mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-07-06 05:54:59 -04:00
[enhancement] Freecam (#56)
* Create noclip.c * Create noclip.h * Update camera.c * Update render_courses.c * Update ImguiUI.cpp * Freecam Done * Add smoothing to window * Update freecam * focus player * fix * Update freecam.c * Update freecam.h * Update render_courses.c * Update FreecamWindow.cpp * Update Engine.cpp * Move vars --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
This commit is contained in:
@@ -94,6 +94,7 @@ include_directories(
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${CMAKE_CURRENT_SOURCE_DIR}/src/audio
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${CMAKE_CURRENT_SOURCE_DIR}/src/debug
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${CMAKE_CURRENT_SOURCE_DIR}/src/networking
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${CMAKE_CURRENT_SOURCE_DIR}/src/enhancements/freecam
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)
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# Collect source files to build the executable
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@@ -133,6 +134,8 @@ file(GLOB_RECURSE ALL_FILES RELATIVE ${CMAKE_CURRENT_SOURCE_DIR}
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"courses/*.h"
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"src/networking/*.c"
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"src/networking/*.h"
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"src/enhancements/freecam/*.c"
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"src/enhancements/freecam/*.h"
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)
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list(APPEND ALL_FILES ${ALL_FILES_ROOT})
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@@ -130,7 +130,7 @@ Gfx* koopa_troopa_beach_dls2[] = {
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// 0x06014828
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// animations? lights?
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u32 d_course_koopa_troopa_beach_unk_data1[] = {
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uintptr_t d_course_koopa_troopa_beach_unk_data1[] = {
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0x00000000,
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0x00000001,
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0x00000000,
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@@ -319,3 +319,4 @@ Animation* d_course_koopa_troopa_beach_unk_data5[] = {
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u32 d_course_koopa_troopa_beach_unk_data6[] = {
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0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000001,
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};
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+6
-1
@@ -16,6 +16,7 @@
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#include "code_80005FD0.h"
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#include "main.h"
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#include "spawn_players.h"
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#include "enhancements/freecam/freecam_engine.h"
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f32 D_800DDB30[] = { 0.4f, 0.6f, 0.275f, 0.3f };
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@@ -984,7 +985,11 @@ void func_8001EE98(Player* player, Camera* camera, s8 index) {
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func_8001E8E8(camera, player, index);
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break;
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}
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func_8001E45C(camera, player, index);
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if (CVarGetInteger("gFreecam", 0) == 1) {
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freecam(camera, player, index);
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} else {
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func_8001E45C(camera, player, index);
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}
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break;
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case 8:
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func_8001E0C4(camera, player, index);
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@@ -0,0 +1,374 @@
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#include <libultraship.h>
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#include <macros.h>
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#include <defines.h>
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#include <camera.h>
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#include "main.h"
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#include <libc/math.h>
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#include <common_structs.h>
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#include "racing/collision.h"
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#include "player_controller.h"
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#include "code_80057C60.h"
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#include "code_800029B0.h"
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#include "code_80005FD0.h"
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#include <SDL2/SDL.h>
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#include "freecam_engine.h"
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#include "n64_freecam.h"
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typedef struct {
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Vec3f pos;
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Vec3f lookAt;
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Vec3s rot;
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} freecamSaveState;
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freecamSaveState fState;
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u32 fRankIndex = -1;
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u32 fTargetPlayer = false;
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u32 fMode; // freecam mode should probably be an enum
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u32 fModeInit = false;
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int rightMouseButtonDown = 0; // Track if right mouse button is held down
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u32 gFreecamControllerType = 0;
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// void freecam_n64_calculate_forward_vector(Camera* camera, Vec3f forwardVector);
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// void freecam_n64_move_camera_forward(Camera* camera, struct Controller *controller, f32 distance);
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// void freecam_calculate_forward_vector(Camera* camera, Vec3f forwardVector);
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// void freecam_move_camera_forward(Camera* camera, f32 distance);
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// void freecam_update(Camera* camera, struct Controller *controller);
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// void freecam_n64_controller_manager(Camera *camera, struct Controller *controller, Player *player);
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// void freecam_target_player(Camera *camera, u32 playerIndex);
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// void freecam_move_camera_up(Camera* camera, struct Controller *controller, f32 distance);
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void freecam_save_state(Camera *camera);
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void freecam_load_state(Camera *camera);
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void freecam_mouse_manager(Camera *camera);
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void freecam_keyboard_manager(Camera* camera, Vec3f forwardVector);
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/**
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* Controls
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*
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* Forward: A
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* Backward: B
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*
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* Go faster: Z
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*
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* Up: C-up
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* Down: C-down
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*
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* Targets players based on rank position
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*
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* Target player: R-trig
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* Target next player: C-right
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* Target previous player: C-left
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*
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* Switch camera modes: D-pad left
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*
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* Camera mode 1: Enter freecam at the player's position
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* Camera mode 2: Enter freecam at previous freecam spot
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*
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*/
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void freecam(Camera *camera, Player *player, s8 index) {
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struct Controller *controller = &gControllers[0];
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f32 dirX;
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f32 dirY;
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f32 dirZ;
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f32 length;
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if (controller->buttonPressed & L_TRIG) {
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// Toggle freecam
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CVarSetInteger("gFreecam", !CVarGetInteger("gFreecam", 0));
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// Don't use `bool = !bool` here as the game code can swap these on you.
