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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:
krimtonz 2020-12-06 16:39:47 -06:00 committed by GitHub
parent dadee87f94
commit 321388673b
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
243 changed files with 13819 additions and 28653 deletions

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@ -14,7 +14,7 @@ s16 D_801614C8;
u64 D_801614D0[0xA00];
void func_800BC450(GlobalContext* globalCtx) {
func_8005A7A8(ACTIVE_CAM, globalCtx->unk_1242B - 1);
Camera_ChangeDataIdx(ACTIVE_CAM, globalCtx->unk_1242B - 1);
}
void func_800BC490(GlobalContext* globalCtx, s16 point) {
@ -223,12 +223,12 @@ void Gameplay_Init(GameState* thisx) {
globalCtx->cameraPtrs[i] = NULL;
}
func_80057C6C(&globalCtx->mainCamera, &globalCtx->view, &globalCtx->colCtx, globalCtx);
Camera_ChangeStatus(&globalCtx->mainCamera, 7);
Camera_Init(&globalCtx->mainCamera, &globalCtx->view, &globalCtx->colCtx, globalCtx);
Camera_ChangeStatus(&globalCtx->mainCamera, CAM_STAT_ACTIVE);
for (i = 0; i < 3; i++) {
func_80057C6C(&globalCtx->subCameras[i], &globalCtx->view, &globalCtx->colCtx, globalCtx);
Camera_ChangeStatus(&globalCtx->subCameras[i], 0x100);
Camera_Init(&globalCtx->subCameras[i + 1], &globalCtx->view, &globalCtx->colCtx, globalCtx);
Camera_ChangeStatus(&globalCtx->subCameras[i + 1], 0x100);
}
globalCtx->cameraPtrs[0] = &globalCtx->mainCamera;
@ -385,13 +385,13 @@ void Gameplay_Init(GameState* thisx) {
}
player = PLAYER;
func_80058148(&globalCtx->mainCamera, player);
func_8005A444(&globalCtx->mainCamera, 0);
Camera_InitPlayerSettings(&globalCtx->mainCamera, player);
Camera_ChangeMode(&globalCtx->mainCamera, CAM_MODE_NORMAL);
playerStartCamId = player->actor.params & 0xFF;
if (playerStartCamId != 0xFF) {
osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartCamId);
func_8005A7A8(&globalCtx->mainCamera, playerStartCamId);
Camera_ChangeDataIdx(&globalCtx->mainCamera, playerStartCamId);
}
if (YREG(15) == 0x20) {
@ -1011,7 +1011,7 @@ void Gameplay_Update(GlobalContext* globalCtx) {
LOG_NUM("1", 1, "../z_play.c", 3801);
}
if ((sp80 == 0) || (D_8011D394 != 0)) {
if ((sp80 == 0) || (gDbgCamEnabled != 0)) {
s32 i; // 0x54
s32 camIdx;
Vec3s sp48;
@ -1028,12 +1028,12 @@ void Gameplay_Update(GlobalContext* globalCtx) {
LOG_NUM("1", 1, "../z_play.c", 3809);
}
func_800591EC(&sp48, globalCtx->cameraPtrs[i]);
Camera_Update(&sp48, globalCtx->cameraPtrs[i]);
camIdx = globalCtx->nextCamera;
}
}
func_800591EC(&sp48, globalCtx->cameraPtrs[camIdx]);
Camera_Update(&sp48, globalCtx->cameraPtrs[camIdx]);
if (1 && HREG(63)) {
LOG_NUM("1", 1, "../z_play.c", 3814);
@ -1231,7 +1231,7 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
if (globalCtx->skyboxCtx.unk_140 != 0) {
if (ACTIVE_CAM->setting != 0x19) {
Vec3f sp74;
func_8005AFB4(&sp74, ACTIVE_CAM);
Camera_GetSkyboxOffset(&sp74, ACTIVE_CAM);
SkyboxDraw_Draw(&globalCtx->skyboxCtx, gfxCtx, globalCtx->skyboxId, 0,
globalCtx->view.eye.x + sp74.x, globalCtx->view.eye.y + sp74.y,
globalCtx->view.eye.z + sp74.z);
@ -1313,7 +1313,7 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
