Files
SpaghettiKart/src/camera.h
T
MegaMech 532ad5a4c0 Renames & seg 3 & 5 texture fixes (#19)
* Remove tools/torch

* Auto compile torch and extract

* Re-implement soh's implementation of lus implementation of an array

* Fix static actors in mr

* Update

* Updated torch

* Updated lus

* uncomment

* Fix collision

* Renames

* More renaming

* Collision Renames

* Update collision.c

* Collision Documentation (#640)

* Collision related renames

* Update

* update lus

* Bug fixes

* remove tabs

* fixes

* fixes

* Fix kart textures

* Networking

* net

* Add networking

* Update

* Cleanup

* Fix balloon rendering

* Fix lakitu and red shell

* fixes

* Implement new random system

---------

Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
2024-07-26 11:29:35 -06:00

100 lines
2.9 KiB
C

#ifndef CAMERA_H
#define CAMERA_H
#include <libultraship.h>
#include "common_structs.h"
/**
* @todo put this define in types.h or similar.
* Certain functions are marked as having return values, but do not
* actually return a value. This causes undefined behavior, which we'd rather
* avoid on modern GCC. This only impacts -O2 and can matter for both the function
* itself and functions that call it.
*/
#ifdef AVOID_UB
#define BAD_RETURN(cmd) void
#else
#define BAD_RETURN(cmd) cmd
#endif
typedef struct {
f32 unk_0;
s16 unk_4;
s16 unk_6;
s16 unk_8;
} UnkCameraInner;
typedef struct {
/* 0x00 */ Vec3f pos;
/* 0x0C */ Vec3f lookAt;
// This is expected to be a normalized vector, indicates what direction is "up" for the camera
/* 0x18 */ Vec3f up;
// I think these are the "nautical angles" between pos and lookAt
// rot[0] = roll? Does nothing?, rot[1] = yaw, rot[2] = pitch
/* 0x24 */ Vec3s rot;
/* 0x2A */ u16 someBitFlags;
/* 0x2C */ s16 unk_2C;
/* 0x2E */ s16 unk_2E;
/* 0x30 */ Vec3f unk_30;
/* 0x3C */ Vec3f unk_3C;
/* 0x48 */ s32 unk_48;
/* 0x4C */ s32 unk_4C;
/* 0x50 */ s32 unk_50;
/* 0x54 */ Collision collision;
// When you hit a wall (or another driver) the camera's pos and lookAt bounce up and down. This is the velocity(?) of that bouncing
/* 0x94 */ UnkCameraInner unk_94;
// Timer for wall-hit bounce. Counts up instead of down
/* 0xA0 */ f32 unk_A0;
/* 0xA4 */ s32 unk_A4;
/* 0xA8 */ s32 unk_A8;
/* 0xAC */ s16 unk_AC;
// Id of the player the camera is following.
/* 0xAE */ s16 playerId;
// Seems related to camera movement during drifting
/* 0xB0 */ s16 unk_B0;
/* 0xB2 */ s16 unk_B2;
/* 0xB4 */ f32 unk_B4;
} Camera; /* size = 0xB8 */
typedef BAD_RETURN(s32) (*CameraEvent)(Camera *c);
typedef CameraEvent CutsceneShot;
void camera_init(f32, f32, f32, s16, u32, s32);
void func_8001CA10(Camera*);
void func_8001CA24(Player*, f32);
void func_8001CA78(Player*, Camera*, Vec3f, f32*, f32*, f32*, s32, s32);
void func_8001CCEC(Player*, Camera*, Vec3f, f32*, f32*, f32*, s32*, s16, s16);
void func_8001D53C(Player*, Camera*, Vec3f, f32*, f32*, f32*, s16, s16);
void func_8001D794(Player*, Camera*, Vec3f, f32*, f32*, f32*, s16);
void func_8001D944(Player*, Camera*, Vec3f, f32*, f32*, f32*, s32*, s16, s16);
void func_8001E0C4(Camera*, Player*, s8);
void func_8001E45C(Camera*, Player*, s8);
void func_8001E8E8(Camera*, Player*, s8);
void func_8001EA0C(Camera*, Player*, s8);
void func_8001EE98(Player*, Camera*, s8);
void func_8001F394(Player*, f32*);
void func_8001F87C(s32);
extern f32 D_800DDB30[];
extern Camera cameras[];
extern Camera *camera1;
extern Camera *camera2;
extern Camera *camera3;
extern Camera *camera4;
// end of camera.c variables
extern s8 D_80164A89;
extern s32 D_80164A08[4];
extern s32 D_80164A28;
extern s32 D_80164A2C;
extern f32 D_80164A30;
extern f32 D_80164A90[];
extern f32 D_80164AA0[];
#endif