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// Which will confuse the code. This forces it to always be correct
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if (CVarGetInteger("gFreecam", 0) == 1) {
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player->type |= PLAYER_KART_AI;
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} else {
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player->type &= PLAYER_KART_AI;
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}
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gIsHUDVisible = !CVarGetInteger("gFreecam", 0);
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if (CVarGetInteger("gFreecam", 0) == 1) {
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if (fMode && fModeInit) {
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freecam_load_state(camera);
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} else {
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// !fMode or fMode not initialized
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freecam_target_player(camera, get_player_index_for_player(player));
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}
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return;
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} else {
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if(fMode) {
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freecam_save_state(camera);
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}
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}
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}
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// Driving mode
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if (CVarGetInteger("gFreecam", 0) == 0) {
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// Use normal camera code
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func_8001E45C(camera, &gPlayers[fRankIndex], index);
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return;
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}
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//if (player == gPlayerOne) { return; }
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//player->type &= ~PLAYER_HUMAN;
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//player->type |= PLAYER_HUMAN;
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// if ((player->type & PLAYER_START_SEQUENCE)) { return; }
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// Mouse/Keyboard
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if (gFreecamControllerType == 0) {
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freecam_calculate_forward_vector_allow_rotation(camera, freeCam.forwardVector);
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freecam_mouse_manager(camera, freeCam.forwardVector);
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freecam_keyboard_manager(camera, freeCam.forwardVector);
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} else { // Stock N64 controller
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freecam_n64_controller_manager(camera, controller, player);
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}
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if (!fTargetPlayer) {
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freecam_update(camera, freeCam.forwardVector);
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}
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}
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void freecam_save_state(Camera *camera) {
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fState.pos[0] = camera->pos[0];
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fState.pos[1] = camera->pos[1];
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fState.pos[2] = camera->pos[2];
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fState.lookAt[0] = camera->lookAt[0];
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fState.lookAt[1] = camera->lookAt[1];
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fState.lookAt[2] = camera->lookAt[2];
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fState.rot[0] = camera->rot[0];
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fState.rot[1] = camera->rot[1];
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fState.rot[2] = camera->rot[2];
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fModeInit = true;
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}
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void freecam_load_state(Camera *camera) {
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camera->pos[0] = fState.pos[0];
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camera->pos[1] = fState.pos[1];
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camera->pos[2] = fState.pos[2];
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camera->lookAt[0] = fState.lookAt[0];
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camera->lookAt[1] = fState.lookAt[1];
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camera->lookAt[2] = fState.lookAt[2];
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camera->rot[0] = fState.rot[0];
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camera->rot[1] = fState.rot[1];
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camera->rot[2] = fState.rot[2];
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}
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f32 gFreecamRotateSmoothingFactor = 0.85f;
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void freecam_mouse_manager(Camera* camera, Vec3f forwardVector) {
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int mouseX, mouseY;
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static int prevMouseX = 0, prevMouseY = 0;
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Uint32 mouseState = SDL_GetRelativeMouseState(&mouseX, &mouseY);
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mouseX = (mouseX + prevMouseX) / 2;
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mouseY = (mouseY + prevMouseY) / 2;
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prevMouseX = mouseX;
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prevMouseY = mouseY;
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if (mouseState & SDL_BUTTON(SDL_BUTTON_RIGHT)) {
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// Calculate yaw (left/right) and pitch (up/down) changes
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f32 yawChange = mouseX * MOUSE_SENSITIVITY_X;
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f32 pitchChange = mouseY * MOUSE_SENSITIVITY_Y;
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// Smoothly update yaw and pitch
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camera->rot[1] += (short)(yawChange * 65535.0f / (2 * M_PI)); // Yaw (left/right)
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camera->rot[2] += (short)(pitchChange * 65535.0f / (2 * M_PI)); // Pitch (up/down)
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// Clamp pitch to avoid extreme values
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if (camera->rot[2] > 15999) camera->rot[2] = 15999;
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if (camera->rot[2] < -15999) camera->rot[2] = -15999;
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// Calculate the forward vector based on the new yaw and pitch
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//freecam_calculate_forward_vector_allow_rotation(camera, forwardVector);
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// Smoothly interpolate the lookAt position
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Vec3f targetLookAt = {
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camera->pos[0] + forwardVector[0],
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camera->pos[1] + forwardVector[1],
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camera->pos[2] + forwardVector[2]
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};
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// Smoothing
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camera->lookAt[0] += (targetLookAt[0] - camera->lookAt[0]) * gFreecamRotateSmoothingFactor;
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camera->lookAt[1] += (targetLookAt[1] - camera->lookAt[1]) * gFreecamRotateSmoothingFactor;
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camera->lookAt[2] += (targetLookAt[2] - camera->lookAt[2]) * gFreecamRotateSmoothingFactor;
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}
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}
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f32 gFreecamSpeed = 3.0f;
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f32 gFreecamSpeedMultiplier = 2.0f;
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void freecam_keyboard_manager(Camera* camera, Vec3f forwardVector) {
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const uint8_t* keystate = SDL_GetKeyboardState(NULL);
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float moveSpeed = gFreecamSpeed;
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// Fast movement with Ctrl
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if (keystate[SDL_SCANCODE_LCTRL] || keystate[SDL_SCANCODE_RCTRL]) {
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moveSpeed *= gFreecamSpeedMultiplier;
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}
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// Determine movement direction based on keys pressed
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Vec3f totalMove = {0.0f, 0.0f, 0.0f};
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// if (keystate[SDL_SCANCODE_F]) {
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// fMode = true;
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// }
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// // Target a player
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// if (keystate[SDL_SCANCODE_G]) {
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// fTargetPlayer = false;
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// }
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// Target next player
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if (keystate[SDL_SCANCODE_N]) {
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if (fRankIndex > 0) {
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fRankIndex--;
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camera->playerId = fRankIndex;
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D_800DC5EC->player = &gPlayers[fRankIndex];
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}
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}
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// Target previous player
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if (keystate[SDL_SCANCODE_M]) {
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if (fRankIndex < 7) {
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fRankIndex++;
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camera->playerId = fRankIndex;
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D_800DC5EC->player = &gPlayers[fRankIndex];
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}
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}
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// Target camera at chosen player
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if (fRankIndex != -1) {
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freecam_target_player(camera, gGPCurrentRacePlayerIdByRank[fRankIndex]);
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// Don't run the other camera code.
