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gravity_cam_ctrl.cpp
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313 lines (254 loc) · 7.4 KB
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#include "gravity_actor_extension.h"
#include "gravity_field.h"
#include "gravity_planet_cam.h"
#include "gravity_first_person_cam.h"
#include "gravity_cutscene_cam.h"
constinit std::unique_ptr<CamCtrl> CamCtrl::latestCam = nullptr;
constinit CamCtrl* CamCtrl::activeCam = nullptr;
std::unique_ptr<CamCtrl> CamCtrl::Spawn(
std::unique_ptr<CamCtrl> prev,
const GravityField& field,
const Camera& cam,
Player& player
)
{
if (field.IsTrivial())
return std::make_unique<CamCtrl>(std::move(prev), field, Type::VANILLA);
else if (RUNNING_KUPPA_SCRIPT)
return std::make_unique<CutsceneCam>(std::move(prev), field, player);
else if (cam.flags & Camera::ZOOMED_IN)
return std::make_unique<FirstPersonCam>(std::move(prev), field, player);
else
return std::make_unique<PlanetCam>(std::move(prev), field, cam, player);
}
void CamCtrl::Activate()
{
activeCam = this;
CamCtrl* ptr = this;
while (true)
{
ptr = ptr->prev.get();
if (!ptr) break;
ptr->interp.SetDirectionForward();
}
}
void CamCtrl::CheckFieldChange(const Camera& cam, Player& player)
{
const GravityField& currField = ActorExtension::Get(player).GetGravityField();
if (!activeCam)
{
latestCam = Spawn(std::move(latestCam), currField, cam, player);
latestCam->Activate();
return;
}
if (activeCam->field->IsTrivialEquivalent(currField))
return;
if (activeCam->TryChangeField(player, currField))
return;
for (auto* camCtrl = latestCam->prev.get(); camCtrl; camCtrl = camCtrl->prev.get())
{
if (camCtrl->field->IsTrivialEquivalent(currField))
{
camCtrl->interp.SetDirectionBackward();
camCtrl->Activate();
return;
}
}
latestCam = Spawn(std::move(latestCam), currField, cam, player);
latestCam->Activate();
}
void CamCtrl::Prune()
{
// If the active camera has finished its interp, delete all cameras newer than it
if (activeCam->interp.IsFinished())
{
for (auto* ptr = &latestCam; *ptr; ptr = &(*ptr)->prev)
{
if (ptr->get() == activeCam)
{
latestCam = std::move(*ptr);
break;
}
}
}
// Delete all inactive cameras that have finished their interp in the forward direction
auto* ptr = &latestCam;
while (*ptr)
{
CamCtrl& camCtrl = **ptr;
if (&camCtrl != activeCam && camCtrl.interp.IsDirectionForward() && camCtrl.interp.IsFinished())
*ptr = std::move(camCtrl.prev);
else
ptr = &(*ptr)->prev;
}
}
const Quaternion& CamCtrl::GetTransformForInterp(
Matrix4x3& res,
Camera& cam,
Player& player)
{
const bool valid = CalculateTransform(res, cam, player);
if (!valid && this == activeCam)
activeCam = nullptr;
Quaternion_FromMatrix3x3(rotation, res.Linear(), auto(rotation));
return rotation;
}
static void SetCamMatrix(Camera& cam, Matrix4x3&& transform)
{
cam.camMat = transform.RigidInverse();
cam.camMat.c3 >>= 3;
}
static const LevelOverlay::ViewObj* GetPauseView()
{
for (int i = 0; i < NUM_VIEWS; i++)
{
const LevelOverlay::ViewObj& view = GetViewObj(i);
if (view.mode == LevelOverlay::ViewObj::PAUSE_CAMERA_CENTER_POINT)
return &view;
}
return nullptr;
}
void CamCtrl::UpdatePaused(Camera& cam, const Player& player)
{
if (!activeCam->field->IsTrivial())
{
const LevelOverlay::ViewObj* pauseView = GetPauseView();
if (pauseView)
{
cam.camMat.c2 = player.pos - pauseView->pos;
if (const Fix12i dist = cam.camMat.c2.Len(); dist >= 1._f)
cam.camMat.c2 /= dist;
else
cam.camMat.c2 = ActorExtension::Get(player).GetUpVectorQ12();
cam.camMat.c1 = GetSomeOrthonormalVec(cam.camMat.c2);
cam.camMat.c0 = cam.camMat.c1.Cross(cam.camMat.c2);
cam.camMat.c3 = (player.pos + (cam.camMat.c2 * 6000)) >> 3;
cam.camMat = cam.camMat.RigidInverse();
return;
}
}
