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oot/src/code/z_quake.c
engineer124 9675051377
Quake Documentation Pass (#1402)
* begin quake docs

* continue cleanup

* quake offset

* many more docs

* cleanup

* more cleanup

* cleanup headers

* move quake value to internal

* update, still need to test shake zoom/yaw

* more docs

* better docs

* add file descriptions

* fix comment

* explain random index

* cleanup comments

* better type 6 docs

* expand orientation comment

* fix old names, add comment

* remove comment, twas a mistake

* easy PR feedback

* duration in dec

* rm offset, clear up roll

* oops

* merge shakeInfo and QuakeCamData

* match order that always appears in code

* more PR suggestions

* adjust comment

* zeroVec

* rm extra space

* roman PR suggestions
2022-10-15 02:16:37 -04:00

506 lines
14 KiB
C

#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;
}