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Camera Flags (#1225)
* Generic Camera Flags * New flag names * Add flags to functions * Finish flag docs * More docs * More cleanup * More clarity * Better shrinkwindow flag docs * Improve name * CAM_INTERFACE_FLAGS * Better approach to edge cases * Change ordering for consistency * Oops * Add masks to macro * PR/Discord discussions * cleanup comment * Oops * PR Suggestions * More PR Feedback * More PR Suggestions * PR Suggestions * More flag style change * Small cleanup * sync names with other PRs * more fixes * fix comments * update with hud visibility mode docs * missed one * fix comments * Roman PR Suggestions * interfaceField * small fix * letterbox cleanup * fix macro arg * fix func declaration
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15 changed files with 1091 additions and 673 deletions
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@ -255,7 +255,8 @@ void Play_Init(GameState* thisx) {
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this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera;
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this->cameraPtrs[CAM_ID_MAIN]->uid = 0;
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this->activeCamId = CAM_ID_MAIN;
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func_8005AC48(&this->mainCamera, 0xFF);
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Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_0 | CAM_STATE_1 | CAM_STATE_2 | CAM_STATE_3 | CAM_STATE_4 |
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CAM_STATE_5 | CAM_STATE_6 | CAM_STATE_7);
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Sram_Init(this, &this->sramCtx);
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Regs_InitData(this);
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Message_Init(this);
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@ -1539,9 +1540,9 @@ s32 Play_CameraSetAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
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Camera* camera = this->cameraPtrs[camIdx];
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Player* player;
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ret |= Camera_SetParam(camera, 1, at);
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ret |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
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ret <<= 1;
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ret |= Camera_SetParam(camera, 2, eye);
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ret |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
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camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
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@ -1565,11 +1566,11 @@ s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec
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Camera* camera = this->cameraPtrs[camIdx];
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Player* player;
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ret |= Camera_SetParam(camera, 1, at);
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ret |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
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ret <<= 1;
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ret |= Camera_SetParam(camera, 2, eye);
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ret |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
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ret <<= 1;
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ret |= Camera_SetParam(camera, 4, up);
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ret |= Camera_SetViewParam(camera, CAM_VIEW_UP, up);
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camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
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@ -1588,7 +1589,7 @@ s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec
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}
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s32 Play_CameraSetFov(PlayState* this, s16 camId, f32 fov) {
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s32 ret = Camera_SetParam(this->cameraPtrs[camId], 0x20, &fov) & 1;
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s32 ret = Camera_SetViewParam(this->cameraPtrs[camId], CAM_VIEW_FOV, &fov) & 1;
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if (1) {}
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return ret;
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