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decompile z_camera (#398)
* cleanup * name camera action functions * decompile a few small functions, name a few Camera struct members * decompile camera data, decompile a few camera functions * Split ASM for code_800BB0A0 * removing code_800BB0A0.s * PR Requests, Camera WIP * remove #define NON_MATCHING from db_camera * rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * camera wip * rename some struct memebers, some decomp wip * pr updates * camera wip * name some fields in Camera Struct, being making sense of Camera_Update * Camera WIP * wip * wip * add z64camera.h header, begin creating CameraSetting macros * wip * wip * wip * wip * migrate camera bss to c * match a couple functions in db_camera * match some small db_camera functions * wip * migrate db_camera rodata, match a few functions * remote db_camera.rodata.s * match some of db_camera * identify types of some unknown data pieces * some small wip * Match Camera_Init, some function changes, some struct name changes. Change unk_C0 and unk_CC to floats from Vec3fs * add naming for a few more Camera struct members * wip * match func_80043F94 * Match Camera_Jump1 * document some of Camera_Jump1 * wip * match Camera_Jump3 * Match Camera_Update, FeelsAmazing * wip * wip * match Camera_SetParam * minor cleanup * wip * wip * match Camera_KeepOn0 * some documentation, modify some matching functions to match style of others. * match Camera_Demo1 * match camera_demo9 * document Camera_Demo1 and Camera_Demo9 * wip * Match camera_battle4 * match camera_unique2 * Match Camera_Unique3 * match camera_special6 * match Camera_Special5 * wip * document camera_special6 * naming updates * match camera_Unique1 * match Camera_Unique0 * wip * Match Camera_CalcUpFromPitchYawRoll * match func_80045508 * document Camera_Battle4 * document several camera functions, move camera data to separate file * rename phi/theta to pitch/yaw * wip * uniq9 wip * Camera_Unqiue9 OK * document Camera_Unique9 * name unk_160 in camera struct * wip * wip * minor updates * fix conflicts * wip * wip * Olib updates * wip * wip * rename most Math3D functions, few matches, documentation * wip * document most of math3d * wip * wip * wip * pr updates * Match Camera_Fixed4 * match func_80058E8C * pr updates * add missing comment block finalizer * Merge math3dupdates * match Camera_ChangeSetting * Match Camera_ChangeMode * match func_80058148 * Match Camera_Special9 * decompile the rest of camera data * match Camera_Demo5 * name a few camera functions in z_play * match func_80046CB4, some work on other fucntions * wip * impove some non matchings * fix function rename * match func_800588B4 * match Camera_Subj4 * wip * Camera_Demo3 matching, Camera_Battle1 big progress * Camera_Normal2 OK * wip * match Camera_Parallel1 * normalize some things across functions * match Camera_Normal1 * Match Camera_Normal3 * some cleanup * more cleanup * more cleanup , match Camera_CalcDefaultPitch * data formatting * Match Camera_Jump2 * document Camera_Jump2 * Match Camera_KeepOn3 * document some of Camera_KeepOn3 * improve some non_matchings * match func_80045C74 and func_800460A8 * code cleanup, documentation * match Camera_KeepOn1 * Match Camera_Subj3 * Match Camera_Battle1 * remove non_matching from func_80044adc and func_80046e20 * name several members of Battle1 * more documentation on Battle1 * cleanup * renaming Camera_Vec3fScaleXYZFactor to Camera_Vec3fTranslateByUnitVector * reorganize update structs, remove final references to params, remove CameraParams union * implement camera enums into player * Renaming Camera_GetDir to Camera_GetInputDir, Camera_GetRealDir to Camera_GetCamDir, etc, implement camera enum's into player * remove non-global camera variables from variables.h * clean up some variable declarations * finish pr comment updates * fix some warnings * data formatting * finish commenting on data * delete unused asm * remove asm Co-authored-by: fig <fig02srl@gmail.com>
This commit is contained in:
parent
dadee87f94
commit
321388673b
243 changed files with 13819 additions and 28653 deletions
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@ -1,4 +1,5 @@
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#include "global.h"
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#include "z64camera.h"
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u16 D_8011E1C0 = 0;
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u16 D_8011E1C4 = 0;
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@ -104,7 +105,7 @@ void func_800645A0(GlobalContext* globalCtx, CutsceneContext* csCtx) {
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}
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if (CHECK_BTN_ALL(pad1->press.button, BTN_DUP) && (csCtx->state == CS_STATE_IDLE) &&
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(gSaveContext.sceneSetupIndex >= 4) && (D_8011D394 == 0)) {
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(gSaveContext.sceneSetupIndex >= 4) && (gDbgCamEnabled == 0)) {
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D_8015FCC8 = 1;
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gSaveContext.cutsceneIndex = 0xFFFD;
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gSaveContext.cutsceneTrigger = 1;
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@ -1288,12 +1289,12 @@ s32 Cutscene_Command_CameraPositions(GlobalContext* globalCtx, CutsceneContext*
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if (csCtx->unk_1A != 0) {
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csCtx->unk_18 = cmdBase->startFrame;
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if (D_8015FCC8 != 0) {
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func_800C0874(globalCtx, csCtx->unk_14, 0x25);
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Gameplay_ChangeCameraStatus(globalCtx, D_8015FCC6, 1);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, 7);
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func_8005AC60(Gameplay_GetCamera(globalCtx, csCtx->unk_14));
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func_8005AC6C(Gameplay_GetCamera(globalCtx, csCtx->unk_14), csCtx->cameraFocus, csCtx->cameraPosition,
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PLAYER, relativeToLink);
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Gameplay_CameraChangeSetting(globalCtx, csCtx->unk_14, CAM_SET_DEMO0);
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Gameplay_ChangeCameraStatus(globalCtx, D_8015FCC6, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->unk_14));
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Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->unk_14), csCtx->cameraFocus,
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csCtx->cameraPosition, PLAYER, relativeToLink);
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}
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}
