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z_play
: Camera Docs and Cleanup (#1460)
* begin docs * More suggestions * more docs * timer to duration * partial PR review * init data with player * consistent comments * withPlayer to usingPlayer
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aa48c66e10
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30 changed files with 362 additions and 260 deletions
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@ -7133,7 +7133,7 @@ void func_80057FC4(Camera* camera) {
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void Camera_Stub80058140(Camera* camera) {
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}
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void Camera_InitPlayerSettings(Camera* camera, Player* player) {
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void Camera_InitDataUsingPlayer(Camera* camera, Player* player) {
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PosRot playerPosShape;
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VecGeo eyeNextAtOffset;
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s32 bgId;
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@ -1347,7 +1347,7 @@ s32 Cutscene_Command_CameraEyePoints(PlayState* play, CutsceneContext* csCtx, u8
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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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Play_CameraChangeSetting(play, csCtx->subCamId, CAM_SET_CS_0);
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Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
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Play_ChangeCameraStatus(play, sReturnToCamId, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Play_GetCamera(play, csCtx->subCamId));
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@ -1384,7 +1384,7 @@ s32 Cutscene_Command_CameraLookAtPoints(PlayState* play, CutsceneContext* csCtx,
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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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Play_CameraChangeSetting(play, csCtx->subCamId, CAM_SET_CS_0);
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Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
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Play_ChangeCameraStatus(play, sReturnToCamId, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Play_GetCamera(play, csCtx->subCamId));
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@ -1428,7 +1428,7 @@ s32 Cutscene_Command_07(PlayState* play, CutsceneContext* csCtx, u8* cmd, u8 unu
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subCam->player = NULL;
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
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Play_CameraChangeSetting(play, csCtx->subCamId, CAM_SET_FREE0);
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Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
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sp28 = csCtx->subCamLookAtPoints->cameraRoll * 1.40625f;
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Camera_SetViewParam(subCam, CAM_VIEW_ROLL, &sp28);
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sp3C.x = csCtx->subCamLookAtPoints->pos.x;
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@ -1437,8 +1437,8 @@ s32 Cutscene_Command_07(PlayState* play, CutsceneContext* csCtx, u8* cmd, u8 unu
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sp30.x = csCtx->subCamEyePoints->pos.x;
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sp30.y = csCtx->subCamEyePoints->pos.y;
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sp30.z = csCtx->subCamEyePoints->pos.z;
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Play_CameraSetAtEye(play, csCtx->subCamId, &sp3C, &sp30);
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Play_CameraSetFov(play, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
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Play_SetCameraAtEye(play, csCtx->subCamId, &sp3C, &sp30);
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Play_SetCameraFov(play, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
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}
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}
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}
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@ -1471,15 +1471,15 @@ s32 Cutscene_Command_08(PlayState* play, CutsceneContext* csCtx, u8* cmd, u8 unu
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subCam->player = NULL;
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
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Play_CameraChangeSetting(play, csCtx->subCamId, CAM_SET_FREE0);
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Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
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sp3C.x = csCtx->subCamLookAtPoints->pos.x;
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sp3C.y = csCtx->subCamLookAtPoints->pos.y;
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sp3C.z = csCtx->subCamLookAtPoints->pos.z;
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sp30.x = csCtx->subCamEyePoints->pos.x;
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sp30.y = csCtx->subCamEyePoints->pos.y;
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sp30.z = csCtx->subCamEyePoints->pos.z;
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Play_CameraSetAtEye(play, csCtx->subCamId, &sp3C, &sp30);
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Play_CameraSetFov(play, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
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Play_SetCameraAtEye(play, csCtx->subCamId, &sp3C, &sp30);
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Play_SetCameraFov(play, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
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}
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}
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}
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@ -227,7 +227,7 @@ void func_8006D684(PlayState* play, Player* player) {
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sp54.y = player->actor.world.pos.y + 100.0f;
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sp54.z = player->actor.world.pos.z;
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Play_CameraSetAtEye(play, play->activeCamId, &player->actor.world.pos, &sp54);
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Play_SetCameraAtEye(play, play->activeCamId, &player->actor.world.pos, &sp54);
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} else {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y,
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D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type);
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File diff suppressed because it is too large
Load diff
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@ -411,7 +411,7 @@ void Play_Init(GameState* thisx) {
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}
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player = GET_PLAYER(this);
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Camera_InitPlayerSettings(&this->mainCamera, player);
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Camera_InitDataUsingPlayer(&this->mainCamera, player);
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Camera_ChangeMode(&this->mainCamera, CAM_MODE_NORMAL);
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playerStartBgCamIndex = player->actor.params & 0xFF;
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@ -1460,28 +1460,28 @@ void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest) {
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}
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s16 Play_CreateSubCamera(PlayState* this) {
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s16 i;
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s16 camId;
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for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) {
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if (this->cameraPtrs[i] == NULL) {
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for (camId = CAM_ID_SUB_FIRST; camId < NUM_CAMS; camId++) {
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if (this->cameraPtrs[camId] == NULL) {
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break;
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}
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}
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if (i == NUM_CAMS) {
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if (camId == NUM_CAMS) {
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osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: fulled sub camera system area\n" VT_RST);
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return CAM_ID_NONE;
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}
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osSyncPrintf("camera control: " VT_BGCOL(CYAN) " " VT_COL(WHITE, BLUE) " create new sub camera [%d] " VT_BGCOL(
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CYAN) " " VT_RST "\n",
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i);
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camId);
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this->cameraPtrs[i] = &this->subCameras[i - CAM_ID_SUB_FIRST];
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Camera_Init(this->cameraPtrs[i], &this->view, &this->colCtx, this);
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this->cameraPtrs[i]->camId = i;
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this->cameraPtrs[camId] = &this->subCameras[camId - CAM_ID_SUB_FIRST];
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Camera_Init(this->cameraPtrs[camId], &this->view, &this->colCtx, this);
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this->cameraPtrs[camId]->camId = camId;
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return i;
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return camId;
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}
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s16 Play_GetActiveCamId(PlayState* this) {
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@ -1534,15 +1534,15 @@ Camera* Play_GetCamera(PlayState* this, s16 camId) {
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return this->cameraPtrs[camIdx];
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}
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s32 Play_CameraSetAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
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s32 ret = 0;
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s32 Play_SetCameraAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