cam.camMat = VIEW_MATRIX_ASR_3;
}
#ifdef GRAVITY_DEBUG_COUNTERS
constinit unsigned cylClsnUpdateCounter = 0;
constinit unsigned behaviorTransformCounter = 0;
constinit unsigned activeActorCounter = 0;
constinit unsigned bgChTransformCounter = 0;
#endif
void CamCtrl::Update(Camera& cam, Player& player)
{
#ifdef GRAVITY_DEBUG_COUNTERS
ShowDecimalInt(cylClsnUpdateCounter, 10, 10);
ShowDecimalInt(behaviorTransformCounter, 10, 40);
ShowDecimalInt(activeActorCounter, 10, 70);
ShowDecimalInt(bgChTransformCounter, 10, 100);
cylClsnUpdateCounter = 0;
behaviorTransformCounter = 0;
activeActorCounter = 0;
bgChTransformCounter = 0;
#endif
CheckFieldChange(cam, player);
Prune();
if (GAME_PAUSED)
{
UpdatePaused(cam, player);
return;
}
auto* prev = latestCam->prev.get();
if (!prev)
{
Matrix4x3 currTransform;
latestCam->GetTransformForInterp(currTransform, cam, player);
if (latestCam->type == Type::VANILLA) return;
SetCamMatrix(cam, std::move(currTransform));
return;
}
Matrix4x3 currTransform;
Quaternion currRotation = latestCam->GetTransformForInterp(currTransform, cam, player);
currTransform.c3 -= player.pos;
do
{
Matrix4x3 prevTransform;
const Fix12i t = prev->interp.NextValue(0.03_f);
if (prev->interp.IsFinished()) prev->savedQuat = 1;
const Quaternion& q0 = prev->GetTransformForInterp(prevTransform, cam, player);
const Quaternion& q1 = currRotation;
prevTransform.c3 -= player.pos;
Quaternion r = Quaternion::FromVector3(prevTransform.c3, currTransform.c3);
if (r.Dot(prev->savedQuat) < 0_f) r = -r;
prev->savedQuat = r;
r *= t;
const Fix12i s = 1._f - t;
currRotation = (s + r)*(s*q0 + r.Conjugate()*q1);
currRotation.Normalize();
currTransform.c3 = Lerp(prevTransform.c3, currTransform.c3, t);
}
while (prev = prev->prev.get());
currTransform.Linear() = Matrix3x3::FromQuaternion(currRotation);
currTransform.c3 += player.pos;
SetCamMatrix(cam, std::move(currTransform));
}
// Change the camera matrix before the view matrices are set
void repl_0200de68(Camera& cam)
{
if (cam.owner && cam.owner->actorID == 0xbf)
CamCtrl::Update(cam, static_cast<Player&>(*cam.owner));
cam.View::Render();
}
asm(R"(
nsub_0200e2e8:
mov r0, r4
pop {r4, r5, r14}
b AfterCamBehavior
)");
extern "C" s32 AfterCamBehavior(Camera& cam)
{
if (const CamCtrl* activeCam = CamCtrl::GetActiveCam())
activeCam->AfterCamBehavior(cam);
return 1;
}
extern "C" void PlaySoundWhenVanillaCamActive(u32 soundID)
{
if (CamCtrl::IsVanillaCamActive())
Sound::PlayArchive2_2D_Alt(soundID);
}
asm("repl_0200a548 = PlaySoundWhenVanillaCamActive"); // manual reset start sound
asm("repl_0200ae30 = PlaySoundWhenVanillaCamActive"); // cam hitting wall sound
u32 repl_0200ae64(u32 uniqueID, u32 archiveID, u32 soundID, u32 arg4) // cam rotating sound
{
if (CamCtrl::IsVanillaCamActive())
return Sound::PlayLong2D(uniqueID, archiveID, soundID, arg4);
else
return uniqueID;
}
bool CamCtrl::IsVanillaCamActive()
{
return !activeCam || activeCam->type == Type::VANILLA;
}
asm(R"(
nsub_020faa5c_ov_02:
mov r0, r4
bl _ZN7CamCtrl15GetMinimapAngleERK6Camera
mov r2, r0
b 0x020faa60
)");
s16 CamCtrl::GetMinimapAngle(const Camera& cam)
{
const bool vanillaCamActive = CamCtrl::IsVanillaCamActive();
const s16 targetAngle = vanillaCamActive ? cam.angY : 0;
MinimapInterp& mi = minimapInterp;
if (!mi.initialized)
{
mi.angle = targetAngle;
mi.vanillaCamActive = vanillaCamActive;
mi.targetReached = true;
mi.initialized = true;
return targetAngle;
}
if (vanillaCamActive != mi.vanillaCamActive) mi.targetReached = false;
if (mi.targetReached) return mi.angle = targetAngle;
const s32 diff = ApproachAngle(mi.angle, targetAngle, 1, 6_deg, 6_deg);
if (diff == 0) mi.targetReached = true;
mi.vanillaCamActive = vanillaCamActive;
return mi.angle;
}