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return;
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}
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if (keystate[SDL_SCANCODE_W]) {
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totalMove[0] += forwardVector[0] * moveSpeed;
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totalMove[2] += forwardVector[2] * moveSpeed;
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}
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if (keystate[SDL_SCANCODE_S]) {
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totalMove[0] -= forwardVector[0] * moveSpeed;
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totalMove[2] -= forwardVector[2] * moveSpeed;
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}
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if (keystate[SDL_SCANCODE_D]) {
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totalMove[0] -= forwardVector[2] * moveSpeed; // Pan right
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totalMove[2] += forwardVector[0] * moveSpeed;
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}
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if (keystate[SDL_SCANCODE_A]) {
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totalMove[0] += forwardVector[2] * moveSpeed; // Pan left
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totalMove[2] -= forwardVector[0] * moveSpeed;
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}
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if (keystate[SDL_SCANCODE_SPACE]) {
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totalMove[1] += moveSpeed; // Move up
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}
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if (keystate[SDL_SCANCODE_LSHIFT] || keystate[SDL_SCANCODE_RSHIFT]) {
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totalMove[1] -= moveSpeed; // Move down
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}
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freeCam.velocity[0] += totalMove[0];
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freeCam.velocity[1] += totalMove[1];
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freeCam.velocity[2] += totalMove[2];
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// Update camera's lookAt position
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camera->lookAt[0] = camera->pos[0] + forwardVector[0];
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camera->lookAt[2] = camera->pos[2] + forwardVector[2];
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}
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// Control the camera using the n64 controller
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void freecam_n64_controller_manager(Camera *camera, struct Controller *controller, Player *player) {
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if (controller->buttonPressed & U_JPAD) {
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fMode = !fMode;
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}
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// Target a player
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if (controller->buttonPressed & R_TRIG) {
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fTargetPlayer = !fTargetPlayer;
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}
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// Target next player
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if (controller->buttonPressed & L_CBUTTONS) {
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if (fRankIndex > 0) {
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fRankIndex--;
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camera->playerId = fRankIndex;
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D_800DC5EC->player = &gPlayers[fRankIndex];
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}
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}
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// Target previous player
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if (controller->buttonPressed & R_CBUTTONS) {
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if (fRankIndex < 7) {
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fRankIndex++;
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camera->playerId = fRankIndex;
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D_800DC5EC->player = &gPlayers[fRankIndex];
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}
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}
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// Target camera at chosen player
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if (fTargetPlayer) {
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freecam_target_player(camera, gGPCurrentRacePlayerIdByRank[fRankIndex]);
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// Don't run the other camera code.
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return;
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}
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// Rotation
