Quake & Distortion Docs (Again) + Math Cleanup (Camera Prep) (#1129)

* more quake docs

* more docs

* more distortion docs

* math cleanup

* fix header

* cleanup

* only partial PR review

* PR Suggestions

* fix master merge

* reverb angle change macros

* more revert

* fix enum
This commit is contained in:
engineer124
2023-05-19 00:29:50 +10:00
committed by GitHub
parent 83ac58d739
commit 180227e7bb
62 changed files with 811 additions and 729 deletions
+20 -20
View File
@@ -119,23 +119,23 @@ u8 CutsceneCamera_ProcessSpline(CutsceneCamera* csCamera) {
switch (csCamera->atCmd[csCamera->eyeInterp.curPoint].relativeTo) {
case CS_CAM_REL_2:
OLib_DbCameraVec3fDiff(&player->actor.world, &csCamera->camera->at, &csCamera->camera->at, 2);
OLib_Vec3fDiff(&player->actor.world, &csCamera->camera->at, &csCamera->camera->at, OLIB_DIFF);
break;
case CS_CAM_REL_3:
OLib_DbCameraVec3fDiff(&player->actor.world, &csCamera->camera->at, &csCamera->camera->at, 1);
OLib_Vec3fDiff(&player->actor.world, &csCamera->camera->at, &csCamera->camera->at, OLIB_DIFF_OFFSET);
break;
case CS_CAM_REL_1:
OLib_DbCameraVec3fDiff(&player->actor.world, &csCamera->camera->at, &csCamera->camera->at, 1);
OLib_Vec3fDiff(&player->actor.world, &csCamera->camera->at, &csCamera->camera->at, OLIB_DIFF_OFFSET);
break;
case CS_CAM_REL_4:
OLib_DbCameraVec3fDiff(&target->world, &csCamera->camera->at, &csCamera->camera->at, 1);
OLib_Vec3fDiff(&target->world, &csCamera->camera->at, &csCamera->camera->at, OLIB_DIFF_OFFSET);
break;
case CS_CAM_REL_5:
OLib_DbCameraVec3fDiff(&target->world, &csCamera->camera->at, &csCamera->camera->at, 2);
OLib_Vec3fDiff(&target->world, &csCamera->camera->at, &csCamera->camera->at, OLIB_DIFF);
break;
default: // CS_CAM_REL_0
@@ -147,24 +147,24 @@ u8 CutsceneCamera_ProcessSpline(CutsceneCamera* csCamera) {
switch (csCamera->atCmd[csCamera->eyeInterp.curPoint].relativeTo) {
case CS_CAM_REL_2:
OLib_DbCameraVec3fSum(&player->actor.world, &csCamera->camera->at, &csCamera->camera->at, 2);
OLib_Vec3fAdd(&player->actor.world, &csCamera->camera->at, &csCamera->camera->at, OLIB_ADD);
break;
case CS_CAM_REL_3:
OLib_DbCameraVec3fSum(&player->actor.world, &csCamera->camera->at, &csCamera->camera->at, 1);
OLib_Vec3fAdd(&player->actor.world, &csCamera->camera->at, &csCamera->camera->at, OLIB_ADD_OFFSET);
csCamera->camera->at.y += func_80163660(&player->actor);
break;
case CS_CAM_REL_1:
OLib_DbCameraVec3fSum(&player->actor.world, &csCamera->camera->at, &csCamera->camera->at, 1);
OLib_Vec3fAdd(&player->actor.world, &csCamera->camera->at, &csCamera->camera->at, OLIB_ADD_OFFSET);
break;
case CS_CAM_REL_4:
OLib_DbCameraVec3fSum(&target->world, &csCamera->camera->at, &csCamera->camera->at, 1);
OLib_Vec3fAdd(&target->world, &csCamera->camera->at, &csCamera->camera->at, OLIB_ADD_OFFSET);
break;
case CS_CAM_REL_5:
OLib_DbCameraVec3fSum(&target->world, &csCamera->camera->at, &csCamera->camera->at, 2);
OLib_Vec3fAdd(&target->world, &csCamera->camera->at, &csCamera->camera->at, OLIB_ADD);
break;
default: // CS_CAM_REL_0
@@ -189,23 +189,23 @@ u8 CutsceneCamera_ProcessSpline(CutsceneCamera* csCamera) {
switch (csCamera->eyeCmd[csCamera->atInterp.curPoint].relativeTo) {
case CS_CAM_REL_2:
OLib_DbCameraVec3fDiff(&player->actor.world, &csCamera->camera->eye, &csCamera->camera->eye, 2);
OLib_Vec3fDiff(&player->actor.world, &csCamera->camera->eye, &csCamera->camera->eye, OLIB_DIFF);
break;
case CS_CAM_REL_3:
OLib_DbCameraVec3fDiff(&player->actor.world, &csCamera->camera->eye, &csCamera->camera->eye, 1);
OLib_Vec3fDiff(&player->actor.world, &csCamera->camera->eye, &csCamera->camera->eye, OLIB_DIFF_OFFSET);
break;
case CS_CAM_REL_1:
OLib_DbCameraVec3fDiff(&player->actor.world, &csCamera->camera->eye, &csCamera->camera->eye, 1);
OLib_Vec3fDiff(&player->actor.world, &csCamera->camera->eye, &csCamera->camera->eye, OLIB_DIFF_OFFSET);
break;
case CS_CAM_REL_4:
OLib_DbCameraVec3fDiff(&target->world, &csCamera->camera->eye, &csCamera->camera->eye, 1);
OLib_Vec3fDiff(&target->world, &csCamera->camera->eye, &csCamera->camera->eye, OLIB_DIFF_OFFSET);
break;
case CS_CAM_REL_5:
OLib_DbCameraVec3fDiff(&target->world, &csCamera->camera->eye, &csCamera->camera->eye, 2);
OLib_Vec3fDiff(&target->world, &csCamera->camera->eye, &csCamera->camera->eye, OLIB_DIFF);
break;
default: // CS_CAM_REL_0
@@ -217,24 +217,24 @@ u8 CutsceneCamera_ProcessSpline(CutsceneCamera* csCamera) {
switch (csCamera->eyeCmd[csCamera->atInterp.curPoint].relativeTo) {
case CS_CAM_REL_2:
OLib_DbCameraVec3fSum(&player->actor.world, &csCamera->camera->eye, &csCamera->camera->eye, 2);
OLib_Vec3fAdd(&player->actor.world, &csCamera->camera->eye, &csCamera->camera->eye, OLIB_ADD);
break;
case CS_CAM_REL_3:
OLib_DbCameraVec3fSum(&player->actor.world, &csCamera->camera->eye, &csCamera->camera->eye, 1);
OLib_Vec3fAdd(&player->actor.world, &csCamera->camera->eye, &csCamera->camera->eye, OLIB_ADD_OFFSET);
csCamera->camera->eye.y += func_80163660(&player->actor);
break;
case CS_CAM_REL_1:
OLib_DbCameraVec3fSum(&player->actor.world, &csCamera->camera->eye, &csCamera->camera->eye, 1);
OLib_Vec3fAdd(&player->actor.world, &csCamera->camera->eye, &csCamera->camera->eye, OLIB_ADD_OFFSET);
break;
case CS_CAM_REL_4:
OLib_DbCameraVec3fSum(&target->world, &csCamera->camera->eye, &csCamera->camera->eye, 1);
OLib_Vec3fAdd(&target->world, &csCamera->camera->eye, &csCamera->camera->eye, OLIB_ADD_OFFSET);
break;
case CS_CAM_REL_5:
OLib_DbCameraVec3fSum(&target->world, &csCamera->camera->eye, &csCamera->camera->eye, 2);
OLib_Vec3fAdd(&target->world, &csCamera->camera->eye, &csCamera->camera->eye, OLIB_ADD);
break;
default: // CS_CAM_REL_0
+12 -13
View File
@@ -2574,7 +2574,7 @@ void Actor_Draw(PlayState* play, Actor* actor) {
(actor->flags & (ACTOR_FLAG_10000000 | ACTOR_FLAG_400000)) ? NULL : &actor->world.pos, play);
Lights_Draw(light, play->state.gfxCtx);
if (actor->flags & ACTOR_FLAG_1000) {
if (actor->flags & ACTOR_FLAG_IGNORE_QUAKE) {
Matrix_SetTranslateRotateYXZ(actor->world.pos.x + play->mainCamera.quakeOffset.x,
actor->world.pos.y +
((actor->shape.yOffset * actor->scale.y) + play->mainCamera.quakeOffset.y),
@@ -3791,30 +3791,29 @@ void func_800BC620(Vec3f* pos, Vec3f* scale, u8 alpha, PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
void Actor_AddQuake(PlayState* play, s16 verticalMag, s16 countdown) {
s16 quakeIndex = Quake_Add(&play->mainCamera, QUAKE_TYPE_3);
void Actor_RequestQuake(PlayState* play, s16 y, s16 duration) {
s16 quakeIndex = Quake_Request(&play->mainCamera, QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 20000);
Quake_SetQuakeValues(quakeIndex, verticalMag, 0, 0, 0);
Quake_SetCountdown(quakeIndex, countdown);
Quake_SetPerturbations(quakeIndex, y, 0, 0, 0);
Quake_SetDuration(quakeIndex, duration);
}
void Actor_AddQuakeWithSpeed(PlayState* play, s16 verticalMag, s16 countdown, s16 speed) {
s16 quakeIndex = Quake_Add(&play->mainCamera, QUAKE_TYPE_3);
void Actor_RequestQuakeWithSpeed(PlayState* play, s16 y, s16 duration, s16 speed) {
s16 quakeIndex = Quake_Request(&play->mainCamera, QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, speed);
Quake_SetQuakeValues(quakeIndex, verticalMag, 0, 0, 0);
Quake_SetCountdown(quakeIndex, countdown);
Quake_SetPerturbations(quakeIndex, y, 0, 0, 0);
Quake_SetDuration(quakeIndex, duration);
}
// Actor_RequestRumble?
