorld->rot.y + yawDiff;
}
}
negOne = -1;
if (rwData->focalActor != camera->focalActor) {
camera->animState = 20;
}
if (rwData->fov == (s32)negOne) {
rwData->fov = roData->fov * 100;
} else if (rwData->fov <= 360) {
rwData->fov *= 100;
}
sCameraInterfaceFlags = roData->interfaceFlags;
if (camera->animState == 0) {
camera->animState++;
Camera_SetUpdateRatesSlow(camera);
if (rwData->fov != (s32)negOne) {
roData->fov = CAM_RODATA_UNSCALE(rwData->fov);
}
if (bgCamFuncData->unk_0E != (s32)negOne) {
roData->unk_04 = CAM_RODATA_UNSCALE(bgCamFuncData->unk_0E);
}
}
OLib_Vec3fDiffToVecGeo(&eyeAtOffset, eye, at);
Camera_ScaledStepToCeilVec3f(&rwData->eyePosRotTarget.pos, eye, roData->unk_04, roData->unk_04, 0.2f);
adjustedPos = focalActorPosRot->pos;
adjustedPos.y += focalActorHeight;
camera->dist = OLib_Vec3fDist(&adjustedPos, eye);
eyeOffset.r = camera->dist;
eyeOffset.pitch =
Camera_ScaledStepToCeilS(rwData->eyePosRotTarget.rot.x * -1, eyeAtOffset.pitch, roData->unk_04, 5);
eyeOffset.yaw = Camera_ScaledStepToCeilS(rwData->eyePosRotTarget.rot.y, eyeAtOffset.yaw, roData->unk_04, 5);
OLib_AddVecGeoToVec3f(at, eye, &eyeOffset);
camera->eyeNext = *eye;
Camera_BgCheck(camera, eye, at);
camera->fov = Camera_ScaledStepToCeilF(roData->fov, camera->fov, roData->unk_04, 0.1f);
camera->roll = 0;
camera->atLerpStepScale = 0.0f;
Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
camera->roll = Camera_ScaledStepToCeilS(rwData->eyePosRotTarget.rot.z, camera->roll, roData->unk_04, 5);
return 1;
}
/**
* Used for many pivot-based camera settings i.e. camera fixed in position but free to rotate
*/
s32 Camera_Fixed2(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f spB0;
Vec3f spA4;
Vec3f sp98;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
f32 temp_f0_3;
f32 new_var;
BgCamFuncData* bgCamFuncData;
VecGeo sp80;
PosRot* sp7C;
PosRot* sp78;
VecGeo sp70;
Vec3f* new_var1;
Vec3f* new_var2;
Player* player;
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
Actor* actor;
Fixed2ReadOnlyData* roData = &camera->paramData.fixd2.roData;
Fixed2ReadWriteData* rwData = &camera->paramData.fixd2.rwData;
CameraModeValue* values;
Vec3f sp44;
if (!RELOAD_PARAMS(camera)) {
} else {
//! FAKE
if (new_var2) {}
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->unk_00 =
GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight * (0.8f - ((68.0f / focalActorHeight) * -0.2f));
roData->unk_04 = GET_NEXT_RO_DATA(values);
roData->unk_08 = GET_NEXT_RO_DATA(values);
roData->unk_0C = GET_NEXT_SCALED_RO_DATA(values);
roData->unk_10 = GET_NEXT_SCALED_RO_DATA(values);
roData->unk_14 = GET_NEXT_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
rwData->unk_1C = roData->unk_14 * 100.0f;
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex);
if (bgCamFuncData != NULL) {
if (!(roData->interfaceFlags & FIXED2_FLAG_1)) {
Camera_Vec3sToVec3f(&rwData->unk_00, &bgCamFuncData->pos);
} else {
if (camera->focalActor != &GET_PLAYER(camera->play)->actor) {
player = GET_PLAYER(camera->play);
OLib_Vec3fDiffToVecGeo(&sp70, &player->actor.focus.pos, eye);
if (sp70.r < roData->unk_04) {
sp70.r = roData->unk_04;
if (sp70.pitch < 0xBB8) { // 16.5 degrees
sp70.pitch = 0xBB8;
}
new_var1 = &player->actor.focus.pos;
OLib_AddVecGeoToVec3f(&rwData->unk_00, new_var1, &sp70);
} else {
rwData->unk_00 = *eye;
//! FAKE:
dummy:;
}
} else {
rwData->unk_00 = camera->eye;
}
}
if (bgCamFuncData->fov != -1) {
if (roData->interfaceFlags & FIXED2_FLAG_7) {
rwData->unk_1C = (bgCamFuncData->fov >> 1) + (bgCamFuncData->fov >> 2);
if (rwData->unk_1C < 0x1E) {
rwData->unk_1C = 0x1E;
}
} else {
rwData->unk_1C = bgCamFuncData->fov;
}
}
if (bgCamFuncData->unk_0E != -1) {
rwData->unk_0C = bgCamFuncData->unk_0E;
} else {
rwData->unk_0C = roData->unk_08;
}
if (bgCamFuncData->unk_10 != -1) {
if (roData->interfaceFlags & FIXED2_FLAG_2) {
rwData->unk_14 = bgCamFuncData->unk_10 * 0.01f;
rwData->unk_18 = roData->unk_0C;
} else {
temp_f0_3 = bgCamFuncData->unk_10 * 0.01f;
rwData->unk_18 = temp_f0_3;
rwData->unk_14 = temp_f0_3;
}
} else {
rwData->unk_14 = roData->unk_10;
rwData->unk_18 = roData->unk_0C;
}
if (roData->interfaceFlags & FIXED2_FLAG_4) {
if (camera->target == 0) {
return 0;
}
sp7C = &camera->target->home;
sp78 = &camera->target->world;
OLib_Vec3fDiffToVecGeo(&sp70, &sp7C->pos, &rwData->unk_00);
sp70.yaw = sp78->rot.y + (s16)(sp70.yaw - sp7C->rot.y);
OLib_AddVecGeoToVec3f(&rwData->unk_00, &sp78->pos, &sp70);
}
} else {
rwData->unk_00 = camera->eye;
rwData->unk_0C = roData->unk_08;
rwData->unk_14 = roData->unk_10;
rwData->unk_18 = roData->unk_0C;
}
if (rwData->unk_1C <= 360) {
rwData->unk_1C *= 100;
}
if (camera->animState == 20) {
rwData->unk_14 = 0.2f;
}
//! FAKE:
if (1) {}
}
sCameraInterfaceFlags = roData->interfaceFlags;
//! FAKE:
new_var = 0.0f;
if (roData->interfaceFlags & FIXED2_FLAG_3) {
if (camera->target == NULL) {
return false;
}
spB0.x = camera->target->focus.pos.x;
spB0.y = camera->target->focus.pos.y;
spB0.z = camera->target->focus.pos.z;
camera->focalActorAtOffset.x = spB0.x - focalActorPosRot->pos.x;
camera->focalActorAtOffset.y = spB0.y - focalActorPosRot->pos.y;
camera->focalActorAtOffset.z = spB0.z - focalActorPosRot->pos.z;
} else if (roData->interfaceFlags & FIXED2_FLAG_6) {
sp98.x = new_var;
sp98.y = roData->unk_00 + focalActorHeight;
sp98.z = new_var;
if (camera->target != NULL) {
new_var1 = &camera->focalActor->focus.pos;
new_var2 = &camera->target->focus.pos;
//! FAKE:
sp98.x = ((void)0, new_var) + ((new_var2->x - new_var1->x) * 0.4f);
sp98.y += (new_var2->y - new_var1->y) * 0.4f;
sp98.z = ((void)0, new_var) + ((new_var2->z - new_var1->z) * 0.4f);
}
Camera_ScaledStepToCeilVec3f(&sp98, &camera->focalActorAtOffset, 0.25f, 0.25f, 0.1f);
spB0.x = focalActorPosRot->pos.x + camera->focalActorAtOffset.x;
spB0.y = focalActorPosRot->pos.y + camera->focalActorAtOffset.y;
spB0.z = focalActorPosRot->pos.z + camera->focalActorAtOffset.z;
} else if (roData->interfaceFlags & FIXED2_FLAG_7) {
sp98.x = new_var;
sp98.y = roData->unk_00 + focalActorHeight;
sp98.z = new_var;
if (camera->target != NULL) {
new_var1 = &camera->focalActor->focus.pos;
new_var2 = &camera->target->focus.pos;
//! FAKE:
sp98.x = ((void)0, new_var) + ((new_var2->x - new_var1->x) * 0.7f);
sp98.y += (new_var2->y - new_var1->y) * 0.7f;
sp98.z = ((void)0, new_var) + ((new_var2->z - new_var1->z) * 0.7f);
}
Camera_ScaledStepToCeilVec3f(&sp98, &camera->focalActorAtOffset, 0.25f, 0.25f, 0.1f);
spB0.x = focalActorPosRot->pos.x + camera->focalActorAtOffset.x;
spB0.y = focalActorPosRot->pos.y + camera->focalActorAtOffset.y;
spB0.z = focalActorPosRot->pos.z + camera->focalActorAtOffset.z;
} else {
sp98.x = new_var;
sp98.z = new_var;
if ((((Player*)camera->focalActor)->stateFlags1 & PLAYER_STATE1_4000) ||
(((Player*)camera->focalActor)->stateFlags1 & PLAYER_STATE1_4)) {
sp98.y = roData->unk_00;
} else {
sp98.y = roData->unk_00 + focalActorHeight;
}
Camera_ScaledStepToCeilVec3f(&sp98, &camera->focalActorAtOffset, rwData->unk_14, rwData->unk_14, 0.1f);
spB0.x = focalActorPosRot->pos.x + camera->focalActorAtOffset.x;
spB0.y = focalActorPosRot->pos.y + camera->focalActorAtOffset.y;
spB0.z = focalActorPosRot->pos.z + camera->focalActorAtOffset.z;
}
if (camera->animState == 0) {
Camera_SetUpdateRatesSlow(camera);
if (!(roData->interfaceFlags & FIXED2_FLAG_0)) {
*at = spB0;
OLib_Vec3fDiffToVecGeo(&sp80, at, &rwData->unk_00);
if ((rwData->unk_0C < sp80.r) || (roData->interfaceFlags & FIXED2_FLAG_5)) {
sp80.r = rwData->unk_0C;
OLib_AddVecGeoToVec3f(&spA4, at, &sp80);
} else {
if (sp80.r < roData->unk_04) {
sp80.r = roData->unk_04;
OLib_AddVecGeoToVec3f(&spA4, at, &sp80);
} else {
spA4 = rwData->unk_00;
}
}
sp44 = spA4;
camera->eyeNext = sp44;
*eye = sp44;
camera->fov = rwData->unk_1C * 0.01f;
}
}
Camera_ScaledStepToCeilVec3f(&spB0, at, rwData->unk_14, rwData->unk_14, 1.0f);
OLib_Vec3fDiffToVecGeo(&sp80, at, &rwData->unk_00);
if ((rwData->unk_0C < sp80.r) || (roData->interfaceFlags & FIXED2_FLAG_5)) {
sp80.r = rwData->unk_0C;
OLib_AddVecGeoToVec3f(&spA4, at, &sp80);
} else if (sp80.r < roData->unk_04) {
sp80.r = roData->unk_04;
OLib_AddVecGeoToVec3f(&spA4, at, &sp80);
} else {
spA4 = rwData->unk_00;
}
Camera_ScaledStepToCeilVec3f(&spA4, eyeNext, rwData->unk_18, rwData->unk_18, 0.1f);
*eye = *eyeNext;
camera->dist = OLib_Vec3fDist(at, eye);
camera->roll = 0;
camera->xzSpeed = 0;
rwData->unk_10 = rwData->unk_1C * 0.01f;
camera->fov = Camera_ScaledStepToCeilF(rwData->unk_10, camera->fov, rwData->unk_14, 0.1f);
camera->atLerpStepScale = Camera_ClampLerpScale(camera, 1.0f);
Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
camera->animState = 1;
return true;
}
/**
* Used by the unused PREREND_FIXED Camera Setting. Remnant of OoT
*/
s32 Camera_Fixed3(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Fixed4(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Fixed0(Camera* camera) {
return Camera_Noop(camera);
}
/**
* First person view
*/
s32 Camera_Subject1(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f sp90;
Vec3f sp84;
VecGeo sp7C;
VecGeo sp74;
VecGeo tgeo;
PosRot sp58;
f32 sp54;
f32 temp_f0_2;
s16 sp4E;
s16 sp4C;
Subject1ReadOnlyData* roData = &camera->paramData.subj1.roData;
Subject1ReadWriteData* rwData = &camera->paramData.subj1.rwData;
CameraModeValue* values;
f32 temp_f0;
f32 focalActorHeight;
Actor_GetFocus(&sp58, camera->focalActor);
focalActorHeight = Camera_GetFocalActorHeight(camera);
Camera_SetUpdateRatesFastPitch(camera);
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->unk_00 = GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight;
roData->unk_04 = GET_NEXT_RO_DATA(values);
roData->unk_08 = GET_NEXT_RO_DATA(values);
roData->unk_0C = GET_NEXT_RO_DATA(values);
roData->unk_10 = GET_NEXT_RO_DATA(values) * 0.1f;
roData->unk_14 = GET_NEXT_RO_DATA(values) * 0.1f;
roData->unk_18 = GET_NEXT_RO_DATA(values) * 0.1f;
roData->unk_1C = GET_NEXT_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
sp7C.r = roData->unk_08;
sp7C.yaw = BINANG_ROT180(sp58.rot.y);
sp7C.pitch = sp58.rot.x;
sp90 = sp58.pos;
sp90.y += roData->unk_00;
OLib_AddVecGeoToVec3f(&sp84, &sp90, &sp7C);
OLib_Vec3fDiffToVecGeo(&sp74, &camera->at, eye);
sCameraInterfaceFlags = roData->interfaceFlags;
if (camera->play->view.unk164 == 0) {
camera->play->view.unk164 = camera->camId | 0x50;
return true;
}
if (RELOAD_PARAMS(camera)) {
rwData->unk_00 = sp74.r;
rwData->unk_04 = sp74.yaw;
rwData->unk_06 = sp74.pitch;
if (roData->interfaceFlags & SUBJECT1_FLAG_4) {
camera->fov = roData->unk_1C;
rwData->timer = 0;
} else {
rwData->timer = 6;
}
camera->dist = roData->unk_08;
camera->rUpdateRateInv = 1.0f;
camera->animState++;
camera->dist = roData->unk_08;
}
tgeo.r = rwData->unk_00;
tgeo.pitch = rwData->unk_04;
tgeo.yaw = rwData->unk_06;
if (rwData->timer != 0) {
temp_f0 = (1.0f / rwData->timer);
VEC3F_LERPIMPDST(at, at, &sp90, temp_f0);
sp54 = ((tgeo.r - sp7C.r) * (1.0f / 6.0f));
sp4E = BINANG_SUB(tgeo.pitch, sp7C.yaw) * (1.0f / 6.0f);
sp4C = BINANG_SUB(tgeo.yaw, sp7C.pitch) * (1.0f / 6.0f);
sp74.r = Camera_ScaledStepToCeilF((rwData->timer * sp54) + sp7C.r, sp74.r, 0.5f, 1.0f);
sp74.yaw = Camera_ScaledStepToCeilS(sp7C.yaw + (sp4E * rwData->timer), sp74.yaw, 0.5f, 5);
sp74.pitch = Camera_ScaledStepToCeilS(sp7C.pitch + (sp4C * rwData->timer), sp74.pitch, 0.5f, 5);
OLib_AddVecGeoToVec3f(eyeNext, at, &sp74);
*eye = *eyeNext;
rwData->timer--;
} else {
sp54 = Math_SinS(-sp58.rot.x);
temp_f0_2 = Math_CosS(-sp58.rot.x);
sp90.x = roData->unk_10;
sp90.y = (roData->unk_14 * temp_f0_2) - (roData->unk_18 * sp54);
sp90.z = (roData->unk_14 * sp54) + (roData->unk_18 * temp_f0_2);
sp54 = Math_SinS(BINANG_ROT180(sp58.rot.y));
temp_f0_2 = Math_CosS(BINANG_ROT180(sp58.rot.y));
roData->unk_10 = (sp90.z * sp54) + (sp90.x * temp_f0_2);
roData->unk_14 = sp90.y;
roData->unk_18 = (sp90.z * temp_f0_2) - (sp90.x * sp54);
at->x = roData->unk_10 + sp58.pos.x;
at->y = roData->unk_14 + sp58.pos.y;
at->z = roData->unk_18 + sp58.pos.z;
sp74.r = roData->unk_08;
sp74.yaw = BINANG_ROT180(sp58.rot.y);
sp74.pitch = sp58.rot.x;
OLib_AddVecGeoToVec3f(&camera->eyeNext, at, &sp74);
sp74.r = roData->unk_04;
OLib_AddVecGeoToVec3f(eye, at, &sp74);
}
// TODO: is skyboxDisabled accurate here?