if (globalCtx->view.unk_124 != 0) {
Vec3s sp50;
func_800591EC(&sp50, ACTIVE_CAM);
Camera_Update(&sp50, ACTIVE_CAM);
func_800AB944(&globalCtx->view);
globalCtx->view.unk_124 = 0;
if ((globalCtx->skyboxId != 0) && (globalCtx->skyboxId != 0x1D) && !globalCtx->envCtx.skyDisabled) {
@ -1322,7 +1322,7 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
}
}
func_80059EC8(ACTIVE_CAM);
Camera_Finish(ACTIVE_CAM);
CLOSE_DISPS(gfxCtx, "../z_play.c", 4508);
}
@ -1533,8 +1533,8 @@ s16 Gameplay_CreateSubCamera(GlobalContext* globalCtx) {
i);
globalCtx->cameraPtrs[i] = &globalCtx->subCameras[i - 1];
func_80057C6C(globalCtx->cameraPtrs[i], &globalCtx->view, &globalCtx->colCtx, globalCtx);
globalCtx->cameraPtrs[i]->unk_164 = i;
Camera_Init(globalCtx->cameraPtrs[i], &globalCtx->view, &globalCtx->colCtx, globalCtx);
globalCtx->cameraPtrs[i]->thisIdx = i;
return i;
}
@ -1589,94 +1589,94 @@ Camera* Gameplay_GetCamera(GlobalContext* globalCtx, s16 camId) {
return globalCtx->cameraPtrs[camIdx];
}
s32 func_800C04D8(GlobalContext* globalCtx, s16 camId, Vec3f* arg2, Vec3f* arg3) {
s32 Gameplay_CameraSetAtEye(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye) {
s32 ret = 0;
s16 camIdx = (camId == -1) ? globalCtx->activeCamera : camId;
Camera* camera = globalCtx->cameraPtrs[camIdx];
Player* player;
ret |= Camera_SetParam(camera, 1, arg2);
ret |= Camera_SetParam(camera, 1, at);
ret <<= 1;
ret |= Camera_SetParam(camera, 2, arg3);
ret |= Camera_SetParam(camera, 2, eye);
camera->dist = Math3D_Vec3f_DistXYZ(arg2, arg3);
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
player = camera->player;
if (player != NULL) {
camera->unk_E4.x = arg2->x - player->actor.posRot.pos.x;
camera->unk_E4.y = arg2->y - player->actor.posRot.pos.y;
camera->unk_E4.z = arg2->z - player->actor.posRot.pos.z;
camera->posOffset.x = at->x - player->actor.posRot.pos.x;
camera->posOffset.y = at->y - player->actor.posRot.pos.y;
camera->posOffset.z = at->z - player->actor.posRot.pos.z;
} else {
camera->unk_E4.x = camera->unk_E4.y = camera->unk_E4.z = 0.0f;
camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f;
}
camera->unk_100 = 0.01f;
camera->atLERPStepScale = 0.01f;
return ret;
}
s32 func_800C05E4(GlobalContext* globalCtx, s16 camId, Vec3f* arg2, Vec3f* arg3, Vec3f* arg4) {
s32 Gameplay_CameraSetAtEyeUp(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) {
s32 ret = 0;
s16 camIdx = (camId == -1) ? globalCtx->activeCamera : camId;
Camera* camera = globalCtx->cameraPtrs[camIdx];
Player* player;
ret |= Camera_SetParam(camera, 1, arg2);
ret |= Camera_SetParam(camera, 1, at);
ret <<= 1;
ret |= Camera_SetParam(camera, 2, arg3);
ret |= Camera_SetParam(camera, 2, eye);
ret <<= 1;
ret |= Camera_SetParam(camera, 4, arg4);
ret |= Camera_SetParam(camera, 4, up);
camera->dist = Math3D_Vec3f_DistXYZ(arg2, arg3);
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
player = camera->player;
if (player != NULL) {
camera->unk_E4.x = arg2->x - player->actor.posRot.pos.x;
camera->unk_E4.y = arg2->y - player->actor.posRot.pos.y;
camera->unk_E4.z = arg2->z - player->actor.posRot.pos.z;