void func_800BC848(Actor* actor, PlayState* play, s16 y, s16 countdown) {
if (y >= 5) {
void Actor_RequestQuakeAndRumble(Actor* actor, PlayState* play, s16 quakeY, s16 quakeDuration) {
if (quakeY >= 5) {
Rumble_Request(actor->xyzDistToPlayerSq, 255, 20, 150);
} else {
Rumble_Request(actor->xyzDistToPlayerSq, 180, 20, 100);
}
Actor_AddQuake(play, y, countdown);
Actor_RequestQuake(play, quakeY, quakeDuration);
}
typedef struct {
+2 -2
View File
@@ -699,7 +699,7 @@ f32 D_801B9E60 = 0.0f;
#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/Camera_Demo1.s")
// Data for opening chests (default)
VecSph D_801B9E64[] = {
VecGeo D_801B9E64[] = {
{ 50.0f, 0xEE3A, 0xD558 },
{ 75.0f, 0x0000, 0x8008 },
{ 80.0f, 0xEE3A, 0x8008 },
@@ -713,7 +713,7 @@ Vec3f D_801B9E84[] = {
};
// Data for opening chests (goron)
VecSph D_801B9EB4[] = {
VecGeo D_801B9EB4[] = {
{ 60.0f, 0xEE3A, 0xD558 },
{ 95.0f, 0x0000, 0x8008 },
{ 90.0f, 0xEE3A, 0x8008 },
+2 -2
View File
@@ -3795,12 +3795,12 @@ s32 sCameraHudVisibility = 2;
s32 sCameraLetterboxSize = 32;
s32 sCameraNegOne = -1;
// VecSph yaw data
// VecGeo yaw data
s16 D_801B9E18[] = {
0x0AAA, 0xF556, 0x1555, 0xEAAB, 0x2AAA, 0xD556, 0x3FFF, 0xC001, 0x5555, 0xAAAB, 0x6AAA, 0x9556, 0x7FFF, 0x0000,
};
// VecSph pitch data
// VecGeo pitch data
s16 D_801B9E34[] = {
0x0000, 0x02C6, 0x058C, 0x0000, 0x0000, 0xFD3A, 0x0000, 0x0852, 0x0000, 0x0000, 0x0B18, 0x02C6, 0xFA74, 0x0000,
};
+9 -9
View File
@@ -202,10 +202,10 @@ void CutsceneCmd_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdMisc* cmd) {
case CS_MISC_EARTHQUAKE_MEDIUM:
func_8019F128(NA_SE_EV_EARTHQUAKE_LAST - SFX_FLAG);
if (isFirstFrame) {
sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_6);
sCutsceneQuakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_6);
Quake_SetSpeed(sCutsceneQuakeIndex, 22000);
Quake_SetQuakeValues(sCutsceneQuakeIndex, 6, 4, 0, 0);
Quake_SetCountdown(sCutsceneQuakeIndex, 800);
Quake_SetPerturbations(sCutsceneQuakeIndex, 6, 4, 0, 0);
Quake_SetDuration(sCutsceneQuakeIndex, 800);
}
break;
@@ -310,10 +310,10 @@ void CutsceneCmd_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdMisc* cmd) {
case CS_MISC_EARTHQUAKE_STRONG:
func_8019F128(NA_SE_EV_EARTHQUAKE_LAST2 - SFX_FLAG);
if (isFirstFrame) {
sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_6);
sCutsceneQuakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_6);
Quake_SetSpeed(sCutsceneQuakeIndex, 30000);
Quake_SetQuakeValues(sCutsceneQuakeIndex, 20, 10, 0, 0);
Quake_SetCountdown(sCutsceneQuakeIndex, 800);
Quake_SetPerturbations(sCutsceneQuakeIndex, 20, 10, 0, 0);
Quake_SetDuration(sCutsceneQuakeIndex, 800);
}
break;
@@ -372,10 +372,10 @@ void CutsceneCmd_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdMisc* cmd) {
case CS_MISC_EARTHQUAKE_WEAK:
func_8019F128(NA_SE_EV_EARTHQUAKE_LAST - SFX_FLAG);
if (isFirstFrame) {
sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_6);
sCutsceneQuakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_6);
Quake_SetSpeed(sCutsceneQuakeIndex, 22000);
Quake_SetQuakeValues(sCutsceneQuakeIndex, 2, 1, 0, 0);
Quake_SetCountdown(sCutsceneQuakeIndex, 800);
Quake_SetPerturbations(sCutsceneQuakeIndex, 2, 1, 0, 0);
Quake_SetDuration(sCutsceneQuakeIndex, 800);
}
break;
+54 -50
View File
@@ -100,16 +100,16 @@ Vec3f* OLib_VecSphToVec3f(Vec3f* dest, VecSph* sph) {
}
/**
* Takes the geographic point `sph` and converts it into a x,y,z position
* Takes the geographic point `geo` and converts it into a x,y,z position
*/
Vec3f* OLib_VecSphGeoToVec3f(Vec3f* dest, VecSph* sph) {
VecSph geo;
Vec3f* OLib_VecGeoToVec3f(Vec3f* dest, VecGeo* geo) {
VecSph sph;
geo.r = sph->r;
geo.pitch = 0x4000 - sph->pitch;
geo.yaw = sph->yaw;
sph.r = geo->r;
sph.pitch = 0x4000 - geo->pitch;
sph.yaw = geo->yaw;
return OLib_VecSphToVec3f(dest, &geo);
return OLib_VecSphToVec3f(dest, &sph);
}
/**
@@ -117,16 +117,16 @@ Vec3f* OLib_VecSphGeoToVec3f(Vec3f* dest, VecSph* sph) {
*/
VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec) {