if (camera->play->envCtx.skyboxDisabled == 0) {
Camera_BgCheck(camera, at, eye);
} else {
func_800CBFA4(camera, at, eye, 3);
}
camera->fov = Camera_ScaledStepToCeilF(roData->unk_1C, camera->fov, 0.25f, 0.1f);
camera->roll = 0;
camera->atLerpStepScale = 0.0f;
return true;
}
s32 Camera_Subject2(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Subject3(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Subject4(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Subject0(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Data0(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Data1(Camera* camera) {
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) {
return Camera_Noop(camera);
}
s32 Camera_Unique1(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Player diving from the surface of the water to underwater not as zora
* Also used when using a door to leave a scene
*/
s32 Camera_Unique2(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
f32 phi_f16;
Vec3f sp70;
VecGeo sp68;
VecGeo sp60;
s32 pad[3];
Unique2ReadOnlyData* roData = &camera->paramData.uniq2.roData;
Unique2ReadWriteData* rwData = &camera->paramData.uniq2.rwData;
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
Vec3f* eyeNext = &camera->eyeNext;
CameraModeValue* values;
OLib_Vec3fDiffToVecGeo(&sp60, at, eye);
if (RELOAD_PARAMS(camera)) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->unk_00 =
GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight * (0.8f - ((68.0f / focalActorHeight) * -0.2f));
roData->unk_04 = GET_NEXT_RO_DATA(values);
roData->unk_08 = 0.25f;
roData->unk_0C = GET_NEXT_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
}
sCameraInterfaceFlags = roData->interfaceFlags;
if ((camera->animState == 0) || (rwData->unk_04 != roData->interfaceFlags)) {
rwData->unk_04 = roData->interfaceFlags;
}
if (camera->animState == 0) {
camera->animState = 1;
Camera_SetUpdateRatesSlow(camera);
rwData->unk_00 = 200.0f;
}
if (roData->interfaceFlags & UNIQUE2_FLAG_4) {
*eyeNext = *eye;
Camera_UnsetStateFlag(camera, CAM_STATE_2);
}
sp70 = camera->focalActorPosRot.pos;
if (roData->interfaceFlags & UNIQUE2_FLAG_0) {
phi_f16 = 1.0f;
} else {
phi_f16 = camera->speedRatio;
}
at->x += (sp70.x - at->x) * phi_f16 * 0.3f;
at->y += ((sp70.y + focalActorHeight + roData->unk_00) - at->y) * 0.2f;
at->z += (sp70.z - at->z) * phi_f16 * 0.3f;
rwData->unk_00 = rwData->unk_00 + ((2.0f - rwData->unk_00) * 0.05f);
if (roData->interfaceFlags & UNIQUE2_FLAG_0) {
OLib_Vec3fDiffToVecGeo(&sp68, at, eyeNext);
sp68.r = roData->unk_04;
OLib_AddVecGeoToVec3f(&sp70, at, &sp68);
Camera_ScaledStepToCeilVec3f(&sp70, eye, roData->unk_08, roData->unk_08, 0.2f);
} else if (roData->interfaceFlags & UNIQUE2_FLAG_1) {
if (OLib_Vec3fDistXZ(at, eyeNext) < roData->unk_04) {
OLib_Vec3fDiffToVecGeo(&sp68, at, eyeNext);
sp68.yaw = Camera_ScaledStepToCeilS(sp68.yaw, sp60.yaw, 0.1f, 5);
sp68.r = roData->unk_04;
sp68.pitch = 0;
OLib_AddVecGeoToVec3f(eye, at, &sp68);
eye->y = eyeNext->y;
} else {
Camera_ScaledStepToCeilVec3f(eyeNext, eye, roData->unk_08, roData->unk_08, 0.2f);
}
}
if (!(roData->interfaceFlags & UNIQUE2_FLAG_5)) {
Camera_BgCheck(camera, at, eye);
}
camera->dist = OLib_Vec3fDist(at, eye);
camera->roll = 0;
camera->fov = Camera_ScaledStepToCeilF(roData->unk_0C, camera->fov, 0.2f, 0.1f);
camera->atLerpStepScale = Camera_ClampLerpScale(camera, 1.0f);
return true;
}
/**
* Woodfall inside the Swamp, used for normal camModes and derivative modes
*/
s32 Camera_Unique3(Camera* camera) {
s32 ret = Camera_Normal1(camera);
if ((camera->play->sceneId == SCENE_21MITURINMAE) && (camera->eye.y < 5.0f)) {
camera->eye.y = 5.0f;
}
return ret;
}
/**
* Woodfall inside the Swamp, used for parallel camModes and derivative modes
*/
s32 Camera_Unique4(Camera* camera) {
s32 ret = Camera_Parallel1(camera);
if ((camera->play->sceneId == SCENE_21MITURINMAE) && (camera->eye.y < 5.0f)) {
camera->eye.y = 5.0f;
}
return ret;
}
/**
* Woodfall inside the Swamp, used for battle camMode
*/
s32 Camera_Unique5(Camera* camera) {
s32 ret = Camera_Battle1(camera);
if ((camera->play->sceneId == SCENE_21MITURINMAE) && (camera->eye.y < 5.0f)) {
camera->eye.y = 5.0f;
}
return ret;
}
/**
* Entering a room or scene (camera settings START0/START1/START2)
*/
s32 Camera_Unique0(Camera* camera) {
f32 playerHeight;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
PosRot sp9C;
Player* player;
Vec3f sp8C;
VecGeo sp84;
VecGeo sp7C;
BgCamFuncData* bgCamFuncData;
f32 sp74;
s32 pad;
s16 temp_v1;
Unique0ReadOnlyData* roData = &camera->paramData.uniq0.roData;
Unique0ReadWriteData* rwData = &camera->paramData.uniq0.rwData;
CameraModeValue* values;
Vec3f sp54;
playerHeight = Player_GetHeight((Player*)camera->focalActor);
player = (Player*)camera->focalActor;
if (RELOAD_PARAMS(camera)) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->unk_00 = GET_NEXT_RO_DATA(values);
roData->unk_04 = GET_NEXT_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
}
OLib_Vec3fDiffToVecGeo(&sp7C, &camera->at, &camera->eye);
if (player->rideActor != NULL) {
Actor_GetWorld(&sp9C, player->rideActor);
sp8C = sp9C.pos;
sp8C.y += playerHeight + 20.0f;
} else {
sp8C = camera->focalActorPosRot.pos;
sp8C.y += playerHeight;
}
sCameraInterfaceFlags = roData->interfaceFlags;
switch (camera->animState) {
case 0:
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex);
Camera_Vec3sToVec3f(&rwData->unk_1C, &bgCamFuncData->pos);
camera->eye = camera->eyeNext = rwData->unk_1C;
rwData->unk_34 = bgCamFuncData->rot;
temp_v1 = bgCamFuncData->fov;
if (temp_v1 != -1) {
if (temp_v1 <= 360) {
camera->fov = temp_v1;
} else {
camera->fov = temp_v1 * 0.01f;
}
}
rwData->timer = bgCamFuncData->unk_0E;
if (rwData->timer == -1) {
rwData->timer = 60;
}
if (bgCamFuncData->unk_10 != -1) {
rwData->unk_18 = bgCamFuncData->unk_10 * 0.01f;
} else {
rwData->unk_18 = roData->unk_04 * 0.01f;
}
rwData->unk_00 = focalActorPosRot->pos;
if (roData->interfaceFlags & UNIQUE0_FLAG_4) {
rwData->unk_0C.x = focalActorPosRot->pos.x;
rwData->unk_0C.y = focalActorPosRot->pos.y + playerHeight + roData->unk_00;
rwData->unk_0C.z = focalActorPosRot->pos.z;
}
rwData->unk_3A = camera->focalActor->world.rot.y;
rwData->unk_3E = 0;
camera->eye = camera->eyeNext = rwData->unk_1C;
Camera_UnsetStateFlag(camera, CAM_STATE_2);
camera->animState++;
// fallthrough
case 1:
sp84.r = OLib_Vec3fDist(&sp8C, &camera->eye);
sp84.yaw = rwData->unk_34.y;
sp84.pitch = -rwData->unk_34.x;
OLib_VecGeoToVec3f(&rwData->unk_28, &sp84);
func_80179A44(&rwData->unk_1C, focalActorPosRot, &rwData->unk_0C);
camera->at = rwData->unk_0C;
if (player->stateFlags1 & PLAYER_STATE1_20000000) {
rwData->unk_00 = focalActorPosRot->pos;
}
if (roData->interfaceFlags & UNIQUE0_FLAG_4) {
sp54.x = focalActorPosRot->pos.x;
sp54.y = focalActorPosRot->pos.y + playerHeight + roData->unk_00;
sp54.z = focalActorPosRot->pos.z;
Camera_ScaledStepToCeilVec3f(&sp54, &camera->at, camera->xzOffsetUpdateRate, camera->yOffsetUpdateRate,
0.1f);
camera->yOffsetUpdateRate =
Camera_ScaledStepToCeilF(rwData->unk_18, camera->yOffsetUpdateRate, 0.1f, 0.0001f);
camera->xzOffsetUpdateRate =
Camera_ScaledStepToCeilF(rwData->unk_18, camera->xzOffsetUpdateRate, 0.1f, 0.0001f);
}
if ((camera->animState == 999) || (camera->animState == 666)) {
rwData->unk_3E = 2;
}
if (roData->interfaceFlags & UNIQUE0_FLAG_0) {
if (rwData->timer > 0) {
rwData->timer--;
rwData->unk_00 = focalActorPosRot->pos;
} else if (!(player->stateFlags1 & PLAYER_STATE1_20000000) &&
((OLib_Vec3fDistXZ(&focalActorPosRot->pos, &rwData->unk_00) >= 10.0f) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_A) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_B) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CUP) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CDOWN) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CLEFT) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_Z) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_L) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_R) ||
(roData->interfaceFlags & UNIQUE0_FLAG_1))) {
rwData->unk_3E = 1;
}
} else {
if (rwData->timer > 0) {
rwData->timer--;
if (rwData->timer == 0) {
sCameraInterfaceFlags = CAM_INTERFACE_FLAGS(CAM_LETTERBOX_NONE, CAM_HUD_VISIBILITY_ALL, 0);
}
} else {
rwData->unk_00 = focalActorPosRot->pos;
}
if (!(player->stateFlags1 & PLAYER_STATE1_20000000)) { // TODO: Merge into 1 if-statement
if ((rwData->unk_3A != camera->focalActor->world.rot.y) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_A) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_B) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CUP) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CDOWN) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CLEFT) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_Z) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_L) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_R) ||
(roData->interfaceFlags & UNIQUE0_FLAG_1)) {
rwData->unk_3E = 1;
}
}
}
break;
case 3:
sp74 = 1.0f / rwData->timer;
sp8C.y -= playerHeight * 0.2f;
Camera_ScaledStepToCeilVec3f(&sp8C, &camera->at, sp74, sp74, 0.001f);
sp84.r = OLib_Vec3fDist(&camera->at, &camera->eye);
sp84.pitch = sp7C.pitch;
sp84.yaw = sp7C.yaw;
sp84.r = Camera_ScaledStepToCeilF(100.0f, sp84.r, sp74, 1.0f);
OLib_AddVecGeoToVec3f(&sp8C, &camera->at, &sp84);
sp74 = (QREG(64) * 0.01f) + 0.2f;
Camera_ScaledStepToCeilVec3f(&sp8C, &camera->eye, sp74, sp74, 0.001f);
rwData->timer--;
if (rwData->timer == 0) {
rwData->unk_3E = 9;
}
break;
}
if ((rwData->unk_3E == 1) || (rwData->unk_3E == 2) || (rwData->unk_3E == 9)) {
camera->dist = OLib_Vec3fDist(&camera->at, &camera->eye);
camera->atLerpStepScale = Camera_ClampLerpScale(camera, 1.0f);
Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
camera->atLerpStepScale = 0.0f;
Camera_ChangeSettingFlags(camera, camera->prevSetting, CAM_CHANGE_SETTING_1);
Camera_SetStateFlag(camera, CAM_STATE_2);
camera->yawUpdateRateInv = 1200.0f;
camera->pitchUpdateRateInv = 1200.0f;
camera->yOffsetUpdateRate = 0.001f;
camera->xzOffsetUpdateRate = 0.001f;
camera->fovUpdateRate = 0.01f;
}
return true;
}
/**
* Does the minimal amount of camera update.