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if (!fTargetPlayer) {
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if (controller->stickDirection != 0) {
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freecam_n64_update(camera, controller);
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}
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}
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// Forward
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if (controller->button & A_BUTTON) {
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freecam_n64_move_camera_forward(camera, controller, 3.0f);
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}
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// Backward B button but not A button.
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if (controller->button & B_BUTTON && !(controller->button & A_BUTTON)) {
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freecam_n64_move_camera_forward(camera, controller, -3.0f);
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}
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// Up
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if (controller->button & U_CBUTTONS) {
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freecam_n64_move_camera_up(camera, controller, 2.0f);
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}
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// Up
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if (controller->button & D_CBUTTONS) {
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freecam_n64_move_camera_up(camera, controller, -2.0f);
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}
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}
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void freecam_render_setup(void) {
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u16 perspNorm;
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Mat4 matrix;
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init_rdp();
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func_802A53A4();
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init_rdp();
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func_80057FC4(0);
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gSPSetGeometryMode(gDisplayListHead++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
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gSPClearGeometryMode(gDisplayListHead++, G_CULL_BACK | G_CULL_BOTH | G_CULL_FRONT);
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guPerspective(&gGfxPool->mtxPersp[0], &perspNorm, gCameraZoom[0], gScreenAspect, D_80150150, D_8015014C, 1.0f);
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gSPPerspNormalize(gDisplayListHead++, perspNorm);
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gSPMatrix(gDisplayListHead++, (&gGfxPool->mtxPersp[0]), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
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guLookAt(&gGfxPool->mtxLookAt[0], camera1->pos[0], camera1->pos[1], camera1->pos[2], camera1->lookAt[0], camera1->lookAt[1], camera1->lookAt[2], camera1->up[0], camera1->up[1], camera1->up[2]);
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gSPMatrix(gDisplayListHead++, (&gGfxPool->mtxLookAt[0]), G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
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mtxf_identity(matrix);
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gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK);
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render_set_position(matrix, 0);
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init_rdp();
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}
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@@ -0,0 +1,24 @@
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#ifndef FREECAM_H
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#define FREECAM_H
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||||
#ifdef __cplusplus
|
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extern "C" {
|
||||
#endif
|
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|
||||
#include <libultraship.h>
|
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#include "camera.h"
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||||
|
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void freecam(Camera*, Player*, s8);
|
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void freecam_render_setup(void);
|
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|
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extern f32 gFreecamSpeed;
|
||||
extern f32 gFreecamSpeedMultiplier;
|
||||
extern f32 gFreecamRotateSmoothingFactor;
|
||||
extern u32 fRankIndex;
|
||||
extern u32 gFreecamControllerType;
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // FREECAM_H
|
||||
@@ -0,0 +1,149 @@
|
||||
#include <libultraship.h>
|
||||
#include <macros.h>
|
||||
#include <defines.h>
|
||||
#include <common_structs.h>
|
||||
#include "player_controller.h"
|
||||
#include "code_80057C60.h"
|
||||
#include "code_800029B0.h"
|
