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Document Camera for Elevator Platforms (Camera_Special7) (#1448)

* document camera for vertical platforms

* cleanup

* another rename

* small

* another rename

* add comment

* PR Suggestions

* more cleanup

* oops

* adjust comment
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engineer124 2022-11-26 18:15:33 -05:00 committed by GitHub
parent c7a61aa670
commit 1587c5505a
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7 changed files with 86 additions and 41 deletions

View file

@ -6634,47 +6634,62 @@ s32 Camera_Special5(Camera* camera) {
}
/**
* Camera's eye is fixed at points specified at D_8011DA6C / D_8011DA9C
* depending on the player's position
* Camera's eye is fixed at points specified at lower or upper points depending on the player's position.
* Designed around 4 specific elevator platforms, 1 in spirit temple and 3 in fire temple.
* Used by `CAM_SET_ELEVATOR_PLATFORM`
*/
s32 Camera_Special7(Camera* camera) {
Special7ReadWriteData* rwData = &camera->paramData.spec7.rwData;
PosRot* playerPosRot = &camera->playerPosRot;
Vec3f atTarget;
f32 yOffset;
f32 temp_f0;
f32 yOffset = Player_GetHeight(camera->player);
f32 fovRollParam;
yOffset = Player_GetHeight(camera->player);
if (camera->animState == 0) {
// Use sceneIds and hardcoded positions in the fire temple to identify the 4 platforms
if (camera->play->sceneId == SCENE_SPIRIT_TEMPLE) {
// Spirit Temple
rwData->index = 3;
} else if (playerPosRot->pos.x < 1500.0f) {
rwData->index = 2;
} else if (playerPosRot->pos.y < 3000.0f) {
rwData->index = 0;
rwData->index = CAM_ELEVATOR_PLATFORM_SPIRIT_TEMPLE_ENTRANCE;
} else {
rwData->index = 1;
// Hardcoded positions in the fire temple
if (playerPosRot->pos.x < 1500.0f) {
rwData->index = CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_WEST_TOWER;
} else if (playerPosRot->pos.y < 3000.0f) {
rwData->index = CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_LOWER_FLOOR;
} else {
rwData->index = CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_EAST_TOWER;
}
}
camera->animState++;
camera->roll = 0;
}
if (camera->at.y < D_8011DACC[rwData->index]) {
if (camera->at.y < sCamElevatorPlatformTogglePosY[rwData->index]) {
// Cam at lower position
// look at player
atTarget = playerPosRot->pos;
atTarget.y -= 20.0f;
Camera_LERPCeilVec3f(&atTarget, &camera->at, 0.4f, 0.4f, 0.10f);
camera->eye = camera->eyeNext = D_8011DA6C[rwData->index];
temp_f0 =
(playerPosRot->pos.y - D_8011DADC[rwData->index]) / (D_8011DACC[rwData->index] - D_8011DADC[rwData->index]);
camera->roll = D_8011DAEC[rwData->index] * temp_f0;
camera->fov = (20.0f * temp_f0) + 60.0f;
// place camera based on hard-coded positions
camera->eye = camera->eyeNext = sCamElevatorPlatformLowerEyePoints[rwData->index];
fovRollParam =
(playerPosRot->pos.y - sCamElevatorPlatformFovRollParam[rwData->index]) /
(sCamElevatorPlatformTogglePosY[rwData->index] - sCamElevatorPlatformFovRollParam[rwData->index]);
camera->roll = sCamElevatorPlatformRolls[rwData->index] * fovRollParam;
camera->fov = 60.0f + (20.0f * fovRollParam);
} else {
// Cam at upper position
// look at player
atTarget = playerPosRot->pos;
atTarget.y += yOffset;
Camera_LERPCeilVec3f(&atTarget, &camera->at, 0.4f, 0.4f, 0.1f);
camera->roll = 0;
camera->eye = camera->eyeNext = D_8011DA9C[rwData->index];
// place camera based on hard-coded positions
camera->eye = camera->eyeNext = sCamElevatorPlatformUpperEyePoints[rwData->index];
camera->fov = 70.0f;
}