* Allows for manual control of camera parameters without interference from update
*/
s32 Camera_Unique6(Camera* camera) {
f32 focalActorHeight;
CameraModeValue* values;
Vec3f playerPosDisp;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
Unique6ReadOnlyData* roData = &camera->paramData.uniq6.roData;
if (RELOAD_PARAMS(camera)) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
}
sCameraInterfaceFlags = roData->interfaceFlags;
if (camera->animState == 0) {
camera->animState++;
Camera_SetUpdateRatesFastPitch(camera);
}
if (camera->focalActor != NULL) {
focalActorHeight = Camera_GetFocalActorHeight(camera);
playerPosDisp = focalActorPosRot->pos;
playerPosDisp.y += focalActorHeight;
camera->dist = OLib_Vec3fDist(&playerPosDisp, &camera->eye);
Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
} else {
camera->dist = OLib_Vec3fDist(&camera->at, &camera->eye);
}
if (roData->interfaceFlags & UNIQUE6_FLAG_0) {
if (camera->timer > 0) {
camera->timer--;
}
}
return true;
}
/**
* Used by the unused PREREND_PIVOT Camera Setting. Remnant of OoT
*/
s32 Camera_Unique7(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Unique8(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Unique9(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Used by unknown settings DEMO0 and ATTENTION
*/
s32 Camera_Demo1(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
PosRot* targetPosRot = &camera->targetPosRot;
f32 temp_f0;
Actor* sp98[1];
s16 screenX;
s16 screenY;
s32 phi_v0;
VecGeo sp88;
PosRot sp74;
PosRot targetHead;
Demo1ReadOnlyData* roData = &camera->paramData.demo1.roData;
Demo1ReadWriteData* rwData = &camera->paramData.demo1.rwData;
s32 pad;
if (camera->animState == 0) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
}
if (camera->animState == 0) {
rwData->unk_1C = 0;
OLib_Vec3fDiffToVecGeo(&rwData->unk_0C, &camera->targetPosRot.pos, eye);
OLib_Vec3fDiffToVecGeo(&rwData->unk_14, &camera->at, eye);
Actor_GetFocus(&targetHead, camera->target);
Actor_GetWorld(&sp74, camera->target);
camera->targetPosRot.pos.x = (sp74.pos.x + targetHead.pos.x) * 0.5f;
camera->targetPosRot.pos.y = (sp74.pos.y + targetHead.pos.y) * 0.5f;
camera->targetPosRot.pos.z = (sp74.pos.z + targetHead.pos.z) * 0.5f;
camera->targetPosRot.rot = targetHead.rot;
camera->animState++;
}
Actor_GetScreenPos(camera->play, camera->target, &screenX, &screenY);
temp_f0 = rwData->unk_0C.r;
if ((screenX > 20) && (screenX < (SCREEN_WIDTH - 20)) && (screenY > 40) && (screenY < (SCREEN_HEIGHT - 40))) {
if (temp_f0 < 700.0f) {
phi_v0 = 0;
} else {
phi_v0 = 1;
}
} else if (temp_f0 < 50.0f) {
phi_v0 = 2;
} else if (temp_f0 < 300.0f) {
phi_v0 = 3;
} else if (temp_f0 < 700.0f) {
phi_v0 = 4;
} else {
phi_v0 = 5;
}
if (camera->target->category == ACTORCAT_DOOR) {
if ((phi_v0 > 0) && (phi_v0 < 5)) {
phi_v0 = 6;
} else if (phi_v0 >= 5) {
phi_v0 = 7;
}
}
if (camera->target->category == ACTORCAT_CHEST) {
if ((phi_v0 > 1) && (phi_v0 < 5)) {
phi_v0 = 8;
}
}
switch (phi_v0) {
Vec3f sp44;
case 1:
Camera_ScaledStepToCeilVec3f(&camera->targetPosRot.pos, at, 0.1f, 0.1f, 0.1f);
OLib_Vec3fDiffToVecGeo(&sp88, at, eye);
sp88.r = rwData->unk_0C.r;
OLib_AddVecGeoToVec3f(eyeNext, at, &sp88);
*eye = *eyeNext;
Camera_BgCheck(camera, at, eye);
break;
case 2:
Camera_ScaledStepToCeilVec3f(&camera->targetPosRot.pos, &camera->at, 0.1f, 0.1f, 0.1f);
break;
case 3:
eyeNext = &targetPosRot->pos;
if (rwData->unk_1C == 0) {
sp98[0] = camera->target;
func_800CC260(camera, &rwData->unk_00, &targetPosRot->pos, &rwData->unk_14, sp98, 1);
}
Camera_ScaledStepToCeilVec3f(eyeNext, at, 0.1f, 0.1f, 0.1f);
eyeNext = &camera->eyeNext;
Camera_ScaledStepToCeilVec3f(&rwData->unk_00, eyeNext, 0.1f, 0.1f, 0.1f);
*eye = *eyeNext;
Camera_BgCheck(camera, at, eye);
break;
case 4:
if (rwData->unk_1C == 0) {
sp98[0] = camera->target;
rwData->unk_14.r = rwData->unk_0C.r;
func_800CC260(camera, &rwData->unk_00, &targetPosRot->pos, &rwData->unk_14, sp98, 1);
}
Camera_ScaledStepToCeilVec3f(&targetPosRot->pos, at, 0.1f, 0.1f, 0.1f);
Camera_ScaledStepToCeilVec3f(&rwData->unk_00, eyeNext, 0.1f, 0.1f, 0.1f);
*eye = *eyeNext;
Camera_BgCheck(camera, at, eye);
break;
case 5:
eyeNext = &targetPosRot->pos;
if (rwData->unk_1C == 0) {
sp98[0] = camera->target;
func_800CC260(camera, &rwData->unk_00, &targetPosRot->pos, &rwData->unk_0C, sp98, 1);
}
*at = *eyeNext;
sp44 = rwData->unk_00;
camera->eyeNext = sp44;
*eye = sp44;
break;
case 6:
if (rwData->unk_1C == 0) {
rwData->unk_0C.yaw = camera->target->shape.rot.y;
sp98[0] = camera->target;
rwData->unk_0C.r = rwData->unk_14.r;
func_800CC260(camera, &rwData->unk_00, &targetPosRot->pos, &rwData->unk_0C, sp98, 1);
}
Camera_ScaledStepToCeilVec3f(&targetPosRot->pos, at, 0.1f, 0.1f, 0.1f);
Camera_ScaledStepToCeilVec3f(&rwData->unk_00, eyeNext, 0.1f, 0.1f, 0.1f);
*eye = *eyeNext;
Camera_BgCheck(camera, at, eye);
break;
case 7:
if (rwData->unk_1C == 0) {
rwData->unk_0C.yaw = camera->target->shape.rot.y;
sp98[0] = camera->target;
func_800CC260(camera, &rwData->unk_00, &targetPosRot->pos, &rwData->unk_0C, sp98, 1);
}
*at = targetPosRot->pos;
sp44 = rwData->unk_00;
camera->eyeNext = sp44;
*eye = sp44;
break;
case 8:
if (rwData->unk_1C == 0) {
rwData->unk_0C.yaw = camera->target->shape.rot.y;
sp98[0] = camera->target;
func_800CC260(camera, &rwData->unk_00, &targetPosRot->pos, &rwData->unk_0C, sp98, 1);
}
Camera_ScaledStepToCeilVec3f(&targetPosRot->pos, at, 0.1f, 0.1f, 0.1f);
Camera_ScaledStepToCeilVec3f(&rwData->unk_00, eyeNext, 0.1f, 0.1f, 0.1f);
*eye = *eyeNext;
Camera_BgCheck(camera, at, eye);
break;
}
rwData->unk_1C++;
return true;
}
// Data for opening chests (default)
VecGeo D_801B9E64[] = {
{ 50.0f, 0xEE3A, 0xD558 },
{ 75.0f, 0x0000, 0x8008 },
{ 80.0f, 0xEE3A, 0x8008 },
{ 15.0f, 0xEE3A, 0x8008 },
};
Vec3f D_801B9E84[] = {
{ 0.0f, 40.0f, 20.0f },
{ 0.0f, 40.0f, 0.0f },
{ 0.0f, 3.0f, -3.0f },
{ 0.0f, 3.0f, -3.0f },
};
// Data for opening chests (goron)
VecGeo D_801B9EB4[] = {
{ 60.0f, 0xEE3A, 0xD558 },
{ 95.0f, 0x0000, 0x8008 },
{ 90.0f, 0xEE3A, 0x8008 },
{ 20.0f, 0xEE3A, 0x8008 },
};
Vec3f D_801B9ED4[] = {
{ 0.0f, 40.0f, 20.0f },
{ 0.0f, 40.0f, 0.0f },
{ 0.0f, 3.0f, -3.0f },
{ 0.0f, 3.0f, -3.0f },
};
/**
* 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_Demo2(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
VecGeo atToEye;
VecGeo eyeOffset;
VecGeo atOffset;
Vec3f sp7C;
Vec3f sp70;
Vec3f sp64;
f32 sp60;
s32 pad;
u8 skipUpdateEye = false;
f32 playerHeight = Player_GetHeight((Player*)camera->focalActor);
s16 angle;
VecGeo* sp4C = D_801B9E64;
Vec3f* sp48 = D_801B9E84;
Actor* focalActor = camera->focalActor;
Demo2ReadOnlyData* roData = &camera->paramData.demo2.roData;
Demo2ReadWriteData* rwData = &camera->paramData.demo2.rwData;
if (((focalActor == &GET_PLAYER(camera->play)->actor) &&
(((Player*)focalActor)->transformation == PLAYER_FORM_GORON))) {
sp4C = D_801B9EB4;
sp48 = D_801B9ED4;
}
Camera_UnsetStateFlag(camera, CAM_STATE_4);
if (RELOAD_PARAMS(camera)) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->fov = GET_NEXT_RO_DATA(values);
roData->unk_04 = GET_NEXT_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
}
OLib_Vec3fDiffToVecGeo(&atToEye, at, eye);
sCameraInterfaceFlags = roData->interfaceFlags;
switch (camera->animState) {
case 0:
Camera_UnsetStateFlag(camera, CAM_STATE_3 | CAM_STATE_2);
Camera_SetUpdateRatesSlow(camera);
camera->fov = roData->fov;
camera->roll = rwData->animFrame = 0;
rwData->initialAt = focalActorPosRot->pos;
if (camera->focalActorFloorHeight != BGCHECK_Y_MIN) {
rwData->initialAt.y = camera->focalActorFloorHeight;
}
angle = focalActorPosRot->rot.y;
sp70.x = rwData->initialAt.x + (Math_SinS(angle) * 40.0f);
sp70.y = rwData->initialAt.y + 40.0f;
sp70.z = rwData->initialAt.z + (Math_CosS(angle) * 40.0f);
if (camera->play->state.frames & 2) {
angle -= 0x4000;
rwData->yawDir = 1;
} else {
angle += 0x4000;
rwData->yawDir = -1;
}
sp7C.x = sp70.x + (sp4C[1].r * Math_SinS(angle));
sp7C.y = rwData->initialAt.y + 5.0f;
sp7C.z = sp70.z + (sp4C[1].r * Math_CosS(angle));
if (Camera_BgCheck(camera, &sp70, &sp7C)) {
rwData->yawDir = -rwData->yawDir;
}
OLib_Vec3fToVecGeo(&atOffset, &sp48[0]);
atOffset.yaw += focalActorPosRot->rot.y;
OLib_AddVecGeoToVec3f(at, &rwData->initialAt, &atOffset);
eyeOffset.r = sp4C[0].r;
eyeOffset.pitch = sp4C[0].pitch;
eyeOffset.yaw = (sp4C[0].yaw * rwData->yawDir) + focalActorPosRot->rot.y;
rwData->unk_0C = 1.0f;
break;
case 1:
// This is the case taken for nearly the entire cutscene
sp60 = (rwData->animFrame - 2) * (1.0f / 146.0f);
VEC3F_LERPIMPDST(&sp64, &sp48[0], &sp48[1], sp60);
OLib_Vec3fToVecGeo(&atOffset, &sp64);
atOffset.yaw = (atOffset.yaw * rwData->yawDir) + focalActorPosRot->rot.y;
OLib_AddVecGeoToVec3f(at, &rwData->initialAt, &atOffset);
atOffset.r = LERPIMP(sp4C[0].r, sp4C[1].r, sp60);
atOffset.pitch = BINANG_LERPIMP(sp4C[0].pitch, sp4C[1].pitch, sp60);
atOffset.yaw = BINANG_LERPIMP(sp4C[0].yaw, sp4C[1].yaw, sp60);
eyeOffset.r = atOffset.r;
eyeOffset.pitch = atOffset.pitch;
eyeOffset.yaw = (atOffset.yaw * rwData->yawDir) + focalActorPosRot->rot.y;
rwData->unk_0C -= (1.0f / 365.0f);
break;
case 2:
sp60 = (rwData->animFrame - 148) * 0.1f;
sp64.x = LERPIMP(sp48[1].x, sp48[2].x, sp60);
sp64.y = LERPIMP((sp48[1].y - playerHeight), sp48[2].y, sp60);
sp64.y += playerHeight;
sp64.z = LERPIMP(sp48[1].z, sp48[2].z, sp60);
OLib_Vec3fToVecGeo(&atOffset, &sp64);
atOffset.yaw = (atOffset.yaw * rwData->yawDir) + focalActorPosRot->rot.y;
OLib_AddVecGeoToVec3f(at, &rwData->initialAt, &atOffset);
atOffset.r = LERPIMP(sp4C[1].r, sp4C[2].r, sp60);
atOffset.pitch = BINANG_LERPIMP(sp4C[1].pitch, sp4C[2].pitch, sp60);
atOffset.yaw = BINANG_LERPIMP(sp4C[1].yaw, sp4C[2].yaw, sp60);
eyeOffset.r = atOffset.r;
eyeOffset.pitch = atOffset.pitch;
eyeOffset.yaw = (atOffset.yaw * rwData->yawDir) + focalActorPosRot->rot.y;
rwData->unk_0C -= 0.04f;
break;
case 3:
sp60 = (rwData->animFrame - 159) * (1.0f / 9.0f);
sp64.x = LERPIMP(sp48[2].x, sp48[3].x, sp60);
sp64.y = LERPIMP(sp48[2].y, sp48[3].y, sp60);
sp64.y += playerHeight;
sp64.z = LERPIMP(sp48[2].z, sp48[3].z, sp60);
OLib_Vec3fToVecGeo(&atOffset, &sp64);
atOffset.yaw = (atOffset.yaw * rwData->yawDir) + focalActorPosRot->rot.y;
OLib_AddVecGeoToVec3f(at, &rwData->initialAt, &atOffset);
atOffset.r = LERPIMP(sp4C[2].r, sp4C[3].r, sp60);
atOffset.pitch = BINANG_LERPIMP(sp4C[2].pitch, sp4C[3].pitch, sp60);
atOffset.yaw = BINANG_LERPIMP(sp4C[2].yaw, sp4C[3].yaw, sp60);
eyeOffset.r = atOffset.r;
eyeOffset.pitch = atOffset.pitch;
eyeOffset.yaw = (atOffset.yaw * rwData->yawDir) + focalActorPosRot->rot.y;
rwData->unk_0C += (4.0f / 45.0f);
break;
case 30:
Camera_SetStateFlag(camera, CAM_STATE_10);
if (camera->stateFlags & CAM_STATE_3) {
camera->animState = 4;
}
// fallthrough
case 10:
case 20:
// Taken on the 1st and 158th animation frame
skipUpdateEye = true;
break;
case 4:
eyeOffset.r = 80.0f;
eyeOffset.pitch = 0;
eyeOffset.yaw = atToEye.yaw;
rwData->unk_0C = 0.1f;
sCameraInterfaceFlags = CAM_INTERFACE_FLAGS(CAM_LETTERBOX_LARGE, CAM_HUD_VISIBILITY_A, 0);
