#include "global.h" #include "quake.h" #include "vt.h" typedef struct { /* 0x00 */ s16 index; /* 0x02 */ s16 duration; /* 0x04 */ Camera* cam; /* 0x08 */ u32 type; /* 0x0C */ s16 y; /* 0x0E */ s16 x; /* 0x10 */ s16 fov; /* 0x12 */ s16 upPitchOffset; /* 0x14 */ Vec3s orientation; // alters the orientation of the xy perturbation. Only x (pitch) and y (yaw) are used /* 0x1A */ s16 speed; /* 0x1C */ s16 isRelativeToScreen; // is the quake relative to the screen or on world coordinates /* 0x1E */ s16 timer; /* 0x20 */ s16 camId; } QuakeRequest; // size = 0x24 QuakeRequest sQuakeRequests[4]; s16 sQuakeUnused = 1; s16 sQuakeRequestCount = 0; Vec3f* Quake_VecSphGeoAddToVec3f(Vec3f* dst, Vec3f* a, VecSph* sph) { Vec3f vec; Vec3f b; OLib_VecSphGeoToVec3f(&b, sph); vec.x = a->x + b.x; vec.y = a->y + b.y; vec.z = a->z + b.z; *dst = vec; return dst; } void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x) { Vec3f* at = &req->cam->at; Vec3f* eye = &req->cam->eye; Vec3f offset; VecSph sph; VecSph eyeToAtSph; if (req->isRelativeToScreen) { offset.x = 0; offset.y = 0; offset.z = 0; OLib_Vec3fDiffToVecSphGeo(&eyeToAtSph, eye, at); // y shake sph.r = req->y * y; // point unit vector up, then add on `req->orientation` sph.pitch = eyeToAtSph.pitch + req->orientation.x + 0x4000; sph.yaw = eyeToAtSph.yaw + req->orientation.y; // apply y shake Quake_VecSphGeoAddToVec3f(&offset, &offset, &sph); // x shake sph.r = req->x * x; // point unit vector left, then add on `req->orientation` sph.pitch = eyeToAtSph.pitch + req->orientation.x; sph.yaw = eyeToAtSph.yaw + req->orientation.y + 0x4000; // apply x shake Quake_VecSphGeoAddToVec3f(&offset, &offset, &sph); } else { offset.x = 0; offset.y = req->y * y; offset.z = 0; sph.r = req->x * x; sph.pitch = req->orientation.x; sph.yaw = req->orientation.y; Quake_VecSphGeoAddToVec3f(&offset, &offset, &sph); } shake->atOffset = shake->eyeOffset = offset; shake->upYawOffset = 0x8000 * y; shake->upPitchOffset = req->upPitchOffset * y; shake->fovOffset = req->fov * y; } s16 Quake_CallbackType1(QuakeRequest* req, ShakeInfo* shake) { s32 pad; if (req->timer > 0) { f32 xyOffset = Math_SinS(req->speed * req->timer); Quake_UpdateShakeInfo(req, shake, xyOffset, Rand_ZeroOne() * xyOffset); req->timer--; } return req->timer; } s16 Quake_CallbackType5(QuakeRequest* req, ShakeInfo* shake) { if (req->timer > 0) { f32 xyOffset = Math_SinS(req->speed * req->timer); Quake_UpdateShakeInfo(req, shake, xyOffset, xyOffset); req->timer--; } return req->timer; } s16 Quake_CallbackType6(QuakeRequest* req, ShakeInfo* shake) { s32 pad; f32 xyOffset; req->timer--; xyOffset = Math_SinS(req->speed * ((req->timer & 0xF) + 500)); Quake_UpdateShakeInfo(req, shake, xyOffset, Rand_ZeroOne() * xyOffset); // Not returning the timer ensures quake type 6 continues indefinitely until manually removed return 1; } s16 Quake_CallbackType3(QuakeRequest* req, ShakeInfo* shake) { if (req->timer > 0) { f32 xyOffset = Math_SinS(req->speed * req->timer) * ((f32)req->timer / req->duration); Quake_UpdateShakeInfo(req, shake, xyOffset, xyOffset); req->timer--; } return req->timer; } s16 Quake_CallbackType2(QuakeRequest* req, ShakeInfo* shake) { if (req->timer > 0) { f32 xyOffset = Rand_ZeroOne(); Quake_UpdateShakeInfo(req, shake, xyOffset, Rand_ZeroOne() * xyOffset); req->timer--; } return req->timer; } s16 Quake_CallbackType4(QuakeRequest* req, ShakeInfo* shake) { if (req->timer > 0) { f32 xyOffset = Rand_ZeroOne() * ((f32)req->timer / req->duration); Quake_UpdateShakeInfo(req, shake, xyOffset, Rand_ZeroOne() * xyOffset); req->timer--; } return req->timer; } s16 Quake_GetFreeIndex(void) { s32 i; s32 index; s32 timerMin = 0x10000; // UINT16_MAX + 1 for (i = 0; i < ARRAY_COUNT(sQuakeRequests); i++) { if (sQuakeRequests[i].type == QUAKE_TYPE_NONE) { index = i; timerMin = 0x20000; // Magic Number to indicate there was an unused quake index break; } if (timerMin > sQuakeRequests[i].timer) { timerMin = sQuakeRequests[i].timer; index = i; } } if (timerMin != 0x20000) { osSyncPrintf(VT_COL(YELLOW, BLACK) "quake: too many request %d is changed new one !!