View file

@ -165,7 +165,7 @@ char sCameraSettingNames[][12] = {
"LIFTBEAN ", // CAM_SET_BEAN_LOST_WOODS
"SCENE0 ", // CAM_SET_SCENE_UNUSED
"SCENE1 ", // CAM_SET_SCENE_TRANSITION
"HIDAN1 ", // CAM_SET_FIRE_PLATFORM
"HIDAN1 ", // CAM_SET_ELEVATOR_PLATFORM
"HIDAN2 ", // CAM_SET_FIRE_STAIRCASE
"MORI2 ", // CAM_SET_FOREST_UNUSED
"MORI3 ", // CAM_SET_FOREST_DEFEAT_POE
@ -1894,7 +1894,7 @@ CameraMode sCamSetSceneTransitionModes[] = {
CAM_SETTING_MODE_ENTRY(CAM_FUNC_UNIQ2, sSetSceneTransitionModeNormalData), // CAM_MODE_NORMAL
};
CameraMode sCamSetFirePlatformModes[] = {
CameraMode sCamSetElevatorPlatformModes[] = {
CAM_SETTING_MODE_ENTRY(CAM_FUNC_SPEC7, sDataOnlyNullFlags), // CAM_MODE_NORMAL
};
@ -2177,7 +2177,7 @@ CameraSetting sCameraSettings[] = {
{ { 0x451FFFFF }, sCamSetBeanLostWoodsModes }, // CAM_SET_BEAN_LOST_WOODS
{ { 0xC5000001 }, sCamSetSceneUnusedModes }, // CAM_SET_SCENE_UNUSED
{ { 0x45000001 }, sCamSetSceneTransitionModes }, // CAM_SET_SCENE_TRANSITION
{ { 0x05000001 }, sCamSetFirePlatformModes }, // CAM_SET_FIRE_PLATFORM
{ { 0x05000001 }, sCamSetElevatorPlatformModes }, // CAM_SET_ELEVATOR_PLATFORM
{ { 0x45000001 }, sCamSetFireStaircaseModes }, // CAM_SET_FIRE_STAIRCASE
{ { 0x45000001 }, sCamSetForestUnusedModes }, // CAM_SET_FOREST_UNUSED
{ { 0x45000001 }, sCamSetForestDefeatPoeModes }, // CAM_SET_FOREST_DEFEAT_POE
@ -2565,22 +2565,52 @@ OnePointCsFull D_8011D9F4[] = {
{ 0x12, 0xFF, 0x0000, 0x0001, 0x0000, 60.0f, 1.0f, { -1.0f, -1.0f, -1.0f }, { -1.0f, -1.0f, -1.0f } },
};
Vec3f D_8011DA6C[] = {
{ 3050.0f, 700.0f, 0.0f }, { 1755.0f, 3415.0f, -380.0f }, { -3120.0f, 3160.0f, 245.0f }, { 0.0f, -10.0f, 240.0f }
typedef enum {
/* 0 */ CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_LOWER_FLOOR, // ACTOR_BG_HIDAN_ROCK
/* 1 */ CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_EAST_TOWER, // ACTOR_BG_HIDAN_FSLIFT
/* 2 */ CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_WEST_TOWER, // ACTOR_BG_HIDAN_SYOKU
/* 3 */ CAM_ELEVATOR_PLATFORM_SPIRIT_TEMPLE_ENTRANCE // ACTOR_BG_JYA_1FLIFT
} CamElevatorPlatform;
Vec3f sCamElevatorPlatformLowerEyePoints[] = {
{ 3050.0f, 700.0f, 0.0f }, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_LOWER_FLOOR
{ 1755.0f, 3415.0f, -380.0f }, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_EAST_TOWER
{ -3120.0f, 3160.0f, 245.0f }, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_WEST_TOWER
{ 0.0f, -10.0f, 240.0f }, // CAM_ELEVATOR_PLATFORM_SPIRIT_TEMPLE_ENTRANCE
};
Vec3f D_8011DA9C[] = {
{ 3160.0f, 2150.0f, 0.0f },
{ 1515.0f, 4130.0f, -835.0f },
{ -3040.0f, 4135.0f, 230.0f },
{ -50.0f, 600.0f, -75.0f },
Vec3f sCamElevatorPlatformUpperEyePoints[] = {
{ 3160.0f, 2150.0f, 0.0f }, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_LOWER_FLOOR
{ 1515.0f, 4130.0f, -835.0f }, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_EAST_TOWER
{ -3040.0f, 4135.0f, 230.0f }, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_WEST_TOWER
{ -50.0f, 600.0f, -75.0f }, // CAM_ELEVATOR_PLATFORM_SPIRIT_TEMPLE_ENTRANCE
};
f32 D_8011DACC[] = { 1570.0f, 3680.0f, 3700.0f, 395.0f };
// Trigger player y position to swap eye points
f32 sCamElevatorPlatformTogglePosY[] = {
1570.0f, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_LOWER_FLOOR
3680.0f, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_EAST_TOWER
3700.0f, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_WEST_TOWER
395.0f, // CAM_ELEVATOR_PLATFORM_SPIRIT_TEMPLE_ENTRANCE
};
f32 D_8011DADC[] = { 320.0f, 320.0f, 320.0f, 0.0f };
f32 sCamElevatorPlatformFovRollParam[] = {
320.0f, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_LOWER_FLOOR
320.0f, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_EAST_TOWER
320.0f, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_WEST_TOWER
0.0f, // CAM_ELEVATOR_PLATFORM_SPIRIT_TEMPLE_ENTRANCE
};
s16 D_8011DAEC[] = { -2000, -1000, 0, 0, 0, 0, 0, 0 };
s16 sCamElevatorPlatformRolls[] = {
-2000, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_LOWER_FLOOR
-1000, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_EAST_TOWER
0, // CAM_ELEVATOR_PLATFORM_FIRE_TEMPLE_WEST_TOWER
0 // CAM_ELEVATOR_PLATFORM_SPIRIT_TEMPLE_ENTRANCE
};
// unused
s32 D_8011DAF4 = 0;
s32 D_8011DAF8 = 0;
s16 D_8011DAFC[] = {
CAM_SET_NORMAL0, CAM_SET_NORMAL1, CAM_SET_NORMAL2, CAM_SET_DUNGEON0, CAM_SET_DUNGEON1, CAM_SET_DUNGEON2,