||||
#include "code_80005FD0.h"
|
||||
#include "racing/collision.h"
|
||||
#include "main.h"
|
||||
#include <camera.h>
|
||||
#include "freecam_engine.h"
|
||||
|
||||
FreeCam freeCam;
|
||||
|
||||
#include <math.h>
|
||||
|
||||
f32 gDampValue = 0.99f;
|
||||
|
||||
void freecam_update(Camera *camera, Vec3f forwardVector) {
|
||||
// Update FreeCam state
|
||||
camera->pos[0] += freeCam.velocity[0] * gDeltaTime;
|
||||
camera->pos[1] += freeCam.velocity[1] * gDeltaTime;
|
||||
camera->pos[2] += freeCam.velocity[2] * gDeltaTime;
|
||||
|
||||
// Apply damping to velocity
|
||||
freeCam.velocity[0] *= gDampValue;
|
||||
freeCam.velocity[1] *= gDampValue;
|
||||
freeCam.velocity[2] *= gDampValue;
|
||||
|
||||
camera->lookAt[0] = camera->pos[0] + forwardVector[0];
|
||||
camera->lookAt[1] = camera->pos[1] + forwardVector[1];
|
||||
camera->lookAt[2] = camera->pos[2] + forwardVector[2];
|
||||
}
|
||||
|
||||
// Function to move the camera forward or backward without changing its height
|
||||
void freecam_move_camera_forward(Camera *camera, f32 moveSpeed, Vec3f forwardVector) {
|
||||
// Calculate the forward vector
|
||||
forwardVector[0] = camera->lookAt[0] - camera->pos[0];
|
||||
//forwardVector[1] = 0; // Don't change the height
|
||||
forwardVector[2] = camera->lookAt[2] - camera->pos[2];
|
||||
|
||||
// Normalize the forward vector
|
||||
f32 length = sqrtf(forwardVector[0] * forwardVector[0] + forwardVector[2] * forwardVector[2]);
|
||||
if (length != 0) {
|
||||
forwardVector[0] /= length;
|
||||
forwardVector[2] /= length;
|
||||
}
|
||||
|
||||
// Update FreeCam velocity
|
||||
freeCam.velocity[0] = forwardVector[0] * moveSpeed;
|
||||
freeCam.velocity[2] = forwardVector[2] * moveSpeed;
|
||||
|
||||
camera->lookAt[0] = camera->pos[0] + forwardVector[0];
|
||||
camera->lookAt[2] = camera->pos[0] + forwardVector[2];
|
||||
|
||||
}
|
||||
|
||||
|
||||
void freecam_pan_camera(Camera *camera, f32 moveSpeed) {
|
||||
Vec3f rightVector;
|
||||
f32 length;
|
||||
|
||||
// Calculate the right vector for pan movement
|
||||
rightVector[0] = camera->lookAt[2] - camera->pos[2];
|
||||
// rightVector[1] = 0; // Maintain the same height
|
||||
rightVector[2] = -(camera->lookAt[0] - camera->pos[0]);
|
||||
|
||||
// Normalize the right vector
|
||||
length = sqrtf(rightVector[0] * rightVector[0] + rightVector[2] * rightVector[2]);
|
||||
if (length != 0) {
|
||||
rightVector[0] /= length;
|
||||
rightVector[2] /= length;
|
||||
}
|
||||
|
||||
// Update camera's position
|
||||
freeCam.velocity[0] = rightVector[0] * moveSpeed;
|
||||
freeCam.velocity[2] = rightVector[2] * moveSpeed;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void freecam_calculate_forward_vector_allow_rotation(Camera* camera, Vec3f forwardVector) {
|
||||
// Convert yaw from 0-65535 to degrees
|
||||
f32 pitch = (camera->rot[2] / 65535.0f) * 360.0f;
|
||||
f32 yaw = (camera->rot[1] / 65535.0f) * 360.0f;
|
||||
|
||||
// Convert degrees to radians
|
||||
pitch = pitch * M_PI / 180.0f;
|
||||
yaw = yaw * M_PI / 180.0f;
|
||||
|
||||
// Calculate the forward vector based on yaw, ignoring pitch to keep height unchanged
|
||||
forwardVector[0] = -sinf(yaw);
|
||||
forwardVector[1] = -sinf(pitch); // Keep the height unchanged
|
||||
forwardVector[2] = cosf(yaw);
|
||||
}
|
||||
|
||||
// Calculates the forward direction vector based on camera orientation
|
||||
void freecam_calculate_forward_vector(Camera *camera, Vec3f forwardVector) {
|
||||
// Convert yaw from 0-65535 to degrees
|
||||
f32 yaw = (camera->rot[0] / 65535.0f) * 360.0f;
|
||||
f32 pitch = (camera->rot[2] / 65535.0f) * 360.0f;
|
||||
|
||||
// Convert degrees to radians
|
||||
yaw = yaw * M_PI / 180.0f;
|
||||
pitch = pitch * M_PI / 180.0f;
|
||||
|
||||
// Calculate the forward vector based on yaw and pitch
|
||||
forwardVector[0] = -sinf(yaw) * cosf(pitch); // x-component
|
||||
forwardVector[1] = sinf(pitch); // y-component (vertical)
|
||||
forwardVector[2] = cosf(yaw) * cosf(pitch); // z-component
|
||||
}
|
||||
|
||||
// Function to move the camera forward
|
||||
void freecam_move_camera_up(Camera* camera, f32 distance) {
|
||||
// Update the velocity of the camera in the Y direction
|
||||
freeCam.velocity[1] += distance;
|
||||
camera->lookAt[1] += distance;
|
||||
}
|
||||
void freecam_move_camera_down(Camera* camera, f32 distance) {
|
||||
// Update the velocity of the camera in the Y direction
|
||||
freeCam.velocity[1] += distance;
|
||||
camera->lookAt[1] += distance;
|
||||
}
|
||||
|
||||
void freecam_target_player(Camera *camera, u32 playerIndex) {
|
||||
Vec3f forwardVector;// = 2.0f;
|
||||
Player *player = &gPlayers[playerIndex];
|
||||
|
||||
// Calculate the direction from the player to the camera
|
||||
f32 dirX = player->pos[0] - camera->pos[0];
|
||||
f32 dirY = player->pos[1] - camera->pos[1];
|
||||
f32 dirZ = player->pos[2] - camera->pos[2];
|
||||
|
||||
// Normalize the direction vector (if needed)
|
||||
f32 length = sqrtf(dirX * dirX + dirY * dirY + dirZ * dirZ);
|
||||
if (length > 0) {
|
||||
dirX /= length;
|
||||
dirY /= length;
|
||||
dirZ /= length;
|
||||
}
|
||||
|
||||
// Update the camera's look-at direction