camera->posOffset.x = at->x - player->actor.posRot.pos.x;
camera->posOffset.y = at->y - player->actor.posRot.pos.y;
camera->posOffset.z = at->z - player->actor.posRot.pos.z;
} else {
camera->unk_E4.x = camera->unk_E4.y = camera->unk_E4.z = 0.0f;
camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f;
}
camera->unk_100 = 0.01f;
camera->atLERPStepScale = 0.01f;
return ret;
}
s32 func_800C0704(GlobalContext* globalCtx, s16 camId, f32 arg2) {
s32 ret = Camera_SetParam(globalCtx->cameraPtrs[camId], 32, &arg2) & 1;
s32 Gameplay_CameraSetFov(GlobalContext* globalCtx, s16 camId, f32 fov) {
s32 ret = Camera_SetParam(globalCtx->cameraPtrs[camId], 0x20, &fov) & 1;
if (1) {}
return ret;
}
s32 func_800C0744(GlobalContext* globalCtx, s16 camId, s16 arg2) {
s32 Gameplay_SetCameraRoll(GlobalContext* globalCtx, s16 camId, s16 roll) {
s16 camIdx = (camId == -1) ? globalCtx->activeCamera : camId;
Camera* camera;
camera = globalCtx->cameraPtrs[camIdx];
camera->roll = arg2;
camera->roll = roll;
return 1;
}
void func_800C078C(GlobalContext* globalCtx, s16 camId1, s16 camId2) {
void Gameplay_CopyCamera(GlobalContext* globalCtx, s16 camId1, s16 camId2) {
s16 camIdx2 = (camId2 == -1) ? globalCtx->activeCamera : camId2;
s16 camIdx1 = (camId1 == -1) ? globalCtx->activeCamera : camId1;
func_8005AE64(globalCtx->cameraPtrs[camIdx1], globalCtx->cameraPtrs[camIdx2]);
Camera_Copy(globalCtx->cameraPtrs[camIdx1], globalCtx->cameraPtrs[camIdx2]);
}
s32 func_800C0808(GlobalContext* globalCtx, s16 camId, Player* player, s16 arg3) {
s32 func_800C0808(GlobalContext* globalCtx, s16 camId, Player* player, s16 setting) {
Camera* camera;
s16 camIdx = (camId == -1) ? globalCtx->activeCamera : camId;
camera = globalCtx->cameraPtrs[camIdx];
func_80058148(camera, player);
return func_8005A77C(camera, arg3);
Camera_InitPlayerSettings(camera, player);
return Camera_ChangeSetting(camera, setting);
}
void func_800C0874(GlobalContext* globalCtx, s16 camId, s16 arg2) {
func_8005A77C(Gameplay_GetCamera(globalCtx, camId), arg2);
s32 Gameplay_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 setting) {
return Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, camId), setting);
}
void func_800C08AC(GlobalContext* globalCtx, s16 camId, s16 arg2) {
@ -1695,14 +1695,14 @@ void func_800C08AC(GlobalContext* globalCtx, s16 camId, s16 arg2) {
}
if (arg2 <= 0) {
Gameplay_ChangeCameraStatus(globalCtx, 0, 7);
globalCtx->cameraPtrs[0]->unk_14E = globalCtx->cameraPtrs[0]->unk_162 = 0;
Gameplay_ChangeCameraStatus(globalCtx, 0, CAM_STAT_ACTIVE);
globalCtx->cameraPtrs[0]->childCamIdx = globalCtx->cameraPtrs[0]->parentCamIdx = 0;
} else {
func_800800F8(globalCtx, 1020, arg2, NULL, 0);
}
}
s16 func_800C09A4(GlobalContext* globalCtx, s16 camId) {
s16 Gameplay_CameraGetUID(GlobalContext* globalCtx, s16 camId) {
Camera* camera = globalCtx->cameraPtrs[camId];
if (camera != NULL) {
@ -1827,7 +1827,7 @@ s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw) {
}
s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* arg1) {
UNK_TYPE sp3C;
WaterBox* sp3C;
CollisionPoly* sp38;
Vec3f sp2C;
s32 sp28;