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}
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@ -1325,12 +1326,12 @@ s32 Cutscene_Command_CameraFocus(GlobalContext* globalCtx, CutsceneContext* csCt
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if (csCtx->unk_1B != 0) {
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D_8015FCC0 = cmdBase->startFrame;
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if (D_8015FCC8 != 0) {
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func_800C0874(globalCtx, csCtx->unk_14, 0x25);
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Gameplay_ChangeCameraStatus(globalCtx, D_8015FCC6, 1);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, 7);
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func_8005AC60(Gameplay_GetCamera(globalCtx, csCtx->unk_14));
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func_8005AC6C(Gameplay_GetCamera(globalCtx, csCtx->unk_14), csCtx->cameraFocus, csCtx->cameraPosition,
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PLAYER, relativeToLink);
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Gameplay_CameraChangeSetting(globalCtx, csCtx->unk_14, CAM_SET_DEMO0);
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Gameplay_ChangeCameraStatus(globalCtx, D_8015FCC6, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->unk_14));
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Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->unk_14), csCtx->cameraFocus,
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csCtx->cameraPosition, PLAYER, relativeToLink);
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}
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}
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}
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@ -1367,9 +1368,9 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
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if (D_8015FCC8 != 0) {
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sp2C = Gameplay_GetCamera(globalCtx, csCtx->unk_14);
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sp2C->player = NULL;
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Gameplay_ChangeCameraStatus(globalCtx, 0, 1);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, 7);
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func_800C0874(globalCtx, csCtx->unk_14, 0x21);
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Gameplay_ChangeCameraStatus(globalCtx, 0, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, CAM_STAT_ACTIVE);
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Gameplay_CameraChangeSetting(globalCtx, csCtx->unk_14, CAM_SET_FREE0);
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sp28 = csCtx->cameraFocus->cameraRoll * 1.40625f;
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Camera_SetParam(sp2C, 64, &sp28);
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sp3C.x = csCtx->cameraFocus->pos.x;
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@ -1378,8 +1379,8 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
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sp30.x = csCtx->cameraPosition->pos.x;
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sp30.y = csCtx->cameraPosition->pos.y;
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sp30.z = csCtx->cameraPosition->pos.z;
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func_800C04D8(globalCtx, csCtx->unk_14, &sp3C, &sp30);
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func_800C0704(globalCtx, csCtx->unk_14, csCtx->cameraPosition->viewAngle);
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Gameplay_CameraSetAtEye(globalCtx, csCtx->unk_14, &sp3C, &sp30);
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Gameplay_CameraSetFov(globalCtx, csCtx->unk_14, csCtx->cameraPosition->viewAngle);
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}
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}
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}
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@ -1410,17 +1411,17 @@ s32 Cutscene_Command_08(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
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if (D_8015FCC8 != 0) {
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sp2C = Gameplay_GetCamera(globalCtx, csCtx->unk_14);
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sp2C->player = NULL;
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Gameplay_ChangeCameraStatus(globalCtx, 0, 1);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, 7);
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func_800C0874(globalCtx, csCtx->unk_14, 0x21);
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Gameplay_ChangeCameraStatus(globalCtx, 0, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, CAM_STAT_ACTIVE);
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Gameplay_CameraChangeSetting(globalCtx, csCtx->unk_14, CAM_SET_FREE0);
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sp3C.x = csCtx->cameraFocus->pos.x;
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sp3C.y = csCtx->cameraFocus->pos.y;
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sp3C.z = csCtx->cameraFocus->pos.z;
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sp30.x = csCtx->cameraPosition->pos.x;
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sp30.y = csCtx->cameraPosition->pos.y;
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sp30.z = csCtx->cameraPosition->pos.z;
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func_800C04D8(globalCtx, csCtx->unk_14, &sp3C, &sp30);
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func_800C0704(globalCtx, csCtx->unk_14, csCtx->cameraPosition->viewAngle);
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Gameplay_CameraSetAtEye(globalCtx, csCtx->unk_14, &sp3C, &sp30);
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Gameplay_CameraSetFov(globalCtx, csCtx->unk_14, csCtx->cameraPosition->viewAngle);
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}
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}
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}
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@ -1909,7 +1910,7 @@ void func_80068DC0(GlobalContext* globalCtx, CutsceneContext* csCtx) {
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case 0x028E:
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case 0x0292:
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case 0x0476:
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func_800C078C(globalCtx, D_8015FCC6, csCtx->unk_14);
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Gameplay_CopyCamera(globalCtx, D_8015FCC6, csCtx->unk_14);
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}
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Gameplay_ChangeCameraStatus(globalCtx, D_8015FCC6, 7);
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