|
||||
camera->lookAt[0] = camera->pos[0] + dirX;
|
||||
camera->lookAt[1] = camera->pos[1] + dirY;
|
||||
camera->lookAt[2] = camera->pos[2] + dirZ;
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
#ifndef FREE_CAM_ENGINE_H
|
||||
#define FREE_CAM_ENGINE_H
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#include <libultraship.h>
|
||||
#include "camera.h"
|
||||
|
||||
// Yaw/pitch rotation sensitivity
|
||||
#define MOUSE_SENSITIVITY_X 0.006f
|
||||
#define MOUSE_SENSITIVITY_Y 0.006f
|
||||
|
||||
typedef struct {
|
||||
Vec3f velocity;
|
||||
Vec3f forwardVector;
|
||||
} FreeCam;
|
||||
|
||||
extern FreeCam freeCam;
|
||||
extern f32 gDampValue;
|
||||
|
||||
//void update_camera(Camera *camera, f32 deltaTime);
|
||||
void freecam_pan_camera(Camera *camera, f32 moveSpeed);
|
||||
void freecam_calculate_forward_vector_allow_rotation(Camera* camera, Vec3f forwardVector);
|
||||
void freecam_calculate_forward_vector(Camera* camera, Vec3f forwardVector);
|
||||
void freecam_move_camera_forward(Camera* camera, f32 distance, Vec3f forwardVector);
|
||||
void freecam_target_player(Camera *camera, u32 playerIndex);
|
||||
void freecam_update(Camera* camera, Vec3f forwardVector);
|
||||
void freecam_move_camera_up(Camera* camera, f32);
|
||||
void freecam_move_camera_down(Camera* camera, f32);
|
||||
|
||||
extern f32 gDampValue;
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // FREE_CAM_ENGINE_H
|
||||
@@ -0,0 +1,99 @@
|
||||
#include <libultraship.h>
|
||||
#include <defines.h>
|
||||
#include <macros.h>
|
||||
#include "code_80057C60.h"
|
||||
#include "code_800029B0.h"
|
||||
#include "code_80005FD0.h"
|
||||
#include "camera.h"
|
||||
#include <common_structs.h>
|
||||
#include "player_controller.h"
|
||||
|
||||
#define N64_SENSITIVITY_X 0.0003f
|
||||
#define N64_SENSITIVITY_Y 0.0003f
|
||||
|
||||
// Calculates the forward direction vector based on camera orientation
|
||||
void freecam_n64_calculate_forward_vector(Camera* camera, Vec3f forwardVector) {
|
||||
f32 pitch = (camera->rot[2] / 65535.0f) * 360.0f; // Convert pitch from 0-65535 to degrees
|
||||
f32 yaw = (camera->rot[1] / 65535.0f) * 360.0f; // Convert yaw from 0-65535 to degrees
|
||||
|
||||
// Convert degrees to radians
|
||||
pitch = pitch * M_PI / 180.0f;
|
||||
yaw = yaw * M_PI / 180.0f;
|
||||
|
||||
forwardVector[0] = -sinf(yaw) * cosf(pitch);
|
||||
forwardVector[1] = -sinf(pitch);
|
||||
forwardVector[2] = cosf(yaw) * cosf(pitch);
|
||||
}
|
||||
|
||||
// Function to move the camera forward
|
||||
void freecam_n64_move_camera_forward(Camera* camera, struct Controller *controller, f32 distance) {
|
||||
Vec3f forwardVector;
|
||||
Vec3f rightVector;
|
||||
f32 length;
|
||||
freecam_n64_calculate_forward_vector(camera, forwardVector);
|
||||
|
||||
if (controller->button & Z_TRIG) {
|
||||
distance *= 3;
|
||||
}
|
||||
|
||||
// Normalize the forward vector
|
||||
length = sqrtf(forwardVector[0] * forwardVector[0] + forwardVector[1] * forwardVector[1] + forwardVector[2] * forwardVector[2]);
|
||||
forwardVector[0] /= length;
|
||||
forwardVector[1] /= length;
|
||||
forwardVector[2] /= length;
|
||||
|
||||
// Calculate the right vector by taking the cross product of forward and up
|
||||
rightVector[0] = forwardVector[1] * camera->up[2] - forwardVector[2] * camera->up[1];
|
||||
rightVector[1] = forwardVector[2] * camera->up[0] - forwardVector[0] * camera->up[2];
|
||||
rightVector[2] = forwardVector[0] * camera->up[1] - forwardVector[1] * camera->up[0];
|
||||
|
||||
// Move the camera's position along the forward vector while considering its up vector
|
||||
camera->pos[0] += forwardVector[0] * distance;
|
||||
camera->pos[1] += forwardVector[1] * distance;
|
||||
camera->pos[2] += forwardVector[2] * distance;
|
||||
|
||||
// Optionally, you can also adjust the lookAt point to maintain the same relative position
|
||||
camera->lookAt[0] += forwardVector[0] * distance;
|
||||
camera->lookAt[1] += forwardVector[1] * distance;
|
||||
camera->lookAt[2] += forwardVector[2] * distance;
|
||||
}
|
||||
|
||||
// Function to move the camera forward
|
||||
void freecam_n64_move_camera_up(Camera* camera, struct Controller *controller, f32 distance) {
|
||||
// Check if the Z button is pressed (for faster movement)
|
||||
if (controller->button & Z_TRIG) {
|
||||
distance *= 3;
|
||||
}
|
||||
|
||||
// Move the camera's position along its up vector (Y-axis)
|
||||
camera->pos[1] += distance;
|
||||
|
||||
// Optionally, adjust the lookAt point to maintain the same relative position
|
||||
camera->lookAt[1] += distance;
|
||||
}
|
||||
|
||||
// Update camera rotation and lookAt point based on input
|
||||
void freecam_n64_update(Camera* camera, struct Controller *controller) {
|
||||
// Calculate yaw (horizontal movement)
|
||||
f32 yawChange = controller->rawStickX * N64_SENSITIVITY_X;
|
||||
f32 pitchChange = controller->rawStickY * N64_SENSITIVITY_Y;
|
||||
Vec3f forwardVector;
|
||||
|
||||
check_bounding_collision(&camera->collision, 50, camera->pos[0], camera->pos[1], camera->pos[2]);
|
||||
|
||||
camera->rot[1] += (short)(yawChange * 65535.0f / (2 * M_PI)); // Convert radians to 0-65535 range