if (!(((rwData->animFrame < 0) || (camera->xzSpeed > 0.001f) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_A) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_B) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CUP) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CDOWN) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CLEFT) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_Z) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_L) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_R)) &&
(camera->stateFlags & CAM_STATE_3))) {
goto skipeyeUpdate;
}
// fallthrough
default:
Camera_SetStateFlag(camera, CAM_STATE_4 | CAM_STATE_2);
Camera_UnsetStateFlag(camera, CAM_STATE_3);
func_800CC938(camera);
sCameraInterfaceFlags = CAM_INTERFACE_FLAGS(CAM_LETTERBOX_NONE, CAM_HUD_VISIBILITY_ALL, 0);
skipeyeUpdate:
skipUpdateEye = true;
break;
}
rwData->animFrame++;
/**
* Opening a large chest only lasts 135 frames
*
* So for one frame, the animState is set to 10,
* allowing the static data to be loaded into the subCamera mini-heap
*
* For the remainder of the cutscene, animState is set to 1
*/
if (rwData->animFrame == 1) {
camera->animState = 10;
} else if (rwData->animFrame == 2) {
camera->animState = 1;
} else if (rwData->animFrame == 148) {
camera->animState = 2;
} else if (rwData->animFrame == 158) {
camera->animState = 20;
} else if (rwData->animFrame == 159) {
camera->animState = 3;
} else if (rwData->animFrame == 168) {
camera->animState = 30;
} else if (rwData->animFrame == 228) {
camera->animState = 4;
}
if (!skipUpdateEye) {
eyeOffset.r = Camera_ScaledStepToCeilF(eyeOffset.r, atToEye.r, rwData->unk_0C, 1.0f);
eyeOffset.pitch = Camera_ScaledStepToCeilS(eyeOffset.pitch, atToEye.pitch, rwData->unk_0C, 5);
eyeOffset.yaw = Camera_ScaledStepToCeilS(eyeOffset.yaw, atToEye.yaw, rwData->unk_0C, 5);
OLib_AddVecGeoToVec3f(eyeNext, at, &eyeOffset);
*eye = *eyeNext;
}
camera->dist = OLib_Vec3fDist(at, eye);
camera->atLerpStepScale = 0.1f;
Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
return true;
}
/**
* Taking the warp pad from the start of a dungeon to the boss-room
*/
s32 Camera_Demo3(Camera* camera) {
s32 pad2;
f32 temp;
CameraModeValue* values;
VecGeo atToEye;
PosRot focalActorFocus;
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
Demo3ReadOnlyData* roData = &camera->paramData.demo3.roData;
Demo3ReadWriteData* rwData = &camera->paramData.demo3.rwData;
OLib_Vec3fDiffToVecGeo(&atToEye, at, eye);
Actor_GetFocus(&focalActorFocus, camera->focalActor);
focalActorFocus.pos.x = camera->focalActorPosRot.pos.x;
focalActorFocus.pos.z = camera->focalActorPosRot.pos.z;
focalActorFocus.pos.y -= (focalActorFocus.pos.y - camera->focalActorPosRot.pos.y) * 0.4f;
Camera_ScaledStepToCeilVec3f(&focalActorFocus.pos, at, 0.1f, 0.1f, 0.1f);
if (RELOAD_PARAMS(camera)) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
camera->animState = 0;
}
sCameraInterfaceFlags = roData->interfaceFlags;
switch (camera->animState) {
case 0:
// Init Data
camera->animState++;
rwData->timer = 125;
Distortion_Request(DISTORTION_TYPE_ZORA_SWIMMING);
Distortion_SetDuration(60);
break;
case 1:
// Zoom into player, start to rise
temp = 1.0f / rwData->timer;
atToEye.r = Camera_ScaledStepToCeilF(140.0f, atToEye.r, temp, 0.1f);
rwData->timer--;
camera->fov = Camera_ScaledStepToCeilF(50.0f, camera->fov, 0.1f, 0.1f);
if (rwData->timer <= 0) {
rwData->timer = 20;
camera->animState++;
Distortion_Request(DISTORTION_TYPE_UNDERWATER_ENTRY);
Distortion_SetDuration(80);
}
break;
case 2:
// continue rising
rwData->timer--;
if (rwData->timer <= 0) {
rwData->unk_04 = 120;
rwData->timer = 0;
rwData->unk_00 = (175.0f - camera->fov) / rwData->unk_04;
camera->animState++;
Distortion_Request(DISTORTION_TYPE_BOSS_WARP);
Distortion_SetDuration(15);
}
break;
case 3:
rwData->timer++;
camera->fov += rwData->unk_00 * rwData->timer;
if (rwData->timer >= 15) {
Distortion_RemoveRequest(DISTORTION_TYPE_BOSS_WARP);
Distortion_RemoveRequest(DISTORTION_TYPE_UNDERWATER_ENTRY);
Distortion_RemoveRequest(DISTORTION_TYPE_ZORA_SWIMMING);
camera->animState++;
}
break;
}
OLib_AddVecGeoToVec3f(eyeNext, at, &atToEye);
*eye = *eyeNext;
return true;
}
/**
* Mask Transformation Cutscene 0:
* starting as a human and transforming into anything else
*/
s32 Camera_Demo4(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
VecGeo atToEye;
CameraModeValue* values;
PosRot focalActorFocus;
f32 sp58;
f32 sin;
Demo4ReadOnlyData* roData = &camera->paramData.demo4.roData;
Demo4ReadWriteData* rwData = &camera->paramData.demo4.rwData;
s32 pad[2];
OLib_Vec3fDiffToVecGeo(&atToEye, at, eye);
if (RELOAD_PARAMS(camera)) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
camera->animState = 0;
rwData->unk_00 = *at;
rwData->unk_18 = atToEye;
rwData->unk_14 = camera->fov;
}
Actor_GetFocus(&focalActorFocus, camera->focalActor);
sCameraInterfaceFlags = roData->interfaceFlags;
switch (camera->animState) {
default:
break;
case 0:
camera->animState++;
rwData->timer = 0;
if (!(atToEye.r < 40.0f)) {
atToEye.r = 40.0f;
}
camera->fov = 80.0f;
rwData->unk_10 = (Rand_ZeroOne() - 0.5f) * 40.0f;
// fallthrough
case 1:
// Camera fixed on human player as the mask moves from the pocket to the face
// Camera rolls left and right
if (rwData->timer >= 12) {
rwData->unk_0C = (rwData->timer - 12) * (135.0f / 13.0f);
sin = Math_SinF(DEG_TO_RAD(rwData->unk_0C));
rwData->unk_0C = ((rwData->unk_10 < 0.0f) ? -1.0f : 1.0f) * sin;
if (rwData->timer == 12) {
Distortion_Request(DISTORTION_TYPE_MASK_TRANSFORM_1);
Distortion_SetDuration(26);
}
} else {
rwData->unk_0C = 0.0f;
}
sp58 = rwData->timer * (6.0f / 19.0f);
rwData->unk_20 = focalActorPosRot->rot.y + 0x4000;
focalActorFocus.pos.x = (Math_SinS(rwData->unk_20) * sp58 * rwData->unk_0C) + focalActorPosRot->pos.x;
focalActorFocus.pos.z = (Math_CosS(rwData->unk_20) * sp58 * rwData->unk_0C) + focalActorPosRot->pos.z;
focalActorFocus.pos.y -= (focalActorFocus.pos.y - focalActorPosRot->pos.y) * 0.099999994f;
Camera_ScaledStepToCeilVec3f(&focalActorFocus.pos, at, 0.2f, 0.2f, 0.1f);
sp58 = (rwData->timer * (30.0f / 19.0f));
camera->roll = CAM_DEG_TO_BINANG(sp58 * rwData->unk_0C);
sp58 = 1.0f / (38 - rwData->timer);
rwData->timer++;
atToEye.r = Camera_ScaledStepToCeilF(30.0f, atToEye.r, sp58, 0.1f);
atToEye.pitch = 0;
if (rwData->timer >= 38) {
rwData->timer = 24;
camera->animState++;
rwData->unk_0C = (32.0f - camera->fov) / 24.0f;
Distortion_Request(DISTORTION_TYPE_MASK_TRANSFORM_2);
}
break;
case 2:
// Camera steadies as human player is fully croutched down and hiding face
if (rwData->timer == 24) {
at->x = (Math_SinS(focalActorPosRot->rot.y) * -7.0f) + focalActorPosRot->pos.x;
at->y = focalActorFocus.pos.y - ((focalActorFocus.pos.y - focalActorPosRot->pos.y) * 0.1f);
at->z = (Math_CosS(focalActorPosRot->rot.y) * -7.0f) + focalActorPosRot->pos.z;
} else {
focalActorFocus.pos.x = (Math_SinS(focalActorPosRot->rot.y) * -7.0f) + focalActorPosRot->pos.x;
focalActorFocus.pos.y -= (focalActorFocus.pos.y - camera->focalActorPosRot.pos.y) * 0.1f;
focalActorFocus.pos.z = (Math_CosS(focalActorPosRot->rot.y) * -7.0f) + focalActorPosRot->pos.z;
Camera_ScaledStepToCeilVec3f(&focalActorFocus.pos, at, 0.25f, 0.25f, 0.1f);
}
if (rwData->timer > 0) {
camera->fov += rwData->unk_0C;
}
rwData->timer--;
atToEye.r = 35.0f;
atToEye.pitch = 0x2000;
camera->roll = Camera_ScaledStepToCeilS(0, camera->roll, 0.1f, 5);
if (rwData->timer <= 0) {
rwData->unk_20 = 630;
rwData->timer = 0;
rwData->unk_0C = (60.0f - camera->fov) / rwData->unk_20;
camera->animState = 3;
}
break;
case 3:
// Camera zooms into human players face with bulging eyes
focalActorFocus.pos.x = focalActorPosRot->pos.x;
focalActorFocus.pos.y -= (focalActorFocus.pos.y - camera->focalActorPosRot.pos.y) * 0.1f;
focalActorFocus.pos.z = focalActorPosRot->pos.z;
Camera_ScaledStepToCeilVec3f(&focalActorFocus.pos, at, 0.25f, 0.25f, 0.1f);
camera->roll = Camera_ScaledStepToCeilS(0, camera->roll, 0.1f, 5);
rwData->timer++;
camera->fov += rwData->unk_0C * rwData->timer;
atToEye.pitch = 0x2000;
atToEye.r = 35.0f;
if (rwData->timer >= 35) {
Distortion_RemoveRequest(DISTORTION_TYPE_MASK_TRANSFORM_1);
Distortion_RemoveRequest(DISTORTION_TYPE_MASK_TRANSFORM_2);
camera->animState = 4;
}
break;
case 999:
Actor_GetFocus(&focalActorFocus, camera->focalActor);
Distortion_RemoveRequest(DISTORTION_TYPE_MASK_TRANSFORM_1);
Distortion_RemoveRequest(DISTORTION_TYPE_MASK_TRANSFORM_2);
camera->animState = 4;
break;
case 4:
// Camera backs up as player is now in a transformed state
focalActorFocus.pos.y -= (focalActorFocus.pos.y - camera->focalActorPosRot.pos.y) * 0.1f;
Camera_ScaledStepToCeilVec3f(&focalActorFocus.pos, at, 0.1f, 0.1f, 0.1f);
atToEye = rwData->unk_18;
camera->fov = rwData->unk_14;
camera->roll = 0;
break;
}
OLib_AddVecGeoToVec3f(&camera->eyeNext, at, &atToEye);
*eye = camera->eyeNext;
return true;
}
/**
* Mask Transformation Cutscene 1:
* starting as non-human/fierce diety and transforming into anything else
*/
s32 Camera_Demo5(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
VecGeo atToEye;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
PosRot focalActorFocus;
f32 new_var;
f32 sp58;
f32 sin;
Demo5ReadOnlyData* roData = &camera->paramData.demo5.roData;
Demo5ReadWriteData* rwData = &camera->paramData.demo5.rwData;
CameraModeValue* values;
OLib_Vec3fDiffToVecGeo(&atToEye, at, eye);
if (RELOAD_PARAMS(camera)) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
camera->animState = 0;
rwData->unk_00 = *at;
rwData->unk_1C = atToEye;
rwData->unk_18 = camera->fov;
}
Actor_GetFocus(&focalActorFocus, camera->focalActor);
sCameraInterfaceFlags = roData->interfaceFlags;
switch (camera->animState) {
case 0:
camera->animState++;
atToEye.pitch = 0;
rwData->timer = 0x12;
rwData->unk_14 = 80.0f;
atToEye.r = 30.0f;
camera->fov = 80.0f;
rwData->unk_10 = (Rand_ZeroOne() - 0.5f) * 40.0f;
camera->roll = 0;
focalActorFocus.pos.x = focalActorPosRot->pos.x;
focalActorFocus.pos.z = focalActorPosRot->pos.z;
*at = focalActorFocus.pos;
// fallthrough
case 1:
// Camera remains still as player moves hands to face
rwData->timer--;
if (rwData->timer <= 0) {
rwData->timer = 0;
camera->animState = 2;
rwData->unk_24 = camera->focalActorPosRot.rot.y + 0x4000;
rwData->timer = 46;
Distortion_Request(DISTORTION_TYPE_MASK_TRANSFORM_1);
Distortion_SetDuration(46);
}
break;
case 2:
// Camera zooms out while rolling back and forth
rwData->unk_0C = rwData->timer * (180.0f / 23.0f);
sp58 = DEG_TO_RAD(rwData->unk_0C);
sin = Math_SinF(sp58);
rwData->unk_0C = ((rwData->unk_10 < 0.0f) ? -1.0f : 1.0f) * sin;
new_var = (46 - rwData->timer) * (5.0f / 46.0f);
focalActorFocus.pos.x = (Math_SinS(rwData->unk_24) * new_var * rwData->unk_0C) + focalActorPosRot->pos.x;
focalActorFocus.pos.z = (Math_CosS(rwData->unk_24) * new_var * rwData->unk_0C) + focalActorPosRot->pos.z;
focalActorFocus.pos.y -= (focalActorFocus.pos.y - camera->focalActorPosRot.pos.y) * 0.2f;
Camera_ScaledStepToCeilVec3f(&focalActorFocus.pos, at, 0.1f, 0.1f, 0.1f);
new_var = rwData->timer * (10.0f / 23.0f);
camera->roll = CAM_DEG_TO_BINANG(rwData->unk_0C * new_var);
new_var = 1.0f / rwData->timer;
atToEye.r = Camera_ScaledStepToCeilF(rwData->unk_14, atToEye.r, new_var, 0.1f);
rwData->timer--;
atToEye.pitch = 0;
if (rwData->timer <= 0) {
camera->animState = 3;
Distortion_RemoveRequest(DISTORTION_TYPE_MASK_TRANSFORM_1);
}
break;
case 999:
Actor_GetFocus(&focalActorFocus, camera->focalActor);
camera->animState = 3;