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s32 successBits = 0;
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s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
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Camera* camera = this->cameraPtrs[camIdx];
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Player* player;
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ret |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
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ret <<= 1;
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ret |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
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successBits |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
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successBits <<= 1;
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successBits |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
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camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
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@ -1557,20 +1557,20 @@ s32 Play_CameraSetAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
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camera->atLERPStepScale = 0.01f;
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return ret;
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return successBits;
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}
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s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) {
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s32 ret = 0;
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s32 Play_SetCameraAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) {
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s32 successBits = 0;
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s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
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Camera* camera = this->cameraPtrs[camIdx];
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Player* player;
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ret |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
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ret <<= 1;
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ret |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
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ret <<= 1;
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ret |= Camera_SetViewParam(camera, CAM_VIEW_UP, up);
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successBits |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
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successBits <<= 1;
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successBits |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
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successBits <<= 1;
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successBits |= Camera_SetViewParam(camera, CAM_VIEW_UP, up);
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camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
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@ -1585,14 +1585,14 @@ s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec
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camera->atLERPStepScale = 0.01f;
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return ret;
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return successBits;
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}
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s32 Play_CameraSetFov(PlayState* this, s16 camId, f32 fov) {
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s32 ret = Camera_SetViewParam(this->cameraPtrs[camId], CAM_VIEW_FOV, &fov) & 1;
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s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov) {
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s32 successBits = 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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return successBits;
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}
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s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll) {
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@ -1611,43 +1611,52 @@ void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId) {
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Camera_Copy(this->cameraPtrs[destCamId1], this->cameraPtrs[srcCamId2]);
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}
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s32 func_800C0808(PlayState* this, s16 camId, Player* player, s16 setting) {
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/**
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* Initializes camera data centered around Player, and applies the requested setting.
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*/
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s32 Play_InitCameraDataUsingPlayer(PlayState* this, s16 camId, Player* player, s16 setting) {
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Camera* camera;
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s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
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camera = this->cameraPtrs[camIdx];
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Camera_InitPlayerSettings(camera, player);
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Camera_InitDataUsingPlayer(camera, player);
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return Camera_ChangeSetting(camera, setting);
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}
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s32 Play_CameraChangeSetting(PlayState* this, s16 camId, s16 setting) {
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s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting) {
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return Camera_ChangeSetting(Play_GetCamera(this, camId), setting);
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}
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void func_800C08AC(PlayState* this, s16 camId, s16 arg2) {
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/**
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* Smoothly return control from a sub camera to the main camera by moving the subCamera's eye, at, fov through
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* interpolation from the initial subCam viewParams to the target mainCam viewParams over `duration`.
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* Setting the `duration` to 0 or less will instantly return control to the main camera.
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* This will also clear every sub camera.
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*/
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void Play_ReturnToMainCam(PlayState* this, s16 camId, s16 duration) {
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s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
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s16 i;
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s16 subCamId;
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Play_ClearCamera(this, camIdx);
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for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) {
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if (this->cameraPtrs[i] != NULL) {
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for (subCamId = CAM_ID_SUB_FIRST; subCamId < NUM_CAMS; subCamId++) {
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if (this->cameraPtrs[subCamId] != NULL) {
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osSyncPrintf(
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VT_COL(RED, WHITE) "camera control: error: return to main, other camera left. %d cleared!!\n" VT_RST,
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i);
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Play_ClearCamera(this, i);
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subCamId);
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Play_ClearCamera(this, subCamId);
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}
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}
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if (arg2 <= 0) {
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if (duration <= 0) {
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Play_ChangeCameraStatus(this, CAM_ID_MAIN, CAM_STAT_ACTIVE);
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this->cameraPtrs[CAM_ID_MAIN]->childCamId = this->cameraPtrs[CAM_ID_MAIN]->parentCamId = CAM_ID_MAIN;
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} else {
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OnePointCutscene_Init(this, 1020, arg2, NULL, CAM_ID_MAIN);
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OnePointCutscene_Init(this, 1020, duration, NULL, CAM_ID_MAIN);
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}
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}
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s16 Play_CameraGetUID(PlayState* this, s16 camId) {
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s16 Play_GetCameraUID(PlayState* this, s16 camId) {
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Camera* camera = this->cameraPtrs[camId];
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if (camera != NULL) {
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@ -1657,12 +1666,16 @@ s16 Play_CameraGetUID(PlayState* this, s16 camId) {
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}
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}
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s16 func_800C09D8(PlayState* this, s16 camId, s16 arg2) {
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// Unused, purpose is unclear (also unused and unclear in MM)
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s16 func_800C09D8(PlayState* this, s16 camId, s16 uid) {
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Camera* camera = this->cameraPtrs[camId];
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if (camera != NULL) {
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return 0;
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} else if (camera->uid != arg2) {
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}
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//! @bug this code is only reached if `camera` is NULL.
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if (camera->uid != uid) {
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return 0;
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} else if (camera->status != CAM_STAT_ACTIVE) {
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return 2;
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