VecSph sph;
f32 distSquared = SQ(vec->x) + SQ(vec->z);
f32 dist = sqrtf(distSquared);
f32 distXZSq = SQ(vec->x) + SQ(vec->z);
f32 distXZ = sqrtf(distXZSq);
if ((dist == 0.0f) && (vec->y == 0.0f)) {
if ((distXZ == 0.0f) && (vec->y == 0.0f)) {
sph.pitch = 0;
} else {
sph.pitch = CAM_DEG_TO_BINANG(RAD_TO_DEG(func_80086B30(dist, vec->y)));
sph.pitch = CAM_DEG_TO_BINANG(RAD_TO_DEG(func_80086B30(distXZ, vec->y)));
}
sph.r = sqrtf(SQ(vec->y) + distSquared);
sph.r = sqrtf(SQ(vec->y) + distXZSq);
if ((vec->x == 0.0f) && (vec->z == 0.0f)) {
sph.yaw = 0;
} else {
@@ -141,7 +141,7 @@ VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec) {
/**
* Takes the point `vec`, and converts it to a geographic coordinate
*/
VecSph* OLib_Vec3fToVecSphGeo(VecSph* dest, Vec3f* vec) {
VecGeo* OLib_Vec3fToVecGeo(VecGeo* dest, Vec3f* vec) {
VecSph sph;
OLib_Vec3fToVecSph(&sph, vec);
@@ -156,42 +156,42 @@ VecSph* OLib_Vec3fToVecSphGeo(VecSph* dest, Vec3f* vec) {
* Takes the differences of positions `a` and `b`, and converts them to spherical coordinates
*/
VecSph* OLib_Vec3fDiffToVecSph(VecSph* dest, Vec3f* a, Vec3f* b) {
Vec3f sph;
Vec3f diff;
sph.x = b->x - a->x;
sph.y = b->y - a->y;
sph.z = b->z - a->z;
diff.x = b->x - a->x;
diff.y = b->y - a->y;
diff.z = b->z - a->z;
return OLib_Vec3fToVecSph(dest, &sph);
return OLib_Vec3fToVecSph(dest, &diff);
}
/**
* Takes the difference of positions `a` and `b`, and converts them to geographic coordinates
*/
VecSph* OLib_Vec3fDiffToVecSphGeo(VecSph* dest, Vec3f* a, Vec3f* b) {
Vec3f sph;
VecGeo* OLib_Vec3fDiffToVecGeo(VecGeo* dest, Vec3f* a, Vec3f* b) {
Vec3f diff;
sph.x = b->x - a->x;
sph.y = b->y - a->y;
sph.z = b->z - a->z;
diff.x = b->x - a->x;
diff.y = b->y - a->y;
diff.z = b->z - a->z;
return OLib_Vec3fToVecSphGeo(dest, &sph);
return OLib_Vec3fToVecGeo(dest, &diff);
}
/**
* Takes the sum of positions `a` (x,y,z coordinates) and `sph` (geographic coordinates), result is in x,y,z position
* Takes the sum of positions `a` (x,y,z coordinates) and `geo` (geographic coordinates), result is in x,y,z position
* Identical to Quake_AddVec from OoT
*/
Vec3f* OLib_VecSphAddToVec3f(Vec3f* dest, Vec3f* a, VecSph* sph) {
Vec3f vec;
Vec3f* OLib_AddVecGeoToVec3f(Vec3f* dest, Vec3f* a, VecGeo* geo) {
Vec3f sum;
Vec3f b;
OLib_VecSphGeoToVec3f(&b, sph);
vec.x = a->x + b.x;
vec.y = a->y + b.y;
vec.z = a->z + b.z;
OLib_VecGeoToVec3f(&b, geo);
sum.x = a->x + b.x;
sum.y = a->y + b.y;
sum.z = a->z + b.z;
*dest = vec;
*dest = sum;
return dest;
}
@@ -248,46 +248,50 @@ Vec3s* OLib_Vec3fDiffBinAng(Vec3s* dest, Vec3f* a, Vec3f* b) {
}
/**
* Gets a x,y,z position diff depending on the dbCamera mode
* Gets a x,y,z position diff depending on the mode
*/
void OLib_DbCameraVec3fDiff(PosRot* a, Vec3f* b, Vec3f* dest, s16 mode) {
VecSph sph;
void OLib_Vec3fDiff(PosRot* a, Vec3f* b, Vec3f* dest, s16 mode) {
VecGeo geo;
switch (mode) {
case 1:
OLib_Vec3fDiffToVecSphGeo(&sph, &a->pos, b);
sph.yaw -= a->rot.y;
OLib_VecSphGeoToVec3f(dest, &sph);
case OLIB_DIFF_OFFSET:
OLib_Vec3fDiffToVecGeo(&geo, &a->pos, b);
geo.yaw -= a->rot.y;
OLib_VecGeoToVec3f(dest, &geo);
break;
case 2:
case OLIB_DIFF:
dest->x = b->x - a->pos.x;
dest->y = b->y - a->pos.y;
dest->z = b->z - a->pos.z;
break;
default:
default: // OLIB_DIFF_COPY
*dest = *b;
break;
}
}
/**
* Gets a x,y,z position sum depending on the dbCamera mode
* Gets a x,y,z position sum depending on the mode
*/
void OLib_DbCameraVec3fSum(PosRot* a, Vec3f* b, Vec3f* dest, s16 mode) {
VecSph sph;
void OLib_Vec3fAdd(PosRot* a, Vec3f* b, Vec3f* dest, s16 mode) {
VecGeo geo;
switch (mode) {
case 1:
OLib_Vec3fToVecSphGeo(&sph, b);
sph.yaw += a->rot.y;
OLib_VecSphAddToVec3f(dest, &a->pos, &sph);
case OLIB_ADD_OFFSET:
OLib_Vec3fToVecGeo(&geo, b);
geo.yaw += a->rot.y;
OLib_AddVecGeoToVec3f(dest, &a->pos, &geo);
break;
case 2:
case OLIB_ADD:
dest->x = a->pos.x + b->x;
dest->y = a->pos.y + b->y;
dest->z = a->pos.z + b->z;
break;
default:
default: // OLIB_ADD_COPY
*dest = *b;
break;
}
+14 -14
View File
@@ -507,39 +507,39 @@ void Play_UpdateWaterCamera(PlayState* this, Camera* camera) {
if (!sIsCameraUnderwater) {
Camera_SetFlags(camera, CAM_STATE_UNDERWATER);
sQuakeIndex = -1;
Distortion_SetType(DISTORTION_TYPE_UNDERWATER_ENTRY);
Distortion_SetCountdown(80);
Distortion_Request(DISTORTION_TYPE_UNDERWATER_ENTRY);
Distortion_SetDuration(80);
}
func_801A3EC0(0x20);
func_800F6834(this, lightIndex);
if ((sQuakeIndex == -1) || (Quake_GetCountdown(sQuakeIndex) == 10)) {
s16 quakeIndex = Quake_Add(camera, QUAKE_TYPE_5);
if ((sQuakeIndex == -1) || (Quake_GetTimeLeft(sQuakeIndex) == 10)) {
s16 quakeIndex = Quake_Request(camera, QUAKE_TYPE_5);
sQuakeIndex = quakeIndex;
if (quakeIndex != 0) {
Quake_SetSpeed(sQuakeIndex, 550);
Quake_SetQuakeValues(sQuakeIndex, 1, 1, 180, 0);
Quake_SetCountdown(sQuakeIndex, 1000);
Quake_SetPerturbations(sQuakeIndex, 1, 1, 180, 0);
Quake_SetDuration(sQuakeIndex, 1000);
}
}
if (player->stateFlags3 & PLAYER_STATE3_8000) {
Distortion_SetType(DISTORTION_TYPE_ZORA_SWIMMING);
Distortion_ClearType(DISTORTION_TYPE_NON_ZORA_SWIMMING);
Distortion_Request(DISTORTION_TYPE_ZORA_SWIMMING);
Distortion_RemoveRequest(DISTORTION_TYPE_NON_ZORA_SWIMMING);
} else {
Distortion_SetType(DISTORTION_TYPE_NON_ZORA_SWIMMING);
Distortion_ClearType(DISTORTION_TYPE_ZORA_SWIMMING);
Distortion_Request(DISTORTION_TYPE_NON_ZORA_SWIMMING);
Distortion_RemoveRequest(DISTORTION_TYPE_ZORA_SWIMMING);
}
} else {
if (sIsCameraUnderwater) {
Camera_ClearFlags(camera, CAM_STATE_UNDERWATER);
}
Distortion_ClearType(DISTORTION_TYPE_NON_ZORA_SWIMMING);
Distortion_ClearType(DISTORTION_TYPE_UNDERWATER_ENTRY);
Distortion_ClearType(DISTORTION_TYPE_ZORA_SWIMMING);
Distortion_RemoveRequest(DISTORTION_TYPE_NON_ZORA_SWIMMING);
Distortion_RemoveRequest(DISTORTION_TYPE_UNDERWATER_ENTRY);
Distortion_RemoveRequest(DISTORTION_TYPE_ZORA_SWIMMING);
if (sQuakeIndex != 0) {
Quake_Remove(sQuakeIndex);
Quake_RemoveRequest(sQuakeIndex);
}
func_800F694C(this);
func_801A3EC0(0);
+350 -304
View File
@@ -3,35 +3,28 @@
#include "z64view.h"
typedef struct {
/* 0x00 */ s16 randIndex;
/* 0x02 */ s16 countdownMax;
/* 0x00 */ s16 index;
/* 0x02 */ s16 duration;
/* 0x04 */ Camera* camera;
/* 0x08 */ u32 type;
/* 0x0C */ s16 verticalMag;
/* 0x0E */ s16 horizontalMag;
/* 0x10 */ s16 zoom;
/* 0x12 */ s16 rollOffset;
/* 0x14 */ Vec3s shakePlaneOffset; // angle deviations from shaking in the perpendicular plane
/* 0x0C */ s16 y;
/* 0x0E */ s16 x;
/* 0x10 */ s16 fov;
/* 0x12 */ s16 upRollOffset;
/* 0x14 */ Vec3s orientation; // alters the orientation of the xy perturbation. Only x (pitch) and y (yaw) are used
/* 0x1A */ s16 speed;
/* 0x1C */ s16 isShakePerpendicular;
/* 0x1E */ s16 countdown;
/* 0x1C */ s16 isRelativeToScreen; // is the quake relative to the screen or on world coordinates
/* 0x1E */ s16 timer;
/* 0x20 */ s16 camId;
} QuakeRequest; // size = 0x24
typedef struct {
/* 0x0 */ PlayState* play;
/* 0x4 */ s32 type; // bitfield, highest set bit determines type
/* 0x8 */ s16 countdown;
/* 0x8 */ s16 timer;
/* 0xA */ s16 state;
} DistortionRequest; // size = 0xC
typedef struct {
/* 0x00 */ Vec3f atOffset;
/* 0x0C */ Vec3f eyeOffset;
/* 0x18 */ s16 rollOffset;
/* 0x1A */ s16 zoom;
} ShakeInfo; // size = 0x1C
typedef s16 (*QuakeCallbackFunc)(QuakeRequest*, ShakeInfo*);
typedef enum {
@@ -40,230 +33,257 @@ typedef enum {
/* 2 */ DISTORTION_SETUP
} DistortionState;
QuakeRequest sQuakeRequest[4];
QuakeRequest sQuakeRequests[4];
DistortionRequest sDistortionRequest;
static s16 sIsQuakeInitialized = true;
static s16 sQuakeUnused = 1;
static s16 sQuakeRequestCount = 0;
f32 Quake_Random(void) {
return 2.0f * (Rand_ZeroOne() - 0.5f);
}
void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 verticalPertubation, f32 horizontalPertubation) {
void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 yOffset, f32 xOffset) {
Vec3f* at = &req->camera->at;
Vec3f* eye = &req->camera->eye;