|
||||
|
||||
camera->rot[2] += (short)(-pitchChange * 65535.0f / (2 * M_PI)); // Convert radians to 0-65535 range
|
||||
|
||||
if (camera->rot[2] > 15999) {
|
||||
camera->rot[2] = 15999;
|
||||
} else if (camera->rot[2] < -15999) {
|
||||
camera->rot[2] = -15999;
|
||||
}
|
||||
|
||||
// Update the lookAt point based on the new orientation
|
||||
freecam_calculate_forward_vector(camera, forwardVector);
|
||||
camera->lookAt[0] = camera->pos[0] + forwardVector[0];
|
||||
camera->lookAt[1] = camera->pos[1] + forwardVector[1];
|
||||
camera->lookAt[2] = camera->pos[2] + forwardVector[2];
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
#ifndef N64_FREECAM_H
|
||||
#define N64_FREECAM_H
|
||||
|
||||
#include <libultraship.h>
|
||||
|
||||
|
||||
void freecam_n64_move_camera_up(Camera* camera, struct Controller *controller, f32 distance);
|
||||
void freecam_n64_controller_manager(Camera *camera, struct Controller *controller, Player *player);
|
||||
void freecam_n64_calculate_forward_vector(Camera* camera, Vec3f forwardVector);
|
||||
void freecam_n64_move_camera_forward(Camera* camera, struct Controller *controller, f32 distance);
|
||||
void freecam_n64_update(Camera* camera, struct Controller *controller);
|
||||
|
||||
#endif // N64_FREECAM_H
|
||||
+31
@@ -43,6 +43,7 @@
|
||||
#include "crash_screen.h"
|
||||
#include "buffers/gfx_output_buffer.h"
|
||||
#include <bridge/gfxdebuggerbridge.h>
|
||||
#include "enhancements/freecam/freecam.h"
|
||||
|
||||
// Declarations (not in this file)
|
||||
void func_80091B78(void);
|
||||
@@ -317,6 +318,29 @@ void create_gfx_task_structure(void) {
|
||||
#endif
|
||||
}
|
||||
|
||||
f32 gDeltaTime = 0.0f;
|
||||
f32 calculate_delta_time(void) {
|
||||
static u32 prevtime = 0;
|
||||
u32 now = osGetCount();
|
||||
f32 deltaTime;
|
||||
|
||||
if (now > prevtime) {
|
||||
deltaTime = (f32)(now - prevtime) / OS_CPU_COUNTER;
|
||||
} else {
|
||||
// Handle counter reset
|
||||
deltaTime = (f32)((0xffffffff - prevtime) + 1 + now) / OS_CPU_COUNTER;
|
||||
}
|
||||
|
||||
prevtime = now;
|
||||
|
||||
// Cap deltaTime to avoid large jumps (e.g., on pause/resume)
|
||||
if (deltaTime > 1.0f / 15.0f) { // Assume 15 FPS is the lowest acceptable rate
|
||||
deltaTime = 1.0f / 15.0f;
|
||||
}
|
||||
|
||||
gDeltaTime = deltaTime;
|
||||
}
|
||||
|
||||
void init_controllers(void) {
|
||||
osCreateMesgQueue(&gSIEventMesgQueue, &gSIEventMesgBuf[0], ARRAY_COUNT(gSIEventMesgBuf));
|
||||
osSetEventMesg(OS_EVENT_SI, &gSIEventMesgQueue, OS_MESG_32(0x33333333));
|
||||
@@ -336,6 +360,11 @@ void update_controller(s32 index) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Prevents pause menu intereference while controlling flycam
|
||||
if ((CVarGetInteger("gFreecam", 0) == 1) && (gFreecamControllerType == 0) && (gGamestate == RACING)) {
|
||||
return;
|
||||
}
|
||||
|
||||
controller->rawStickX = gControllerPads[index].stick_x;
|
||||
controller->rawStickY = gControllerPads[index].stick_y;
|
||||
|
||||
@@ -1226,6 +1255,8 @@ void thread5_game_loop(void) {
|
||||
}
|
||||
|
||||
void thread5_iteration(void) {
|
||||
// func_800CB2C4();
|
||||
calculate_delta_time();
|
||||
#ifdef TARGET_N64
|
||||
while (true) {
|
||||
func_800CB2C4();
|
||||
|
||||
@@ -104,6 +104,7 @@ void update_gamestate(void);
|
||||
void thread5_game_loop(void);
|
||||
void thread5_iteration(void);
|
||||
void thread4_audio(void*);
|
||||
extern f32 gDeltaTime;
|
||||
|
||||
extern struct VblankHandler* gVblankHandler1;
|
||||
extern struct VblankHandler* gVblankHandler2;
|
||||
|
||||
@@ -0,0 +1,109 @@
|
||||
#include "FreecamWindow.h"
|
||||
#include "UIWidgets.h"
|
||||
#include "libultraship/src/Context.h"
|
||||
|
||||
#include <imgui.h>
|
||||
#include <libultraship/libultraship.h>
|
||||
#include "spdlog/spdlog.h"
|
||||
#include <common_structs.h>
|
||||
#include <defines.h>
|
||||
#include "enhancements/freecam/freecam_engine.h"
|
||||
#include "enhancements/freecam/freecam.h"
|
||||
|
||||
extern "C" {
|
||||
// typedef struct {
|
||||
// Vec3f pos;
|
||||
// Vec3f velocity;
|
||||
// Vec3f lookAt;
|
||||
// Vec3f lookAtVelocity;
|
||||
// } FreeCam;
|
||||
|
||||
extern f32 gDampValue;
|
||||
extern f32 gFreecamSpeed;
|
||||
extern f32 gFreecamSpeedMultiplier;
|
||||
extern f32 gFreecamRotateSmoothingFactor;
|
||||
extern char* D_800E76A8[];
|
||||
extern u32 fRankIndex;
|
||||
extern u32 gFreecamControllerType;
|
||||
}
|
||||
|
||||
namespace Freecam {
|
||||
FreecamWindow::~FreecamWindow() {
|
||||
SPDLOG_TRACE("destruct freecam window");
|
||||
}
|
||||
|
||||
void FreecamWindow::InitElement() {
|
||||
}
|
||||
|
||||
static s32 sReadyUpBool = false;
|
||||
|
||||
float dampMin = 0.995;
|
||||
float dampMax = 1.0f;
|
||||
float minSpeed = 1.0;
|
||||
float maxSpeed = 30.0f;
|
||||
float minSpeedMultiplier = 1.5f;
|
||||
float maxSpeedMultiplier = 15.0f;
|
||||
float minFreecamRotateFactor = 0.0f;
|
||||
float maxFreecamRotateFactor = 1.0f;
|
||||
|
||||
uint32_t focusPlayer;
|
||||
|
||||
void FreecamWindow::DrawElement() {
|
||||
const float framerate = ImGui::GetIO().Framerate;
|
||||
const float deltatime = ImGui::GetIO().DeltaTime;