Distortion_RemoveRequest(DISTORTION_TYPE_MASK_TRANSFORM_1);
break;
case 3:
// Player is in new form
focalActorFocus.pos.y -= (focalActorFocus.pos.y - camera->focalActorPosRot.pos.y) * 0.1f;
Camera_ScaledStepToCeilVec3f(&focalActorFocus.pos, at, 0.1f, 0.1f, 0.1f);
camera->roll = 0;
atToEye = rwData->unk_1C;
camera->fov = rwData->unk_18;
break;
}
OLib_AddVecGeoToVec3f(eyeNext, at, &atToEye);
*eye = *eyeNext;
return true;
}
s32 Camera_Demo6(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Demo7(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Demo8(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Demo9(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Smoothly and gradually return camera to Player after a cutscene
* Used for global actorCsId = 0x7E (Connect Camera Setting)
*/
s32 Camera_Demo0(Camera* camera) {
s32 pad;
f32 timer;
s16 phi_v1;
Camera* subCam = &camera->play->subCameras[2];
Vec3f* eye = &camera->eye;
Vec3f* subEye = &subCam->eye;
Vec3f* at = &camera->at;
Demo0ReadOnlyData* roData = &camera->paramData.demo0.roData;
Demo0ReadWriteData* rwData = &camera->paramData.demo0.rwData;
// Initialize
if (camera->animState == 0) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
}
// Initialize
if (camera->animState == 0) {
OLib_Vec3fDiffToVecGeo(&rwData->subAtToEye, &subCam->at, subEye);
OLib_Vec3fDiffToVecGeo(&rwData->atToEye, &camera->at, eye);
if (rwData->subAtToEye.r < 50.0f) {
rwData->subAtToEye.r = 50.0f;
if (rwData->subAtToEye.pitch < 0x7D0) { // 11 degrees
rwData->subAtToEye.pitch = 0x7D0;
}
}
rwData->unk_00 = OLib_Vec3fDist(eye, subEye);
if (rwData->unk_00 < 300.0f) {
rwData->timer = 0;
} else {
rwData->timer = sqrtf(rwData->unk_00 - 200.0f);
}
rwData->unk_14 = subCam->inputDir.x - camera->inputDir.x;
if (rwData->unk_14 >= 0) {
phi_v1 = rwData->unk_14;
} else {
phi_v1 = -rwData->unk_14;
}
if (phi_v1 > 10000) {
phi_v1 /= 1000;
if (rwData->timer < phi_v1) {
rwData->timer = phi_v1;
}
}
rwData->unk_16 = subCam->inputDir.y - camera->inputDir.y;
if (rwData->unk_16 >= 0) {
phi_v1 = rwData->unk_16;
} else {
phi_v1 = -rwData->unk_16;
}
if (phi_v1 > 10000) {
phi_v1 /= 1000;
if (rwData->timer < phi_v1) {
rwData->timer = phi_v1;
}
}
rwData->unk_18 = subCam->inputDir.z - camera->inputDir.z;
if (rwData->unk_18 >= 0) {
phi_v1 = rwData->unk_18;
} else {
phi_v1 = -rwData->unk_18;
}
if (phi_v1 > 10000) {
phi_v1 /= 1000;
if (rwData->timer < phi_v1) {
rwData->timer = phi_v1;
}
}
if (rwData->timer != 0) {
rwData->unk_00 = (rwData->subAtToEye.r - rwData->atToEye.r) / rwData->timer;
rwData->unk_14 = (s16)(rwData->subAtToEye.pitch - rwData->atToEye.pitch) / rwData->timer;
rwData->unk_16 = (s16)(rwData->subAtToEye.yaw - rwData->atToEye.yaw) / rwData->timer;
rwData->unk_18 = (s16)(subCam->roll - camera->roll) / rwData->timer;
}
camera->animState++;
}
if (rwData->timer != 0) {
timer = rwData->timer;
// Update At (Inverse Interpolation)
at->x += (subCam->at.x - camera->at.x) / timer;
at->y += (subCam->at.y - camera->at.y) / timer;
at->z += (subCam->at.z - camera->at.z) / timer;
rwData->atToEye.r += rwData->unk_00;
rwData->atToEye.pitch += rwData->unk_14;
rwData->atToEye.yaw += rwData->unk_16;
camera->roll += rwData->unk_18;
// Update Eye
OLib_AddVecGeoToVec3f(eye, at, &rwData->atToEye);
camera->eyeNext = *eye;
rwData->timer--;
}
if (rwData->timer == 0) {
CutsceneManager_Stop(0x7E);
}
return true;
}
s32 Camera_Special0(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Special1(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Special2(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Special3(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Special4(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Flying with hookshot
*/
s32 Camera_Special5(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
PosRot spA8;
s16 pad1;
s16 spA4;
CameraCollision sp7C;
VecGeo sp74;
VecGeo sp6C;
VecGeo atToEye;
VecGeo atToEyeNext;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
Special5ReadOnlyData* roData = &camera->paramData.spec5.roData;
Special5ReadWriteData* rwData = &camera->paramData.spec5.rwData;
f32 rand;
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
if (RELOAD_PARAMS(camera)) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = (0.8f - ((68.0f / focalActorHeight) * -0.2f));
roData->yOffset = (GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight) * yNormal;
roData->eyeDist = GET_NEXT_RO_DATA(values);
roData->minDistForRot = GET_NEXT_RO_DATA(values);
roData->pitch = CAM_DEG_TO_BINANG(GET_NEXT_RO_DATA(values));
roData->fovTarget = GET_NEXT_RO_DATA(values);
roData->atMaxLERPScale = GET_NEXT_SCALED_RO_DATA(values);
roData->timerInit = GET_NEXT_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
}
OLib_Vec3fDiffToVecGeo(&atToEye, at, eye);
OLib_Vec3fDiffToVecGeo(&atToEyeNext, at, eyeNext);
Actor_GetWorld(&spA8, camera->target);
sCameraInterfaceFlags = roData->interfaceFlags;
if (camera->animState == 0) {
camera->animState++;
rwData->animTimer = roData->timerInit;
}
if (rwData->animTimer > 0) {
rwData->animTimer--;
} else if (rwData->animTimer == 0) {
if ((camera->target == NULL) || (camera->target->update == NULL)) {
camera->target = NULL;
return true;
}
rwData->animTimer--;
if (roData->minDistForRot < OLib_Vec3fDist(&spA8.pos, &focalActorPosRot->pos)) {
sp6C.yaw = focalActorPosRot->rot.y;
sp6C.pitch = -focalActorPosRot->rot.x;
sp6C.r = 20.0f;
OLib_AddVecGeoToVec3f(&sp7C.pos, &spA8.pos, &sp6C);
func_800CBC84(camera, at, &sp7C, 0);
OLib_Vec3fToVecGeo(&sp6C, &sp7C.norm);
spA4 = BINANG_SUB(focalActorPosRot->rot.y, sp6C.yaw);
sp74.r = roData->eyeDist;
rand = Rand_ZeroOne();
sp74.yaw =
BINANG_ROT180(focalActorPosRot->rot.y) +
(s16)((spA4 < 0) ? -(s16)(0x1553 + (s16)(rand * 2730.0f)) : (s16)(0x1553 + (s16)(rand * 2730.0f)));
sp74.pitch = roData->pitch;
OLib_AddVecGeoToVec3f(eyeNext, &spA8.pos, &sp74);
*eye = *eyeNext;
Camera_BgCheck(camera, &spA8.pos, eye);
}
}
Camera_CalcAtDefault(camera, &atToEyeNext, roData->yOffset, 0);
camera->fov = Camera_ScaledStepToCeilF(roData->fovTarget, camera->fov, camera->atLerpStepScale * 0.05f, 0.1f);
camera->roll = Camera_ScaledStepToCeilS(0, camera->roll, 0.5f, 5);
camera->atLerpStepScale = Camera_ClampLerpScale(camera, roData->atMaxLERPScale);
return true;
}
s32 Camera_Special6(Camera* camera) {
return Camera_Noop(camera);
}
s32 Camera_Special7(Camera* camera) {
return Camera_Noop(camera);
}
/**
* Exiting a spiral staircase cutscene.
* Camera remains fixed at given position, and tracks player for the duration of the cutscene
*/
s32 Camera_Special8(Camera* camera) {
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
Vec3f atTarget;
Vec3f posOffsetTarget;
f32 yNormal;
f32 focalActorHeight = Camera_GetFocalActorHeight(camera);
DoorParams* doorParams = &camera->paramData.doorParams;
Special8ReadOnlyData* roData = &camera->paramData.spec8.roData;
Special8ReadWriteData* rwData = &camera->paramData.spec8.rwData;
s32 pad[2];
Camera_UnsetStateFlag(camera, CAM_STATE_4);
yNormal = (0.8f - ((68.0f / focalActorHeight) * -0.2f));
if (!RELOAD_PARAMS(camera)) {
} else {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
// Initialize data
roData->yOffset = GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight * yNormal;
roData->eyeStepScale = GET_NEXT_SCALED_RO_DATA(values);
roData->posStepScale = GET_NEXT_SCALED_RO_DATA(values);
roData->fov = GET_NEXT_RO_DATA(values);
roData->spiralDoorCsLength = GET_NEXT_RO_DATA(values) * 5;
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
rwData->fov = roData->fov * 100.0f;
rwData->spiralDoorCsFrame = 0;
Camera_UnsetStateFlag(camera, CAM_STATE_2 | CAM_STATE_CHECK_WATER);
rwData->eye.x = doorParams->eye.x;
rwData->eye.y = doorParams->eye.y;
rwData->eye.z = doorParams->eye.z;
}
// Check if cutscene is still playing
if (rwData->spiralDoorCsFrame < roData->spiralDoorCsLength) {
rwData->spiralDoorCsFrame++;
sCameraInterfaceFlags = roData->interfaceFlags;
posOffsetTarget.x = 0.0f;
posOffsetTarget.y = roData->yOffset + focalActorHeight;
posOffsetTarget.z = 0.0f;
Camera_ScaledStepToCeilVec3f(&posOffsetTarget, &camera->focalActorAtOffset, roData->posStepScale,
roData->posStepScale, 0.1f);
// Camera follows player as they exit the stairwell
atTarget.x = focalActorPosRot->pos.x + camera->focalActorAtOffset.x;
atTarget.y = focalActorPosRot->pos.y + camera->focalActorAtOffset.y;
atTarget.z = focalActorPosRot->pos.z + camera->focalActorAtOffset.z;
if (camera->animState == 0) {
camera->animState++;
if (!(roData->interfaceFlags & SPECIAL8_FLAG_0)) {
camera->eyeNext = rwData->eye;
camera->at = atTarget;
}
}
// Update at to look at player
Camera_ScaledStepToCeilVec3f(&atTarget, at, roData->posStepScale, roData->posStepScale, 10.0f);
// Move camera position &rwData->eye and remain there for the entire cutscen
Camera_ScaledStepToCeilVec3f(&rwData->eye, eyeNext, roData->eyeStepScale, roData->eyeStepScale, 0.1f);
camera->eye = *eyeNext;
camera->dist = OLib_Vec3fDist(at, &camera->eye);
camera->roll = 0;
camera->xzSpeed = 0.0f;
camera->fov = CAM_RODATA_UNSCALE(rwData->fov);
camera->atLerpStepScale = Camera_ClampLerpScale(camera, 1.0f);
Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
} else {
// Cutscene is finished
Camera_SetStateFlag(camera, CAM_STATE_10 | CAM_STATE_4);
sCameraInterfaceFlags = CAM_INTERFACE_FLAGS(CAM_LETTERBOX_NONE, CAM_HUD_VISIBILITY_ALL, 0);
// Wait for user input to move to the next camera update function
if ((camera->xzSpeed > 0.001f) || CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_A) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_B) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CUP) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CDOWN) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CLEFT) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_Z) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_L) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_R) ||
(roData->interfaceFlags & SPECIAL8_FLAG_3)) {
func_800CC938(camera);
Camera_SetStateFlag(camera, CAM_STATE_2 | CAM_STATE_CHECK_WATER);
Camera_UnsetStateFlag(camera, CAM_STATE_10);
}
}
return true;
}
/**
* Entering and exiting a door between rooms (eg. sliding doors)
* Camera closely follows player on both the front and the back room
*/
s32 Camera_Special9(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
s32 rand1;
Vec3f spB8;
VecGeo spB0;
VecGeo spA8;
f32 focalActorHeight;
s32 phi_v1_2;
s16 actorCsId;
f32 yNormal;
PosRot sp84;
Vec3f* eyeNext = &camera->eyeNext;
PosRot* focalActorPosRot = &camera->focalActorPosRot;
DoorParams* doorParams = &camera->paramData.doorParams;
Special9ReadOnlyData* roData = &camera->paramData.spec9.roData;
Special9ReadWriteData* rwData = &camera->paramData.spec9.rwData;
s32 sp50[1];
BgCamFuncData* bgCamFuncData;
focalActorHeight = Camera_GetFocalActorHeight(camera);
actorCsId = CutsceneManager_GetCurrentCsId();
if ((actorCsId != -1) && (actorCsId != 0x7D)) {
func_800E0348(camera);
}
Camera_UnsetStateFlag(camera, CAM_STATE_4);
yNormal = 0.8f - ((68.0f / focalActorHeight) * -0.2f);
if (!RELOAD_PARAMS(camera)) {
} else {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->yOffset = GET_NEXT_SCALED_RO_DATA(values) * focalActorHeight * yNormal;
roData->fov = GET_NEXT_RO_DATA(values);