Vec3f atEyeOffset;
VecSph atEyeOffsetSph2;
VecSph eyeAtAngle;
VecSph geo;
VecSph eyeToAtGeo;
// isShakePerpendicular is always set to 1 before reaching this conditional
// alternative is an unused fixed vertical shake
if (req->isShakePerpendicular) {
if (req->isRelativeToScreen) {
atEyeOffset.x = 0;
atEyeOffset.y = 0;
atEyeOffset.z = 0;
OLib_Vec3fDiffToVecSphGeo(&eyeAtAngle, eye, at);
OLib_Vec3fDiffToVecGeo(&eyeToAtGeo, eye, at);
atEyeOffsetSph2.r = req->verticalMag * verticalPertubation;
atEyeOffsetSph2.pitch = eyeAtAngle.pitch + req->shakePlaneOffset.x + 0x4000;
atEyeOffsetSph2.yaw = eyeAtAngle.yaw + req->shakePlaneOffset.y;
OLib_VecSphAddToVec3f(&atEyeOffset, &atEyeOffset, &atEyeOffsetSph2);
// y shake
geo.r = req->y * yOffset;
// point unit vector up, then add on `req->orientation`
geo.pitch = eyeToAtGeo.pitch + req->orientation.x + 0x4000;
geo.yaw = eyeToAtGeo.yaw + req->orientation.y;
// apply y shake
OLib_AddVecGeoToVec3f(&atEyeOffset, &atEyeOffset, &geo);
atEyeOffsetSph2.r = req->horizontalMag * horizontalPertubation;
atEyeOffsetSph2.pitch = eyeAtAngle.pitch + req->shakePlaneOffset.x;
atEyeOffsetSph2.yaw = eyeAtAngle.yaw + req->shakePlaneOffset.y + 0x4000;
OLib_VecSphAddToVec3f(&atEyeOffset, &atEyeOffset, &atEyeOffsetSph2);
// x shake
geo.r = req->x * xOffset;
// point unit vector left, then add on `req->orientation`
geo.pitch = eyeToAtGeo.pitch + req->orientation.x;
geo.yaw = eyeToAtGeo.yaw + req->orientation.y + 0x4000;
// apply x shake
OLib_AddVecGeoToVec3f(&atEyeOffset, &atEyeOffset, &geo);
} else {
atEyeOffset.x = 0;
atEyeOffset.y = req->verticalMag * verticalPertubation;
atEyeOffset.y = req->y * yOffset;
atEyeOffset.z = 0;
atEyeOffsetSph2.r = req->horizontalMag * horizontalPertubation;
atEyeOffsetSph2.pitch = req->shakePlaneOffset.x;
atEyeOffsetSph2.yaw = req->shakePlaneOffset.y;
geo.r = req->x * xOffset;
geo.pitch = req->orientation.x;
geo.yaw = req->orientation.y;
OLib_VecSphAddToVec3f(&atEyeOffset, &atEyeOffset, &atEyeOffsetSph2);
OLib_AddVecGeoToVec3f(&atEyeOffset, &atEyeOffset, &geo);
}
shake->atOffset = shake->eyeOffset = atEyeOffset;
shake->rollOffset = req->rollOffset * verticalPertubation;
shake->zoom = req->zoom * verticalPertubation;
shake->upRollOffset = req->upRollOffset * yOffset;
shake->fovOffset = req->fov * yOffset;
}
s16 Quake_CallbackType1(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation = Math_SinS(req->speed * req->countdown);
if (req->timer > 0) {
f32 xyOffset = Math_SinS(req->speed * req->timer);
Quake_UpdateShakeInfo(req, shake, perpendicularPertubation, Rand_ZeroOne() * perpendicularPertubation);
req->countdown--;
Quake_UpdateShakeInfo(req, shake, xyOffset, Rand_ZeroOne() * xyOffset);
req->timer--;
}
return req->countdown;
return req->timer;
}
s16 Quake_CallbackType5(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation = Math_SinS(req->speed * req->countdown);
if (req->timer > 0) {
f32 xyOffset = Math_SinS(req->speed * req->timer);
Quake_UpdateShakeInfo(req, shake, perpendicularPertubation, perpendicularPertubation);
req->countdown--;
Quake_UpdateShakeInfo(req, shake, xyOffset, xyOffset);
req->timer--;
}
return req->countdown;
return req->timer;
}
s16 Quake_CallbackType6(QuakeRequest* req, ShakeInfo* shake) {
f32 perpendicularPertubation;
f32 xyOffset;
req->countdown--;
perpendicularPertubation = Math_SinS(req->speed * ((req->countdown & 0xF) + 500));
Quake_UpdateShakeInfo(req, shake, perpendicularPertubation, Rand_ZeroOne() * perpendicularPertubation);
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->countdown > 0) {
f32 perpendicularPertubation =
Math_SinS(req->speed * req->countdown) * ((f32)req->countdown / (f32)req->countdownMax);
if (req->timer > 0) {
f32 xyOffset = Math_SinS(req->speed * req->timer) * ((f32)req->timer / req->duration);
Quake_UpdateShakeInfo(req, shake, perpendicularPertubation, perpendicularPertubation);
req->countdown--;
Quake_UpdateShakeInfo(req, shake, xyOffset, xyOffset);
req->timer--;
}
