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oot/include/quake.h
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

44 lines
1.5 KiB
C

#ifndef QUAKE_H
#define QUAKE_H
#include "z64camera.h"
#include "z64math.h"
typedef struct {
/* 0x00 */ Vec3f atOffset;
/* 0x0C */ Vec3f eyeOffset;
/* 0x18 */ s16 upPitchOffset; // gives a "roll" effect by offsetting the Up vector
/* 0x1A */ s16 upYawOffset; // gives a "roll" effect by offsetting the Up vector
/* 0x1C */ s16 fovOffset; // binary angle
/* 0x20 */ f32 maxOffset;
} ShakeInfo; // size = 0x24
typedef enum {
/* 0 */ QUAKE_TYPE_NONE,
/* 1 */ QUAKE_TYPE_1, // Periodic, sustaining, random X perturbations
/* 2 */ QUAKE_TYPE_2, // Aperiodic, sustaining, random X perturbations
/* 3 */ QUAKE_TYPE_3, // Periodic, decaying
/* 4 */ QUAKE_TYPE_4, // Aperiodic, decaying, random X perturbations
/* 5 */ QUAKE_TYPE_5, // Periodic, sustaining
/* 6 */ QUAKE_TYPE_6 // See below
} QuakeType;
// Quake type 6 is Jump-Periodic, sustaining, random X perturbations,
// resets period every 16 frames (jumps, similar to sawtooth),
// continues indefinitely i.e. does not terminate when the timer reaches 0
// must be manually removed
s16 Quake_Request(Camera* camera, u32 type);
u32 Quake_SetSpeed(s16 index, s16 speed);
u32 Quake_SetPerturbations(s16 index, s16 y, s16 x, s16 fov, s16 roll);
u32 Quake_SetDuration(s16 index, s16 duration);
u32 Quake_SetOrientation(s16 index, s16 isRelativeToScreen, Vec3s orientation);
s16 Quake_GetTimeLeft(s16 index);
u32 Quake_RemoveRequest(s16 index);
void Quake_Init(void);
s16 Quake_Update(Camera* camera, ShakeInfo* camShake);
#endif