roData->interfaceFlags = GET_NEXT_RO_DATA(values);
}
if (doorParams->doorActor != NULL) {
Actor_GetWorldPosShapeRot(&sp84, doorParams->doorActor);
} else {
sp84 = *focalActorPosRot;
sp84.pos.y += focalActorHeight + roData->yOffset;
sp84.rot.x = 0;
}
OLib_Vec3fDiffToVecGeo(&spA8, at, eye);
sCameraInterfaceFlags = roData->interfaceFlags;
switch (camera->animState) {
case 0:
// Init
Camera_UnsetStateFlag(camera, CAM_STATE_2 | CAM_STATE_CHECK_WATER);
camera->animState++;
if (ABS((s16)(focalActorPosRot->rot.y - sp84.rot.y)) > 0x4000) {
rwData->unk_00 = BINANG_ROT180(sp84.rot.y);
} else {
rwData->unk_00 = sp84.rot.y;
}
// fallthrough
case 1:
// Camera is fixed in front of the door
doorParams->timer1--;
if (doorParams->timer1 > 0) {
break;
}
camera->animState++;
// Setup for the camera moving behind the door
if (roData->interfaceFlags & SPECIAL9_FLAG_0) {
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex);
Camera_Vec3sToVec3f(eyeNext, &bgCamFuncData->pos);
spB8 = *eye = *eyeNext;
} else {
s16 camEyeSide;
s16 randFloat;
spB0.pitch = ((s16)(Rand_ZeroOne() * 0x280) + 0xBB8);
randFloat = ((s16)(Rand_ZeroOne() * 0x4CE) + 0x5DC);
// The camera will either position itself either to the left or to the right
// of the door when it jumps behind it. It's effectively 50/50 percent chance
camEyeSide = (s16)(randFloat * ((camera->play->state.frames % 2) ? 1 : -1));
spB0.yaw = rwData->unk_00 + camEyeSide;
spB0.r = 200.0f * yNormal;
OLib_AddVecGeoToVec3f(eyeNext, at, &spB0);
spB8 = *eye = *eyeNext;
// If the side chosen moves the camera out-of-bounds, move to the other side
if (Camera_CheckOOB(camera, &spB8, &focalActorPosRot->pos)) {
camEyeSide = (s16)-camEyeSide;
spB0.yaw = rwData->unk_00 + camEyeSide;
OLib_AddVecGeoToVec3f(eyeNext, at, &spB0);
*eye = *eyeNext;
}
}
// fallthrough
case 2:
// Camera is behind the door looking at player
spB8 = focalActorPosRot->pos;
spB8.y += focalActorHeight + roData->yOffset;
// Update camera at to follow the player
Camera_ScaledStepToCeilVec3f(&spB8, at, 0.25f, 0.25f, 0.1f);
doorParams->timer2--;
if (doorParams->timer2 > 0) {
break;
}
// Setup for the camera turning around to look in front of player
camera->animState++;
rwData->unk_00 = BINANG_ROT180(rwData->unk_00);
// fallthrough
case 3:
// Camera turns around to look in front of player
spB8 = focalActorPosRot->pos;
spB8.y += focalActorHeight + roData->yOffset;
Camera_ScaledStepToCeilVec3f(&spB8, at, 0.5f, 0.5f, 0.1f);
spB0.pitch = Camera_ScaledStepToCeilS(0xAAA, spA8.pitch, 0.3f, 5);
spB0.yaw = Camera_ScaledStepToCeilS(rwData->unk_00, spA8.yaw, 0.3f, 5);
spB0.r = Camera_ScaledStepToCeilF(60.0f, spA8.r, 0.3f, 1.0f);
OLib_AddVecGeoToVec3f(eyeNext, at, &spB0);
*eye = *eyeNext;
doorParams->timer3--;
if (doorParams->timer3 > 0) {
break;
}
camera->animState++;
// fallthrough
case 4:
camera->animState++;
// fallthrough
case 999:
default:
// Door is closed and is waiting for user input to toggle to a new setting
Camera_SetStateFlag(camera, CAM_STATE_10 | CAM_STATE_4);
sCameraInterfaceFlags = CAM_INTERFACE_FLAGS(CAM_LETTERBOX_NONE, CAM_HUD_VISIBILITY_ALL, 0);
if ((camera->xzSpeed > 0.001f) || CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_A) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_B) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CUP) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CDOWN) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CLEFT) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_Z) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_L) ||
CHECK_BTN_ALL(CONTROLLER1(&camera->play->state)->press.button, BTN_R) ||
(roData->interfaceFlags & SPECIAL9_FLAG_3)) {
func_800CC938(camera);
Camera_SetStateFlag(camera, CAM_STATE_2 | CAM_STATE_CHECK_WATER);
Camera_UnsetStateFlag(camera, CAM_STATE_10);
}
break;
}
spB8 = focalActorPosRot->pos;
spB8.y += focalActorHeight;
camera->dist = OLib_Vec3fDist(&spB8, eye);
Camera_SetFocalActorAtOffset(camera, &focalActorPosRot->pos);
return true;
}
/*===============================================================*/
/* Camera Public Functions */
/*===============================================================*/
Camera* Camera_Create(View* view, CollisionContext* colCtx, PlayState* play) {
Camera* newCamera = ZeldaArena_Malloc(sizeof(Camera));
if (newCamera != NULL) {
Camera_Init(newCamera, view, colCtx, play);
}
return newCamera;
}
void Camera_Destroy(Camera* camera) {
if (camera != NULL) {
ZeldaArena_Free(camera);
}
}
void Camera_Init(Camera* camera, View* view, CollisionContext* colCtx, PlayState* play) {
Camera* cameraPtr;
s32 i;
s16 curUID;
s16 j;
__osMemset(camera, 0, sizeof(Camera));
camera->play = sCamPlayState = play;
curUID = sCameraNextUID;
sCameraNextUID++;
while (curUID != 0) {
if (curUID == 0) {
sCameraNextUID++;
}
for (j = 0; j < NUM_CAMS; j++) {
cameraPtr = camera->play->cameraPtrs[j];
if ((cameraPtr != NULL) && (curUID == cameraPtr->uid)) {
break;
}
}
if (j == NUM_CAMS) {
break;
}
curUID = sCameraNextUID++;
}
camera->inputDir.y = 0x4000;
camera->uid = curUID;
camera->camDir = camera->inputDir;
camera->nextCamSceneDataId = -1;
camera->up.z = camera->up.x = 0.0f;
camera->up.y = 1.0f;
camera->fov = 60.0f;
camera->yOffsetUpdateRate = 0.05f;
camera->xzOffsetUpdateRate = 0.05f;
camera->fovUpdateRate = 0.05f;
camera->rUpdateRateInv = 10.0f;
camera->yawUpdateRateInv = 10.0f;
camera->pitchUpdateRateInv = 16.0f;
sCameraLetterboxSize = 32;
sCameraHudVisibility = 0;
camera->setting = camera->prevSetting = CAM_SET_FREE0;
camera->bgCamIndex = camera->prevBgCamDataId = -1;
camera->stateFlags = 0;
camera->mode = CAM_MODE_NORMAL;
camera->bgId = BGCHECK_SCENE;
camera->unk168 = 0xF;
camera->timer = -1;
camera->focalActor = NULL;
camera->target = NULL;
Camera_SetStateFlag(camera, CAM_STATE_INITIALIZED);
camera->quakeOffset.z = camera->quakeOffset.y = camera->quakeOffset.x = 0;
camera->up.z = camera->up.x = 0.0f;
camera->atLerpStepScale = 1;
camera->up.y = 1.0f;
sCameraInterfaceFlags = CAM_INTERFACE_FLAGS(CAM_LETTERBOX_IGNORE, CAM_HUD_VISIBILITY_IGNORE, 0);
sCameraInitSceneTimer = 3;
}
void func_800DDFE0(Camera* camera) {
if (camera != &camera->play->mainCamera) {
camera->prevSetting = camera->setting = CAM_SET_FREE0;
Camera_UnsetStateFlag(camera, CAM_STATE_2);
} else {
switch (camera->play->roomCtx.curRoom.behaviorType1) {
case ROOM_BEHAVIOR_TYPE1_1:
camera->prevSetting = CAM_SET_DUNGEON0;
Camera_ChangeSettingFlags(camera, CAM_SET_DUNGEON0, CAM_CHANGE_SETTING_1);
break;
case ROOM_BEHAVIOR_TYPE1_0:
camera->prevSetting = CAM_SET_NORMAL0;
Camera_ChangeSettingFlags(camera, CAM_SET_NORMAL0, CAM_CHANGE_SETTING_1);
break;
case ROOM_BEHAVIOR_TYPE1_2:
camera->prevSetting = CAM_SET_ROOM0;
Camera_ChangeSettingFlags(camera, CAM_SET_ROOM0, CAM_CHANGE_SETTING_1);
break;
default:
camera->prevSetting = CAM_SET_NORMAL0;
Camera_ChangeSettingFlags(camera, CAM_SET_NORMAL0, CAM_CHANGE_SETTING_1);
break;
}
Camera_SetStateFlag(camera, CAM_STATE_2);
}
}
/**
* Unused empty function
*/
void Camera_Stub800DE0E0(Camera* camera) {
}
void Camera_InitFocalActorSettings(Camera* camera, Actor* focalActor) {
PosRot focalActorPosRot;
VecGeo eyeNextAtOffset;
s32 bgId;
Vec3f floorPos;
s32 upXZ;
f32 focalActorHeight;
Vec3f* eye = &camera->eye;
Actor_GetWorldPosShapeRot(&focalActorPosRot, focalActor);
camera->focalActor = focalActor;
focalActorHeight = Camera_GetFocalActorHeight(camera);
camera->focalActorPosRot = focalActorPosRot;
camera->dist = eyeNextAtOffset.r = 180.0f;
camera->inputDir.y = focalActorPosRot.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->unk_0F0.y = 0.0f;
camera->at = focalActorPosRot.pos;
camera->at.y += focalActorHeight;
camera->focalActorAtOffset.x = 0;
camera->focalActorAtOffset.y = focalActorHeight;
camera->focalActorAtOffset.z = 0;
OLib_AddVecGeoToVec3f(&camera->eyeNext, &camera->at, &eyeNextAtOffset);
*eye = camera->eyeNext;
camera->roll = 0;
upXZ = 0;
camera->up.z = upXZ;
camera->up.y = 1.0f;
camera->up.x = upXZ;
{
s32 pad;
if (Camera_GetFloorYNorm(camera, &floorPos, &camera->at, &bgId) != BGCHECK_Y_MIN) {
camera->bgId = bgId;
}
}
camera->waterPrevBgCamDataId = -1;
camera->waterPrevCamSetting = -1;
camera->waterQuakeId = -1;
{
s32 pad;
func_800DDFE0(camera);
}
Camera_SetStateFlag(camera, CAM_STATE_2);
camera->viewFlags = 0;
camera->nextCamSceneDataId = -1;
camera->yOffsetUpdateRate = 0.01f;
camera->xzOffsetUpdateRate = 0.01f;
camera->fovUpdateRate = 0.01f;
camera->atLerpStepScale = 1;
Camera_ResetActionFuncState(camera, camera->mode);
if (camera == &camera->play->mainCamera) {
sCameraInterfaceFlags =
CAM_INTERFACE_FLAGS(CAM_LETTERBOX_LARGE | CAM_LETTERBOX_INSTANT, CAM_HUD_VISIBILITY_NONE_ALT, 0);
CutsceneManager_StoreCamera(camera);
} else {
sCameraInterfaceFlags = CAM_INTERFACE_FLAGS(CAM_LETTERBOX_LARGE, CAM_HUD_VISIBILITY_NONE_ALT, 0);
}
Camera_UpdateWater(camera);
}
/**
* Updates the camera status
*/
s32 Camera_ChangeStatus(Camera* camera, s16 status) {
camera->status = status;
return camera->status;
}
s32 Camera_UpdateWater(Camera* camera) {
f32 waterY;
s16 camSetting;
s32 pad[2];
s32* waterPrevCamSetting = &camera->waterPrevCamSetting;
s16 prevBgId;
if (!(camera->stateFlags & CAM_STATE_CHECK_WATER) || (sCameraSettings[camera->setting].flags & 0x40000000)) {
return false;
}
if (camera->stateFlags & CAM_STATE_9) {
if (Camera_IsDiving(camera)) {
if (!Camera_IsPlayerFormZora(camera)) {
Camera_ChangeSettingFlags(camera, CAM_SET_PIVOT_DIVING, CAM_CHANGE_SETTING_2 | CAM_CHANGE_SETTING_1);
} else {
Camera_ChangeSettingFlags(camera, CAM_SET_ZORA_DIVING, CAM_CHANGE_SETTING_2 | CAM_CHANGE_SETTING_1);
}
Camera_SetStateFlag(camera, CAM_STATE_15);
} else if (camera->stateFlags & CAM_STATE_15) {
Camera_ChangeSettingFlags(camera, *waterPrevCamSetting, CAM_CHANGE_SETTING_2 | CAM_CHANGE_SETTING_1);
Camera_UnsetStateFlag(camera, CAM_STATE_15);
}
}
if (!(camera->stateFlags & CAM_STATE_15)) {
camSetting = Camera_GetWaterBoxBgCamSetting(camera, &waterY);
if (camSetting == -2) {
// CAM_SET_NONE
if (!(camera->stateFlags & CAM_STATE_9)) {
Camera_SetStateFlag(camera, CAM_STATE_9);
camera->waterPrevBgCamDataId = camera->bgCamIndex;
camera->waterQuakeId = -1;
}
if (!(Camera_fabsf(camera->focalActorPosRot.pos.y - camera->focalActorFloorHeight) < 11.0f) ||
(Camera_IsSwimming(camera) && !Camera_IsUnderwaterAsZora(camera))) {
prevBgId = camera->bgId;
camera->bgId = BGCHECK_SCENE;
waterPrevCamSetting = &camera->waterPrevCamSetting;
Camera_ChangeSettingFlags(camera, CAM_SET_NORMAL3, CAM_CHANGE_SETTING_1);
*waterPrevCamSetting = camera->setting;
camera->bgId = prevBgId;
camera->bgCamIndex = -2;
}
} else if (camSetting != -1) {
// player is in a water box
if (!(camera->stateFlags & CAM_STATE_9)) {
Camera_SetStateFlag(camera, CAM_STATE_9);
camera->waterPrevBgCamDataId = camera->bgCamIndex;
camera->waterQuakeId = -1;
}
if (!(Camera_fabsf(camera->focalActorPosRot.pos.y - camera->focalActorFloorHeight) < 11.0f) ||
(Camera_IsSwimming(camera) && !Camera_IsUnderwaterAsZora(camera))) {
prevBgId = camera->bgId;
camera->bgId = BGCHECK_SCENE;
waterPrevCamSetting = &camera->waterPrevCamSetting;
Camera_ChangeSettingFlags(camera, camSetting, CAM_CHANGE_SETTING_1);
*waterPrevCamSetting = camera->setting;
camera->bgId = prevBgId;
}
} else if (camera->stateFlags & CAM_STATE_9) {
// player is out of a water box.