return req->countdown;
return req->timer;
}
s16 Quake_CallbackType2(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation = Quake_Random();
if (req->timer > 0) {
f32 xyOffset = Quake_Random();
Quake_UpdateShakeInfo(req, shake, perpendicularPertubation, Rand_ZeroOne() * perpendicularPertubation);
req->countdown--;
Quake_UpdateShakeInfo(req, shake, xyOffset, Rand_ZeroOne() * xyOffset);
req->timer--;
}
return req->countdown;
return req->timer;
}
s16 Quake_CallbackType4(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation = Quake_Random() * ((f32)req->countdown / (f32)req->countdownMax);
if (req->timer > 0) {
f32 xyOffset = Quake_Random() * ((f32)req->timer / req->duration);
Quake_UpdateShakeInfo(req, shake, perpendicularPertubation, Rand_ZeroOne() * perpendicularPertubation);
req->countdown--;
Quake_UpdateShakeInfo(req, shake, xyOffset, Rand_ZeroOne() * xyOffset);
req->timer--;
}
return req->countdown;
return req->timer;
}
s16 Quake_GetFreeIndex(void) {
s32 i;
s32 ret = 0;
s32 min = 0x10000;
s32 index = 0;
s32 timerMin = UINT16_MAX + 1; // timer is a short, so start with a value beyond its range
for (i = 0; i < ARRAY_COUNT(sQuakeRequest); i++) {
if (sQuakeRequest[i].type == 0) {
ret = i;
for (i = 0; i < ARRAY_COUNT(sQuakeRequests); i++) {
if (sQuakeRequests[i].type == QUAKE_TYPE_NONE) {
index = i;
break;
}
if (sQuakeRequest[i].countdown < min) {
min = sQuakeRequest[i].countdown;
ret = i;
if (timerMin > sQuakeRequests[i].timer) {
timerMin = sQuakeRequests[i].timer;
index = i;
}
}
return ret;
return index;
}
QuakeRequest* Quake_AddImpl(Camera* camera, u32 type) {
QuakeRequest* Quake_RequestImpl(Camera* camera, u32 type) {
s16 index = Quake_GetFreeIndex();
QuakeRequest* req = &sQuakeRequest[index];
QuakeRequest* req = &sQuakeRequests[index];
__osMemset(req, 0, sizeof(QuakeRequest));
req->camera = camera;
req->camId = camera->camId;
req->type = type;
req->isShakePerpendicular = true;
req->randIndex = ((s16)(Rand_ZeroOne() * 0x10000) & ~3) + index;
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_RemoveRequest(QuakeRequest* req) {
req->type = 0;
req->countdown = -1;
void Quake_Remove(QuakeRequest* req) {
req->type = QUAKE_TYPE_NONE;
req->timer = -1;
sQuakeRequestCount--;
}
QuakeRequest* Quake_GetRequest(s16 quakeIndex) {
QuakeRequest* req = &sQuakeRequest[quakeIndex & 3];
QuakeRequest* Quake_GetRequest(s16 index) {
QuakeRequest* req = &sQuakeRequests[index & 3];
if (req->type == 0) {
if (req->type == QUAKE_TYPE_NONE) {
return NULL;
}
if (quakeIndex != req->randIndex) {
if (index != req->index) {
return NULL;
}
return req;
}
u32 Quake_SetValue(s16 quakeIndex, s16 valueType, s16 value) {
QuakeRequest* req = Quake_GetRequest(quakeIndex);
// valueType for Quake_SetValue()
#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)
u32 Quake_SetValue(s16 index, s16 valueType, s16 value) {
QuakeRequest* req = Quake_GetRequest(index);
if (req == NULL) {
return false;
} else {
switch (valueType) {
case QUAKE_SPEED:
req->speed = value;
break;
case QUAKE_VERTICAL_MAG:
req->verticalMag = value;
break;
case QUAKE_HORIZONTAL_MAG:
req->horizontalMag = value;
break;
case QUAKE_ZOOM:
req->zoom = value;
break;
case QUAKE_ROLL_OFFSET:
req->rollOffset = value;
break;
case QUAKE_SHAKE_PLANE_OFFSET_X:
req->shakePlaneOffset.x = value;
break;
case QUAKE_SHAKE_PLANE_OFFSET_Y:
req->shakePlaneOffset.y = value;
break;
case QUAKE_SHAKE_PLANE_OFFSET_Z:
req->shakePlaneOffset.z = value;
break;
case QUAKE_COUNTDOWN:
req->countdown = value;
req->countdownMax = req->countdown;
break;
case QUAKE_IS_SHAKE_PERPENDICULAR:
req->isShakePerpendicular = value;
break;
default:
break;
}
return true;
}
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->upRollOffset = 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;
}
return true;
}
u32 Quake_SetSpeed(s16 quakeIndex, s16 speed) {
QuakeRequest* req = Quake_GetRequest(quakeIndex);
/**
* @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;