\n" VT_RST, index); } return index; } QuakeRequest* Quake_RequestImpl(Camera* camera, u32 type) { s16 index = Quake_GetFreeIndex(); QuakeRequest* req = &sQuakeRequests[index]; __osMemset(req, 0, sizeof(QuakeRequest)); req->cam = camera; req->camId = camera->camId; req->type = type; req->isRelativeToScreen = true; // Add a unique random identifier to the upper bits of the index // The `~3` assumes there are only 4 requests req->index = index + ((s16)(Rand_ZeroOne() * 0x10000) & ~3); sQuakeRequestCount++; return req; } void Quake_Remove(QuakeRequest* req) { req->type = QUAKE_TYPE_NONE; req->timer = -1; sQuakeRequestCount--; } QuakeRequest* Quake_GetRequest(s16 index) { QuakeRequest* req = &sQuakeRequests[index & 3]; if (req->type == QUAKE_TYPE_NONE) { return NULL; } if (index != req->index) { return NULL; } return req; } #define QUAKE_SPEED (1 << 0) #define QUAKE_Y_OFFSET (1 << 1) #define QUAKE_X_OFFSET (1 << 2) #define QUAKE_FOV (1 << 3) #define QUAKE_ROLL (1 << 4) #define QUAKE_ORIENTATION_PITCH (1 << 5) #define QUAKE_ORIENTATION_YAW (1 << 6) #define QUAKE_ORIENTATION_ROLL (1 << 7) #define QUAKE_DURATION (1 << 8) #define QUAKE_IS_RELATIVE_TO_SCREEN (1 << 9) QuakeRequest* Quake_SetValue(s16 index, s16 valueType, s16 value) { QuakeRequest* req = Quake_GetRequest(index); if (req == NULL) { return NULL; } switch (valueType) { case QUAKE_SPEED: req->speed = value; break; case QUAKE_Y_OFFSET: req->y = value; break; case QUAKE_X_OFFSET: req->x = value; break; case QUAKE_FOV: req->fov = value; break; case QUAKE_ROLL: req->upPitchOffset = value; break; case QUAKE_ORIENTATION_PITCH: req->orientation.x = value; break; case QUAKE_ORIENTATION_YAW: req->orientation.y = value; break; case QUAKE_ORIENTATION_ROLL: req->orientation.z = value; break; case QUAKE_DURATION: req->timer = value; req->duration = req->timer; break; case QUAKE_IS_RELATIVE_TO_SCREEN: req->isRelativeToScreen = value; break; default: break; } //! @bug UB: missing return. "req" is in v0 at this point, but doing an //! explicit return uses an additional register. #ifdef AVOID_UB return req; #endif } /** * @param index * @param speed For periodic types only, the angular frequency of the sine wave (binang / frame) * @return true if successfully applied, false if the request does not exist */ u32 Quake_SetSpeed(s16 index, s16 speed) { QuakeRequest* req = Quake_GetRequest(index); if (req != NULL) { req->speed = speed; return true; } return false; } /** * @param index quake request index to apply * @param duration Number of frames to apply the quake * @return true if successfully applied, false if the request does not exist */ u32 Quake_SetDuration(s16 index, s16 duration) { QuakeRequest* req = Quake_GetRequest(index); if (req != NULL) { req->duration = req->timer = duration; return true; } return false; } /** * @param index quake request index to get * @return Number of frames until the quake is finished */ s16 Quake_GetTimeLeft(s16 index) { QuakeRequest* req = Quake_GetRequest(index); if (req != NULL) { return req->timer; } return 0; } /** * @param index quake request index to apply * @param y Apply up/down shake * @param x Apply left/right shake * @param fov Apply zooming in/out shake (binang) * @param roll Apply rolling shake (binang) * @return true if successfully applied, false if the request does not exist */ u32 Quake_SetPerturbations(s16 index, s16 y, s16 x, s16 fov, s16 roll) { QuakeRequest* req = Quake_GetRequest(index); if (req != NULL) { req->y = y; req->x = x; req->fov = fov; // Visual roll is indirectly achieved by offsetting the pitch in calculating the camera "Up" vector req->upPitchOffset = roll; return true; } return false; } /** * @param index quake request index to apply * @param