Camera_UnsetStateFlag(camera, CAM_STATE_9);
prevBgId = camera->bgId;
camera->bgId = BGCHECK_SCENE;
if (camera->waterPrevBgCamDataId < 0) {
func_800DDFE0(camera);
camera->bgCamIndex = -1;
} else {
Camera_ChangeActorCsCamIndex(camera, camera->waterPrevBgCamDataId);
}
camera->bgId = prevBgId;
}
camera->waterYPos = waterY;
}
return true;
}
void Camera_EarthquakeDay3(Camera* camera) {
static s16 sEarthquakeTimer = 0;
u16 time;
s16 quakeIndex;
s32 timeSpeedOffset;
s16 sEarthquakeFreq[] = {
0xFFC, // 1 Large Earthquake between CLOCK_TIME(0, 00) to CLOCK_TIME(1, 30)
0x7FC, // 2 Large Earthquakes between CLOCK_TIME(1, 30) to CLOCK_TIME(3, 00)
0x3FC, // 4 Large Earthquakes between CLOCK_TIME(3, 00) to CLOCK_TIME(4, 30)
0x1FC, // 8 Large Earthquakes between CLOCK_TIME(4, 30) to CLOCK_TIME(6, 00)
};
if ((CURRENT_DAY == 3) && (CutsceneManager_GetCurrentCsId() == -1)) {
time = gSaveContext.save.time;
timeSpeedOffset = gSaveContext.save.timeSpeedOffset;
// Large earthquake created
// Times based on sEarthquakeFreq
if ((time > CLOCK_TIME(0, 0)) && (time < CLOCK_TIME(6, 0)) && ((sEarthquakeFreq[time >> 12] & time) == 0) &&
(Quake_GetNumActiveQuakes() < 2)) {
quakeIndex = Quake_Request(camera, QUAKE_TYPE_4);
if (quakeIndex != 0) {
Quake_SetSpeed(quakeIndex, 30000);
Quake_SetPerturbations(quakeIndex, (time >> 12) + 2, 1, 5, 60);
sEarthquakeTimer = ((time >> 10) - timeSpeedOffset) + 80;
Quake_SetDuration(quakeIndex, sEarthquakeTimer);
}
}
// Small earthquake created
// Around CLOCK_TIME(17, 33) || Around CLOCK_TIME(20, 33) || Every 1024 frames (around every 51s)
if (((((time + 0x4D2) & 0xDFFC) == 0xC000) || ((camera->play->state.frames % 1024) == 0)) &&
(Quake_GetNumActiveQuakes() < 2)) {
quakeIndex = Quake_Request(camera, QUAKE_TYPE_3);
if (quakeIndex != 0) {
Quake_SetSpeed(quakeIndex, 16000);
Quake_SetPerturbations(quakeIndex, 1, 0, 0, time & 0x3F); // %64
sEarthquakeTimer = 120 - timeSpeedOffset;
Quake_SetDuration(quakeIndex, sEarthquakeTimer);
}
}
if (sEarthquakeTimer != 0) {
sEarthquakeTimer--;
Audio_PlaySfx_2(NA_SE_SY_EARTHQUAKE_OUTDOOR - SFX_FLAG);
}
}
}
/**
* Sets the distortion to type 1 for a hot room
* Remnant of OoT as no room in any MM scene is set to a hot-room
*/
s32 Camera_UpdateHotRoom(Camera* camera) {
Distortion_RemoveRequest(DISTORTION_TYPE_HOT_ROOM);
if (camera->play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_HOT) {
Distortion_Request(DISTORTION_TYPE_HOT_ROOM);
}
return true;
}
s32 Camera_SetSwordDistortion(Camera* camera) {
switch (func_800CBB88(camera)) {
case 1:
// non-magic spin attack
if (Distortion_GetType() != DISTORTION_TYPE_ZORA_KICK) {
Distortion_Request(DISTORTION_TYPE_ZORA_KICK);
Distortion_SetDuration(12);
}
break;
case 2:
// Unused: case 2 is impossible to achieve
if (Distortion_GetType() != DISTORTION_TYPE_UNK_ATTACK) {
Distortion_Request(DISTORTION_TYPE_UNK_ATTACK);
Distortion_SetDuration(5);
}
break;
case 3:
if (Distortion_GetType() != DISTORTION_TYPE_GORON_BUTT) {
Distortion_Request(DISTORTION_TYPE_GORON_BUTT);
Distortion_SetDuration(15);
}
break;
}
return true;
}
s32 Camera_RequestGiantsMaskSetting(Camera* camera) {
Player* player = GET_PLAYER(camera->play);
if ((camera->camId == CAM_ID_MAIN) && (camera->focalActor == &GET_PLAYER(camera->play)->actor) &&
(player->currentMask == PLAYER_MASK_GIANT)) {
Camera_ChangeSettingFlags(camera, CAM_SET_GIANT, CAM_CHANGE_SETTING_1);
return true;
} else {
return false;
}
}
Vec3s* Camera_Update(Vec3s* inputDir, Camera* camera) {
Vec3f viewAt;
Vec3f viewEye;
Vec3f viewUp;
Vec3f focalActorPos;
s32 bgId;
s32 sp98;
s32 changeCamSceneDataType;
CollisionPoly* sp90;
CollisionPoly* sp8C;
f32 runSpeedLimit;
f32 speed;
f32 viewFov;
DynaPolyActor* meshActor;
PosRot focalActorPosRot;
ShakeInfo camShake;
Actor* focalActor = camera->focalActor;
VecGeo sp3C;
s16 bgCamIndex;
s16 numQuakesApplied;
f32 focalActorFloorHeight;
// Camera of status CUT only updates to this point
if (camera->status == CAM_STATUS_CUT) {
*inputDir = camera->inputDir;
return inputDir;
}
sUpdateCameraDirection = false;
sIsFalse = false;
if (camera->play->view.unk164 == 0) {
if (camera->focalActor != NULL) {
// Updates camera info on the actor it's tracking
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
Actor_GetWorldPosShapeRot(&focalActorPosRot, camera->focalActor);
} else {
Actor_GetWorld(&focalActorPosRot, camera->focalActor);
}
camera->unk_0F0.x = focalActorPosRot.pos.x - camera->focalActorPosRot.pos.x;
camera->unk_0F0.y = focalActorPosRot.pos.y - camera->focalActorPosRot.pos.y;
camera->unk_0F0.z = focalActorPosRot.pos.z - camera->focalActorPosRot.pos.z;
// bg related to tracked actor
sp98 = 0;
if (Camera_IsMountedOnHorse(camera)) {
if (((Player*)focalActor)->rideActor->floorPoly != NULL) {
sp90 = ((Player*)focalActor)->rideActor->floorPoly;
camera->bgId = ((Player*)focalActor)->rideActor->floorBgId;
camera->focalActorFloorHeight = ((Player*)focalActor)->rideActor->floorHeight;
sp98 = 3;
}
} else if (func_800CB7CC(camera)) {
if (camera->focalActor->floorPoly != NULL) {
sp90 = camera->focalActor->floorPoly;
camera->bgId = camera->focalActor->floorBgId;
camera->focalActorFloorHeight = camera->focalActor->floorHeight;
sp98 = 1;
}
} else {
focalActorPos = focalActorPosRot.pos;
focalActorPos.y += Camera_GetFocalActorHeight(camera);
focalActorFloorHeight = BgCheck_EntityRaycastFloor5_3(camera->play, &camera->play->colCtx, &sp90, &bgId,
camera->focalActor, &focalActorPos);
if (focalActorFloorHeight != BGCHECK_Y_MIN) {
camera->bgId = bgId;
camera->focalActorFloorHeight = focalActorFloorHeight;
sp98 = 2;
}
}
if ((sp98 != 0) && (Camera_fabsf(camera->focalActorPosRot.pos.y - camera->focalActorFloorHeight) < 11.0f)) {
meshActor = DynaPoly_GetActor(&camera->play->colCtx, camera->bgId);
if (meshActor != NULL) {
camera->floorNorm.x = COLPOLY_GET_NORMAL(sp90->normal.x);
camera->floorNorm.y = COLPOLY_GET_NORMAL(sp90->normal.y);
camera->floorNorm.z = COLPOLY_GET_NORMAL(sp90->normal.z);
camera->unk_0F0.x -= meshActor->actor.world.pos.x - camera->meshActorPos.x;
camera->unk_0F0.y -= meshActor->actor.world.pos.y - camera->meshActorPos.y;
camera->unk_0F0.z -= meshActor->actor.world.pos.z - camera->meshActorPos.z;
camera->meshActorPos = meshActor->actor.world.pos;
}
}
// Set camera speed
runSpeedLimit = Camera_GetRunSpeedLimit(camera) * 1.5f;
speed = Camera_Vec3fMagnitude(&camera->unk_0F0);
camera->xzSpeed = OLib_ClampMaxDist(speed, runSpeedLimit);
camera->speedRatio = OLib_ClampMaxDist(speed / runSpeedLimit, 1.8f);
camera->focalActorPosRot = focalActorPosRot;
if (camera->camId == CAM_ID_MAIN) {
Camera_UpdateWater(camera);
Camera_UpdateHotRoom(camera);
Camera_EarthquakeDay3(camera);
Camera_SetSwordDistortion(camera);
}
/**
* This section is about updating the camera setting based on the camera scene data
*
*/
// If doorTimer1 is active, set CAM_STATE_10 which suppresses bg camera scene data from being read
if (camera->doorTimer1 != 0) {
Camera_SetStateFlag(camera, CAM_STATE_10);
} else if (!(camera->stateFlags & CAM_STATE_2)) {
camera->nextCamSceneDataId = -1;
}
changeCamSceneDataType = 0; // default to no change in the cam scene data
bgId = camera->bgId;
// Sets the next cam scene data Index based on the bg surface
if ((camera->stateFlags & CAM_STATE_0) && (camera->stateFlags & CAM_STATE_2) &&
!(camera->stateFlags & CAM_STATE_10) &&
(!(camera->stateFlags & CAM_STATE_9) || Camera_IsUnderwaterAsZora(camera)) &&
!(camera->stateFlags & CAM_STATE_15) && !Camera_IsMountedOnHorse(camera) &&
!Camera_RequestGiantsMaskSetting(camera) && !Camera_IsDekuHovering(camera) && (sp98 != 0)) {
bgCamIndex = Camera_GetBgCamIndex(camera, &bgId, sp90);
if ((bgCamIndex != -1) && (camera->bgId == BGCHECK_SCENE)) {
if (Camera_IsUsingZoraFins(camera) == 0) {
camera->nextCamSceneDataId = bgCamIndex | CAM_DATA_IS_BG;
}
}
focalActorPos = focalActorPosRot.pos;
focalActorPos.y += Camera_GetFocalActorHeight(camera);
focalActorFloorHeight =
BgCheck_CameraRaycastFloor2(&camera->play->colCtx, &sp8C, &bgId, &focalActorPos);
if ((focalActorFloorHeight != BGCHECK_Y_MIN) && (sp8C != sp90) && (bgId == BGCHECK_SCENE) &&
((camera->focalActorFloorHeight - 2.0f) < focalActorFloorHeight)) {
bgCamIndex = Camera_GetBgCamIndex(camera, &bgId, sp8C);
if ((bgCamIndex != -1) && (bgId == BGCHECK_SCENE)) {
camera->nextCamSceneDataId = bgCamIndex | CAM_DATA_IS_BG;
changeCamSceneDataType = 1; // change cam scene data based on the bg cam data
}
}
}
if (camera->doorTimer1 != 0) {
camera->doorTimer1--;
if (camera->doorTimer1 == 0) {
Camera_UnsetStateFlag(camera, CAM_STATE_10);
changeCamSceneDataType = 5; // change cam scene data based on the cutscene cam data
}
}
if (((camera->camId == CAM_ID_MAIN) || (camera->stateFlags & CAM_STATE_6)) &&
((camera->bgId == BGCHECK_SCENE) || ((bgId == BGCHECK_SCENE) && (changeCamSceneDataType != 0))) &&
(camera->nextCamSceneDataId != -1) && (camera->doorTimer1 == 0) &&
((Camera_fabsf(camera->focalActorPosRot.pos.y - camera->focalActorFloorHeight) < 11.0f) ||
(changeCamSceneDataType != 0)) &&
(!(camera->stateFlags & CAM_STATE_9) || Camera_IsUnderwaterAsZora(camera))) {
Camera_ChangeActorCsCamIndex(camera, camera->nextCamSceneDataId);
camera->nextCamSceneDataId = -1;
if (camera->doorTimer2 != 0) {
camera->doorTimer1 = camera->doorTimer2;
camera->doorTimer2 = 0;
}
}
}
// Camera of status WAIT only updates to this point
if (camera->status == CAM_STATUS_WAIT) {
*inputDir = camera->inputDir;
return inputDir;
}
camera->behaviorFlags = 0;
Camera_UnsetStateFlag(camera, CAM_STATE_10 | CAM_STATE_DISABLE_MODE_CHANGE);
Camera_SetStateFlag(camera, CAM_STATE_4);
}
// Call the camera update function
sCameraUpdateHandlers[sCameraSettings[camera->setting].cameraModes[camera->mode].funcId](camera);
// Update the interface
if (sCameraInitSceneTimer != 0) {
sCameraInitSceneTimer--;
}
if (camera->status == CAM_STATUS_ACTIVE) {
if (((sCameraInitSceneTimer != 0) || func_800CB854(camera)) && (camera->camId == CAM_ID_MAIN)) {
// Surpresses the interface for the first few frames of a scene
sCameraInterfaceFlags = CAM_INTERFACE_FLAGS(CAM_LETTERBOX_LARGE, CAM_HUD_VISIBILITY_NONE_ALT, 0);
Camera_UpdateInterface(sCameraInterfaceFlags);
} else if ((camera->play->transitionMode != TRANS_MODE_OFF) && (camera->camId != CAM_ID_MAIN)) {
sCameraInterfaceFlags = CAM_INTERFACE_FLAGS(CAM_LETTERBOX_IGNORE, CAM_HUD_VISIBILITY_IGNORE, 0);
Camera_UpdateInterface(sCameraInterfaceFlags);
} else {
Camera_UpdateInterface(sCameraInterfaceFlags);
}
}
// Camera of status UNK3 only updates to this point
if (camera->status == CAM_STATUS_UNK3) {
*inputDir = camera->inputDir;
return inputDir;
}
/**
* This section is about updating view structs from the active camera,
* which view uses to calculate the viewing/projection matrices
*/
numQuakesApplied = Quake_Update(camera, &camShake);
bgId = numQuakesApplied; // required to match
if (numQuakesApplied != 0) {
viewAt.x = camera->at.x + camShake.atOffset.x;
viewAt.y = camera->at.y + camShake.atOffset.y;
viewAt.z = camera->at.z + camShake.atOffset.z;
viewEye.x = camera->eye.x + camShake.eyeOffset.x;
viewEye.y = camera->eye.y + camShake.eyeOffset.y;
viewEye.z = camera->eye.z + camShake.eyeOffset.z;
OLib_Vec3fDiffToVecGeo(&sp3C, &viewEye, &viewAt);
Camera_CalcUpVec(&viewUp, sp3C.pitch, sp3C.yaw, camera->roll + camShake.upRollOffset);
viewFov = camera->fov + CAM_BINANG_TO_DEG(camShake.fovOffset);
} else if (sIsFalse) {
//! condition is impossible to achieve
viewAt = camera->at;
viewEye = camera->eye;
OLib_Vec3fDiffToVecGeo(&sp3C, &viewEye, &viewAt);
viewUp = camera->up;
viewFov = camera->fov;
} else {
viewAt = camera->at;
viewEye = camera->eye;
OLib_Vec3fDiffToVecGeo(&sp3C, &viewEye, &viewAt);
Camera_CalcUpVec(&viewUp, sp3C.pitch, sp3C.yaw, camera->roll);
viewFov = camera->fov;
}
// set view up
if (camera->viewFlags & CAM_VIEW_UP) {
camera->viewFlags &= ~CAM_VIEW_UP;
viewUp = camera->up;
} else {
camera->up = viewUp;
}
camera->quakeOffset = camShake.eyeOffset;
View_SetScale(&camera->play->view, (OREG(67) * 0.01f) + 1.0f);
camera->play->view.fovy = viewFov;
View_LookAt(&camera->play->view, &viewEye, &viewAt, &viewUp);
camera->camDir.x = sp3C.pitch;
camera->camDir.y = sp3C.yaw;
camera->camDir.z = 0;
if (!sUpdateCameraDirection) {
camera->inputDir.x = sp3C.pitch;