|
||||
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, 0));
|
||||
|
||||
ImGui::Text("Freecam: Mouse/Keyboard Requires OpenGL. DX is not supported");
|
||||
|
||||
const char* items[] = { "Mouse/Keyboard", "N64 Controls" };
|
||||
static int current_item = 0;
|
||||
if (ImGui::Combo("Dropdown", ¤t_item, items, IM_ARRAYSIZE(items))) {
|
||||
gFreecamControllerType = current_item;
|
||||
}
|
||||
|
||||
ImGui::Text("Move: W,A,S,D\nUp: Space, Down: Shift\nFaster: Ctrl\nLook: Right-mouse button\nTarget previous player: N, Target next player: M");
|
||||
ImGui::Spacing();
|
||||
UIWidgets::CVarCheckbox("Enable Flycam", "gFreecam", {
|
||||
.tooltip = "Allows you to fly around the course"
|
||||
});
|
||||
|
||||
ImGui::Spacing();
|
||||
|
||||
if (ImGui::SliderScalar("Camera Damping", ImGuiDataType_Float, &gDampValue, &dampMin, &dampMax, "%f")) {
|
||||
|
||||
};
|
||||
if (ImGui::SliderScalar("Camera Speed", ImGuiDataType_Float, &gFreecamSpeed, &minSpeed, &maxSpeed, "%f")) {
|
||||
|
||||
};
|
||||
if (ImGui::SliderScalar("Camera Speed Multiplier", ImGuiDataType_Float, &gFreecamSpeedMultiplier, &minSpeedMultiplier, &maxSpeedMultiplier, "%f")) {
|
||||
|
||||
};
|
||||
if (ImGui::SliderScalar("Camera Rotation Smoothing", ImGuiDataType_Float, &gFreecamRotateSmoothingFactor, &minFreecamRotateFactor, &maxFreecamRotateFactor, "%f")) {
|
||||
|
||||
};
|
||||
|
||||
ImGui::Spacing();
|
||||
|
||||
ImGui::Text("Target Player");
|
||||
|
||||
if (ImGui::Button("None")) {
|
||||
fRankIndex = -1;
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < NUM_PLAYERS; i++) {
|
||||
if (D_800E76A8[i] == NULL || D_800E76A8[i] == "ーーーー") {
|
||||
break;
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button(D_800E76A8[i])) {
|
||||
fRankIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
|
||||
void FreecamWindow::UpdateElement() {
|
||||
}
|
||||
} // namespace Freecam
|
||||
@@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
|
||||
#include <libultraship/libultraship.h>
|
||||
|
||||
namespace Freecam {
|
||||
class FreecamWindow : public Ship::GuiWindow {
|
||||
public:
|
||||
using Ship::GuiWindow::GuiWindow;
|
||||
~FreecamWindow();
|
||||
|
||||
private:
|
||||
void InitElement() override;
|
||||
void DrawElement() override;
|
||||
void UpdateElement() override;
|
||||
};
|
||||
} // namespace GameInfo
|
||||
@@ -2,6 +2,7 @@
|
||||
#include "UIWidgets.h"
|
||||
#include "ResolutionEditor.h"
|
||||
#include "GameInfoWindow.h"
|
||||
#include "FreecamWindow.h"
|
||||
|
||||
#include <spdlog/spdlog.h>
|
||||
#include <imgui.h>
|
||||
@@ -22,6 +23,7 @@ std::shared_ptr<Ship::GuiWindow> mStatsWindow;
|
||||
std::shared_ptr<Ship::GuiWindow> mInputEditorWindow;
|
||||
std::shared_ptr<Ship::GuiWindow> mGfxDebuggerWindow;
|
||||
std::shared_ptr<Ship::GuiWindow> mGameInfoWindow;
|
||||
std::shared_ptr<Ship::GuiWindow> mFreecamWindow;
|
||||
std::shared_ptr<AdvancedResolutionSettings::AdvancedResolutionSettingsWindow> mAdvancedResolutionSettingsWindow;
|
||||
|
||||
void SetupGuiElements() {
|
||||
@@ -61,6 +63,14 @@ void SetupGuiElements() {
|
||||
SPDLOG_ERROR("Could not find input GfxDebuggerWindow");
|
||||
}
|
||||
|
||||
mFreecamWindow = gui->GetGuiWindow("FreecamWindow");
|
||||
if (mFreecamWindow == nullptr) {
|
||||
SPDLOG_ERROR("Could not find input FreecamWindow");
|
||||
}
|
||||
|
||||
mFreecamWindow = std::make_shared<Freecam::FreecamWindow>("gFreecamEnabled", "Freecam");
|
||||
gui->AddGuiWindow(mFreecamWindow);
|
||||
|
||||
mGameInfoWindow = std::make_shared<GameInfo::GameInfoWindow>("gGameInfoEnabled", "Game info");
|
||||
gui->AddGuiWindow(mGameInfoWindow);
|
||||
|
||||
@@ -441,6 +451,11 @@ void DrawEnhancementsMenu() {
|
||||
if (UIWidgets::BeginMenu("Enhancements")) {
|
||||
|
||||
if (UIWidgets::BeginMenu("Gameplay")) {
|
||||
|
||||
|
||||
UIWidgets::WindowButton("Freecam", "gFreecam", GameUI::mFreecamWindow, {
|
||||
.tooltip = "Allows you to fly around the course"
|
||||
});
|
||||
UIWidgets::CVarCheckbox(
|
||||
"No Level of Detail (LOD)", "gDisableLod",
|
||||
{ .tooltip = "Disable Level of Detail (LOD) to avoid models using lower poly versions at a distance" });
|
||||
|
||||
@@ -1282,7 +1282,7 @@ void render_big_donut(struct UnkStruct_800DC5EC* arg0) {
|
||||
|
||||
gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
|
||||
gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
|
||||
func_802B5D64((uintptr_t) D_800DC610, D_802B87D4, 0, 1);
|
||||
func_802B5D64(D_800DC610, D_802B87D4, 0, 1);
|
||||
gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
|
||||
gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
|
||||
|
||||
@@ -1367,9 +1367,16 @@ void func_8029569C(void) {
|
||||
}
|
||||
}
|
||||
|
||||
void render_course(struct UnkStruct_800DC5EC* arg0) {
|
||||
void render_course(struct UnkStruct_800DC5EC *arg0) {
|
||||
|
||||
func_802B5D64(D_800DC610, D_802B87D4, 0, 1);
|
||||
|
||||
if ((CVarGetInteger("gFreecam", 0) == 1) ) {
|
||||
// Render credits courses
|
||||
func_8029569C();
|
||||
return;
|
||||
}
|
||||
|
||||
if (creditsRenderMode) {
|
||||
func_8029569C();
|
||||
return;
|
||||
|
||||
Reference in New Issue
Block a user