isRelativeToScreen Is the quake applied relative to the screen or in absolute world coordinates * @param orientation orient the x/y shake to a different direction * @return true if successfully applied, false if the request does not exist */ u32 Quake_SetOrientation(s16 index, s16 isRelativeToScreen, Vec3s orientation) { QuakeRequest* req = Quake_GetRequest(index); if (req != NULL) { req->isRelativeToScreen = isRelativeToScreen; req->orientation = orientation; return true; } return false; } void Quake_Init(void) { s16 i; for (i = 0; i < ARRAY_COUNT(sQuakeRequests); i++) { sQuakeRequests[i].type = QUAKE_TYPE_NONE; sQuakeRequests[i].timer = 0; } sQuakeUnused = 1; sQuakeRequestCount = 0; } s16 Quake_Request(Camera* camera, u32 type) { return Quake_RequestImpl(camera, type)->index; } u32 Quake_RemoveRequest(s16 index) { QuakeRequest* req = Quake_GetRequest(index); if (req != NULL) { Quake_Remove(req); return true; } return false; } s16 (*sQuakeCallbacks[])(QuakeRequest*, ShakeInfo*) = { NULL, // QUAKE_TYPE_NONE Quake_CallbackType1, // QUAKE_TYPE_1 Quake_CallbackType2, // QUAKE_TYPE_2 Quake_CallbackType3, // QUAKE_TYPE_3 Quake_CallbackType4, // QUAKE_TYPE_4 Quake_CallbackType5, // QUAKE_TYPE_5 Quake_CallbackType6, // QUAKE_TYPE_6 }; s16 Quake_Update(Camera* camera, ShakeInfo* camShake) { f32 maxCurr; f32 maxNext; ShakeInfo shake; QuakeRequest* req; f32 absSpeedDiv; s16* camId; s32 index; s32 numQuakesApplied; u32 isDifferentCamId; Vec3f zeroVec; PlayState* play = camera->play; zeroVec.x = 0.0f; zeroVec.y = 0.0f; zeroVec.z = 0.0f; camShake->upPitchOffset = 0; camShake->upYawOffset = 0; camShake->fovOffset = 0; camShake->atOffset.x = 0.0f; camShake->atOffset.y = 0.0f; camShake->atOffset.z = 0.0f; camShake->eyeOffset.x = 0.0f; camShake->eyeOffset.y = 0.0f; camShake->eyeOffset.z = 0.0f; camShake->maxOffset = 0.0f; if (sQuakeRequestCount == 0) { return 0; } numQuakesApplied = 0; for (index = 0; index < ARRAY_COUNT(sQuakeRequests); index++) { req = &sQuakeRequests[index]; if (req->type == QUAKE_TYPE_NONE) { continue; } if (play->cameraPtrs[req->camId] == NULL) { osSyncPrintf(VT_COL(YELLOW, BLACK) "quake: stopped! 'coz camera [%d] killed!!\n" VT_RST, req->camId); Quake_Remove(req); continue; } camId = &camera->camId; isDifferentCamId = req->cam->camId != *camId; absSpeedDiv = (f32)ABS(req->speed) / 0x8000; if (sQuakeCallbacks[req->type](req, &shake) == 0) { // Quake has reached the end of its timer. Quake_Remove(req); continue; } if (isDifferentCamId) { // Quake is attached to a different camId continue; } if (fabsf(camShake->atOffset.x) < fabsf(shake.atOffset.x)) { camShake->atOffset.x = shake.atOffset.x; } if (fabsf(camShake->atOffset.y) < fabsf(shake.atOffset.y)) { camShake->atOffset.y = shake.atOffset.y; } if (fabsf(camShake->atOffset.z) < fabsf(shake.atOffset.z)) { camShake->atOffset.z = shake.atOffset.z; } if (fabsf(camShake->eyeOffset.x) < fabsf(shake.eyeOffset.x)) { camShake->eyeOffset.x = shake.eyeOffset.x; } if (fabsf(camShake->eyeOffset.y) < fabsf(shake.eyeOffset.y)) { camShake->eyeOffset.y = shake.eyeOffset.y; } if (fabsf(camShake->eyeOffset.z) < fabsf(shake.eyeOffset.z)) { camShake->eyeOffset.z = shake.eyeOffset.z; } if (camShake->upPitchOffset < shake.upPitchOffset) { camShake->upPitchOffset = shake.upPitchOffset; camShake->upYawOffset = shake.upYawOffset; } if (camShake->fovOffset < shake.fovOffset) { camShake->fovOffset = shake.fovOffset; } maxCurr = OLib_Vec3fDist(&shake.atOffset, &zeroVec) * absSpeedDiv; maxNext = OLib_Vec3fDist(&shake.eyeOffset, &zeroVec) * absSpeedDiv; maxCurr = CLAMP_MIN(maxCurr, maxNext); maxNext = camShake->upPitchOffset * (1.0f / 200.0f) * absSpeedDiv; maxCurr = CLAMP_MIN(maxCurr, maxNext); maxNext = camShake->fovOffset * (1.0f / 200.0f) * absSpeedDiv; maxCurr = CLAMP_MIN(maxCurr, maxNext); if (camShake->maxOffset < maxCurr) { camShake->maxOffset = maxCurr; } numQuakesApplied++; } return numQuakesApplied; }