camera->inputDir.y = sp3C.yaw;
camera->inputDir.z = 0;
}
*inputDir = camera->inputDir;
return inputDir;
}
s32 func_800DF498(Camera* camera) {
Camera_SetStateFlag(camera, CAM_STATE_3 | CAM_STATE_2); // CAM_STATE_3 is set only immediately to be unset
Camera_UnsetStateFlag(camera, CAM_STATE_12 | CAM_STATE_3);
return true;
}
#define CAM_CHANGE_MODE_0 (1 << 0)
#define CAM_CHANGE_MODE_1 (1 << 1)
#define CAM_CHANGE_MODE_BATTLE (1 << 2)
#define CAM_CHANGE_MODE_FOLLOW_TARGET (1 << 3)
#define CAM_CHANGE_MODE_4 (1 << 4)
#define CAM_CHANGE_MODE_FIRST_PERSON (1 << 5)
s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 forceChange) {
static s32 sModeChangeFlags = 0;
if ((camera->setting == CAM_SET_TELESCOPE) && ((mode == CAM_MODE_FIRSTPERSON) || (mode == CAM_MODE_DEKUHIDE))) {
forceChange = true;
}
// Mode change rejected by flag
if ((camera->stateFlags & CAM_STATE_DISABLE_MODE_CHANGE) && !forceChange) {
camera->behaviorFlags |= CAM_BEHAVIOR_MODE_VALID;
return -1;
}
// Mode change rejected by validModes
if (!(sCameraSettings[camera->setting].validModes & (1 << mode))) {
if (camera->mode != CAM_MODE_NORMAL) {
camera->mode = CAM_MODE_NORMAL;
Camera_ResetActionFuncState(camera, camera->mode);
func_800DF498(camera);
return mode | 0xC0000000;
} else {
camera->behaviorFlags |= CAM_BEHAVIOR_MODE_VALID;
camera->behaviorFlags |= CAM_BEHAVIOR_MODE_1;
return 0;
}
}
// Mode change rejected due to mode already being set. (otherwise, reset mode)
if ((mode == camera->mode) && !forceChange) {
camera->behaviorFlags |= CAM_BEHAVIOR_MODE_VALID;
return -1;
}
camera->behaviorFlags |= CAM_BEHAVIOR_MODE_VALID;
camera->behaviorFlags |= CAM_BEHAVIOR_MODE_1;
Camera_ResetActionFuncState(camera, mode);
sModeChangeFlags = 0;
// Process Requested Camera Mode
switch (mode) {
case CAM_MODE_FIRSTPERSON:
sModeChangeFlags = CAM_CHANGE_MODE_FIRST_PERSON;
break;
case CAM_MODE_BATTLE:
sModeChangeFlags = CAM_CHANGE_MODE_BATTLE;
break;
case CAM_MODE_FOLLOWTARGET:
if ((camera->target != NULL) && (camera->target->id != ACTOR_EN_BOOM)) {
sModeChangeFlags = CAM_CHANGE_MODE_FOLLOW_TARGET;
}
break;
case CAM_MODE_BOWARROWZ:
case CAM_MODE_TARGET:
case CAM_MODE_TALK:
case CAM_MODE_HANGZ:
case CAM_MODE_PUSHPULL:
sModeChangeFlags = CAM_CHANGE_MODE_1;
break;
case CAM_MODE_NORMAL:
case CAM_MODE_HANG:
sModeChangeFlags = CAM_CHANGE_MODE_4;
break;
default:
break;
}
// Process Current Camera Mode
switch (camera->mode) {
case CAM_MODE_FIRSTPERSON:
if (sModeChangeFlags & CAM_CHANGE_MODE_FIRST_PERSON) {
camera->animState = 10;
}
break;
case CAM_MODE_JUMP:
case CAM_MODE_HANG:
if (sModeChangeFlags & CAM_CHANGE_MODE_4) {
camera->animState = 20;
}
sModeChangeFlags |= CAM_CHANGE_MODE_0;
break;
case CAM_MODE_CHARGE:
if (sModeChangeFlags & CAM_CHANGE_MODE_4) {
camera->animState = 20;
}
sModeChangeFlags |= CAM_CHANGE_MODE_0;
break;
case CAM_MODE_FOLLOWTARGET:
if (sModeChangeFlags & CAM_CHANGE_MODE_FOLLOW_TARGET) {
camera->animState = 10;
}
sModeChangeFlags |= CAM_CHANGE_MODE_0;
break;
case CAM_MODE_BATTLE:
if (sModeChangeFlags & CAM_CHANGE_MODE_BATTLE) {
camera->animState = 10;
}
sModeChangeFlags |= 1;
break;
case CAM_MODE_BOWARROWZ:
case CAM_MODE_HANGZ:
case CAM_MODE_PUSHPULL:
sModeChangeFlags |= CAM_CHANGE_MODE_0;
break;
case CAM_MODE_NORMAL:
if (sModeChangeFlags & CAM_CHANGE_MODE_4) {
camera->animState = 20;
}
break;
default:
break;
}
sModeChangeFlags &= ~CAM_CHANGE_MODE_4;
// Z-Pressing Sfx
if (camera->status == CAM_STATUS_ACTIVE) {
switch (sModeChangeFlags) {
case CAM_CHANGE_MODE_0:
Audio_PlaySfx(0);
break;
case CAM_CHANGE_MODE_1:
if (camera->play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) {
Audio_PlaySfx(NA_SE_SY_ATTENTION_URGENCY);
} else {
Audio_PlaySfx(NA_SE_SY_ATTENTION_ON);
}
break;
case CAM_CHANGE_MODE_BATTLE:
Audio_PlaySfx(NA_SE_SY_ATTENTION_URGENCY);
break;
case CAM_CHANGE_MODE_FOLLOW_TARGET:
Audio_PlaySfx(NA_SE_SY_ATTENTION_ON);
break;
default:
break;
}
}
func_800DF498(camera);
camera->mode = mode;
return mode | 0x80000000;
}
s32 Camera_ChangeMode(Camera* camera, s16 mode) {
return Camera_ChangeModeFlags(camera, mode, false);
}
s32 Camera_CheckValidMode(Camera* camera, s16 mode) {
if (camera->stateFlags & CAM_STATE_DISABLE_MODE_CHANGE) {
return 0;
} else 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) {
// Reject settings change based on priority
if ((camera->behaviorFlags & CAM_BEHAVIOR_SETTING_USE_PRIORITY) &&
((sCameraSettings[camera->setting].flags & 0xF) >= (sCameraSettings[setting].flags & 0xF))) {
camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_2;
if (!(flags & CAM_CHANGE_SETTING_1)) {
camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_USE_PRIORITY;
}
return -2;
}
// Reject settings change based on NONE setting
if (setting == CAM_SET_NONE) {
return 0;
}
// Reject settings change based on an invalid setting
if (setting >= CAM_SET_MAX) {
return -99;
}
// Reject settings change based on setting already set (and flags)
if ((setting == camera->setting) && !(flags & CAM_CHANGE_SETTING_0)) {
camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_2;
if (!(flags & CAM_CHANGE_SETTING_1)) {
camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_USE_PRIORITY;
}
return -1;
}
camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_2;
if (!(flags & CAM_CHANGE_SETTING_1)) {
camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_USE_PRIORITY;
}
func_800DF498(camera);
if (!(sCameraSettings[camera->setting].flags & 0x40000000)) {
camera->prevSetting = camera->setting;
}
if (flags & CAM_CHANGE_SETTING_3) {
camera->bgCamIndex = camera->prevBgCamDataId;
camera->prevBgCamDataId = -1;
} else if (!(flags & CAM_CHANGE_SETTING_2)) {
if (!(sCameraSettings[camera->setting].flags & 0x40000000)) {
camera->prevBgCamDataId = camera->bgCamIndex;
}
camera->bgCamIndex = -1;
}
camera->setting = setting;
if (Camera_ChangeModeFlags(camera, camera->mode, true) >= 0) {
Camera_ResetActionFuncState(camera, camera->mode);
}
return setting;
}
s32 Camera_ChangeSetting(Camera* camera, s16 setting) {
s32 settingChangeSuccessful = Camera_ChangeSettingFlags(camera, setting, 0);
if (settingChangeSuccessful >= 0) {
camera->bgCamIndex = -1;
}
return settingChangeSuccessful;
}
s32 Camera_ChangeActorCsCamIndex(Camera* camera, s32 bgCamIndex) {
s16 setting;
if ((bgCamIndex == -1) || (bgCamIndex == camera->bgCamIndex)) {
camera->behaviorFlags |= CAM_BEHAVIOR_BGCAM_2;
return -1;
}
if (bgCamIndex < 0) {
setting = sGlobalCamDataSettingsPtr[bgCamIndex];
} else if (!(camera->behaviorFlags & CAM_BEHAVIOR_BGCAM_2)) {
setting = Camera_GetBgCamOrActorCsCamSetting(camera, bgCamIndex);
} else {
return -1;
}
camera->behaviorFlags |= CAM_BEHAVIOR_BGCAM_2;
// Sets camera setting based on bg/scene data
if ((Camera_ChangeSettingFlags(camera, setting, CAM_CHANGE_SETTING_2 | CAM_CHANGE_SETTING_0) >= 0) ||
(sCameraSettings[camera->setting].flags & 0x80000000)) {
camera->bgCamIndex = bgCamIndex;
camera->behaviorFlags |= CAM_BEHAVIOR_BGCAM_1;
Camera_ResetActionFuncState(camera, camera->mode);
}
return bgCamIndex | 0x80000000;
}
Vec3s* Camera_GetInputDir(Vec3s* dst, Camera* camera) {
*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) {
*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 quakeIndex = Quake_Request(camera, QUAKE_TYPE_3);
if (quakeIndex == 0) {
return false;
}
Quake_SetSpeed(quakeIndex, 25000);
Quake_SetPerturbations(quakeIndex, y, 0, 0, 0);
Quake_SetDuration(quakeIndex, countdown);
return true;
}
s32 Camera_SetViewParam(Camera* camera, s32 viewFlag, void* param) {
s32 pad[3];
if (param != NULL) {
switch (viewFlag) {
case CAM_VIEW_AT:
camera->viewFlags &= ~(CAM_VIEW_TARGET_POS | CAM_VIEW_TARGET | CAM_VIEW_AT);
camera->at = *(Vec3f*)param;
break;
case CAM_VIEW_TARGET_POS:
camera->viewFlags &= ~(CAM_VIEW_TARGET_POS | CAM_VIEW_TARGET | CAM_VIEW_AT);
camera->targetPosRot.pos = *(Vec3f*)param;
break;
case CAM_VIEW_TARGET:
camera->target = (Actor*)param;
camera->viewFlags &= ~(CAM_VIEW_TARGET_POS | CAM_VIEW_TARGET | CAM_VIEW_AT);
break;
case CAM_VIEW_EYE:
camera->eye = camera->eyeNext = *(Vec3f*)param;
break;
case CAM_VIEW_UP:
camera->up = *(Vec3f*)param;
break;
case CAM_VIEW_ROLL:
camera->roll = CAM_DEG_TO_BINANG(*(f32*)param);
break;
case CAM_VIEW_FOV:
camera->fov = *(f32*)param;
break;
default:
return false;
}
camera->viewFlags |= viewFlag;
} else {
return false;
}
return true;
}
s32 Camera_UnsetViewFlag(Camera* camera, s16 viewFlag) {
camera->viewFlags &= ~viewFlag;
return true;
}
s32 Camera_OverwriteStateFlags(Camera* camera, s16 stateFlags) {
camera->stateFlags = stateFlags;
return true;
}
s32 Camera_ResetActionFuncStateUnused(Camera* camera) {
camera->animState = 0;
return true;
}
/**
* Unused Remnant of OoT. `CutsceneCameraPoint` struct no longer exists.
*/
s32 Camera_SetCsParams(Camera* camera, void* atPoints, void* eyePoints, Player* player, s16 relativeToPlayer) {
return true;
}
s16 Camera_SetStateFlag(Camera* camera, s16 flags) {
camera->stateFlags |= flags;
return camera->stateFlags;
}
s16 Camera_UnsetStateFlag(Camera* camera, s16 flags) {
camera->stateFlags &= ~flags;
return camera->stateFlags;
}
s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamIndex, f32 arg3, s16 timer1, s16 timer2,
s16 timer3) {
DoorParams* doorParams = &camera->paramData.doorParams;
if (camera->setting == CAM_SET_DOORC) {
return 0;
}
doorParams->doorActor = doorActor;
doorParams->timer1 = timer1;
doorParams->timer2 = timer2;
doorParams->timer3 = timer3;
doorParams->bgCamIndex = bgCamIndex;
if (bgCamIndex == -99) {
Camera_ResetActionFuncState(camera, camera->mode);
return -99;
}
if (bgCamIndex == -1) {
Camera_ChangeSettingFlags(camera, CAM_SET_DOORC, 0);
} else if (bgCamIndex == -2) {
Camera_ChangeSettingFlags(camera, CAM_SET_SPIRAL_DOOR, 0);
} else {
camera->nextCamSceneDataId = bgCamIndex;
camera->doorTimer1 = timer1;
camera->doorTimer2 = timer2 + timer3;
}
Camera_ResetActionFuncState(camera, camera->mode);
return -1;
}
s32 Camera_Copy(Camera* dstCam, Camera* srcCam) {
s32 pad;
dstCam->focalActorAtOffset.z = 0.0f;
dstCam->focalActorAtOffset.y = 0.0f;
dstCam->focalActorAtOffset.x = 0.0f;
dstCam->atLerpStepScale = 0.1f;
dstCam->at = srcCam->at;
dstCam->eye = dstCam->eyeNext = srcCam->eye;
dstCam->dist = OLib_Vec3fDist(&dstCam->at, &dstCam->eye);
dstCam->fov = srcCam->fov;
dstCam->roll = srcCam->roll;
Camera_SetUpdateRatesSlow(dstCam);
if (dstCam->focalActor != NULL) {
if (dstCam->focalActor == &GET_PLAYER(dstCam->play)->actor) {
Actor_GetWorldPosShapeRot(&dstCam->focalActorPosRot, dstCam->focalActor);
} else {
Actor_GetWorld(&dstCam->focalActorPosRot, dstCam->focalActor);
}
Camera_SetFocalActorAtOffset(dstCam, &dstCam->focalActorPosRot.pos);
}
return true;
}
/**
* Unused Remnant of OoT/Debug
*/
s32 Camera_IsDbgCamEnabled(void) {
return false;
}
Vec3f* Camera_GetQuakeOffset(Vec3f* quakeOffset, Camera* camera) {
*quakeOffset = camera->quakeOffset;
return quakeOffset;
}
void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3) {
if (setDataFlags & 1) {
camera->data0 = data0;
}
if (setDataFlags & 2) {
camera->data1 = data1;
}
if (setDataFlags & 4) {
camera->data2 = data2;
}
if (setDataFlags & 8) {
camera->data3 = data3;
}
}
s32 Camera_GetNegOne(void) {
return sCameraNegOne;
}
s16 func_800E0238(Camera* camera) {
Camera_SetStateFlag(camera, CAM_STATE_3);
if ((camera->camId == CAM_ID_MAIN) && (camera->play->activeCamId != CAM_ID_MAIN)) {
Camera_SetStateFlag(GET_ACTIVE_CAM(camera->play), CAM_STATE_3);
return camera->play->activeCamId;
} else {
return camera->camId;
}
}
void Camera_SetFocalActor(Camera* camera, Actor* actor) {
camera->focalActor = actor;
if (actor == &GET_PLAYER(camera->play)->actor) {
Actor_GetWorldPosShapeRot(&camera->focalActorPosRot, actor);
} else {
Actor_GetWorld(&camera->focalActorPosRot, camera->focalActor);
}
camera->animState = 0;
}
void Camera_SetTargetActor(Camera* camera, Actor* actor) {
camera->target = actor;
camera->animState = 20;
}
f32 Camera_GetWaterYPos(Camera* camera) {
if (camera->stateFlags & CAM_STATE_UNDERWATER) {
return camera->waterYPos;
} else {
return BGCHECK_Y_MIN;
}
}
void func_800E0348(Camera* camera) {
if (!RELOAD_PARAMS(camera)) {
camera->animState = 999;
Camera_SetStateFlag(camera, CAM_STATE_10 | CAM_STATE_4 | CAM_STATE_2 | CAM_STATE_CHECK_WATER);
} else {
camera->animState = 666;
}
}