@@ -272,45 +292,67 @@ u32 Quake_SetSpeed(s16 quakeIndex, s16 speed) {
return false;
}
u32 Quake_SetCountdown(s16 quakeIndex, s16 countdown) {
QuakeRequest* req = Quake_GetRequest(quakeIndex);
/**
* @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->countdown = countdown;
req->countdownMax = req->countdown;
req->duration = req->timer = duration;
return true;
}
return false;
}
s16 Quake_GetCountdown(s16 quakeIndex) {
QuakeRequest* req = Quake_GetRequest(quakeIndex);
/**
* @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->countdown;
return req->timer;
}
return 0;
}
u32 Quake_SetQuakeValues(s16 quakeIndex, s16 verticalMag, s16 horizontalMag, s16 zoom, s16 rollOffset) {
QuakeRequest* req = Quake_GetRequest(quakeIndex);
/**
* @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->verticalMag = verticalMag;
req->horizontalMag = horizontalMag;
req->zoom = zoom;
req->rollOffset = rollOffset;
req->y = y;
req->x = x;
req->fov = fov;
req->upRollOffset = roll;
return true;
}
return false;
}
u32 Quake_SetQuakeValues2(s16 quakeIndex, s16 isShakePerpendicular, Vec3s shakePlaneOffset) {
QuakeRequest* req = Quake_GetRequest(quakeIndex);
/**
* @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->isShakePerpendicular = isShakePerpendicular;
req->shakePlaneOffset = shakePlaneOffset;
req->isRelativeToScreen = isRelativeToScreen;
req->orientation = orientation;
return true;
}
return false;
@@ -319,156 +361,167 @@ u32 Quake_SetQuakeValues2(s16 quakeIndex, s16 isShakePerpendicular, Vec3s shakeP
void Quake_Init(void) {
s16 i;
for (i = 0; i < ARRAY_COUNT(sQuakeRequest); i++) {
sQuakeRequest[i].type = 0;
sQuakeRequest[i].countdown = 0;
for (i = 0; i < ARRAY_COUNT(sQuakeRequests); i++) {
sQuakeRequests[i].type = QUAKE_TYPE_NONE;
sQuakeRequests[i].timer = 0;
}
sIsQuakeInitialized = true;
sQuakeUnused = 1;
sQuakeRequestCount = 0;
}
s16 Quake_Add(Camera* camera, u32 type) {
return Quake_AddImpl(camera, type)->randIndex;
s16 Quake_Request(Camera* camera, u32 type) {
return Quake_RequestImpl(camera, type)->index;
}
u32 Quake_Remove(s16 index) {
u32 Quake_RemoveRequest(s16 index) {
QuakeRequest* req = Quake_GetRequest(index);
if (req != NULL) {
Quake_RemoveRequest(req);
Quake_Remove(req);
return true;
}
return false;
}
static QuakeCallbackFunc sQuakeCallbacks[] = {
NULL,
Quake_CallbackType1,
Quake_CallbackType2,
Quake_CallbackType3,
Quake_CallbackType4,
Quake_CallbackType5,
Quake_CallbackType6,
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_Calc(Camera* camera, QuakeCamCalc* camData) {
s32 pad;
QuakeRequest* req;
ShakeInfo shake;
s16 Quake_Update(Camera* camera, ShakeInfo* camShake) {
f32 absSpeedDiv;
ShakeInfo shake;
QuakeRequest* req;
f32 maxCurr;
f32 maxNext;
s32 index;
s32 ret;
u32 eq;
Vec3f originVec;
s32 numQuakesApplied;
u32 isDifferentCamId;
Vec3f zeroVec;
PlayState* play = camera->play;
originVec.x = 0.0f;
originVec.y = 0.0f;
originVec.z = 0.0f;
camData->atOffset.x = 0.0f;
camData->atOffset.y = 0.0f;
camData->atOffset.z = 0.0f;
camData->eyeOffset.x = 0.0f;
camData->eyeOffset.y = 0.0f;
camData->eyeOffset.z = 0.0f;
camData->rollOffset = 0;
camData->zoom = 0;
camData->max = 0.0f;
zeroVec.x = 0.0f;
zeroVec.y = 0.0f;
zeroVec.z = 0.0f;
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->upRollOffset = 0;
camShake->fovOffset = 0;
camShake->maxOffset = 0.0f;
if (sQuakeRequestCount == 0) {
return 0;
}
ret = 0;
for (index = 0; index < ARRAY_COUNT(sQuakeRequest); index++) {
req = &sQuakeRequest[index];
if (req->type != 0) {
if (play->cameraPtrs[req->camId] == NULL) {
Quake_RemoveRequest(req);
} else {
eq = (camera->camId != req->camera->camId);
absSpeedDiv = ABS(req->speed) / (f32)0x8000;
if (sQuakeCallbacks[req->type](req, &shake) == 0) {
Quake_RemoveRequest(req);
} else if (eq == 0) {
if (fabsf(camData->atOffset.x) < fabsf(shake.atOffset.x)) {
camData->atOffset.x = shake.atOffset.x;
}
if (fabsf(camData->atOffset.y) < fabsf(shake.atOffset.y)) {
camData->atOffset.y = shake.atOffset.y;
}
if (fabsf(camData->atOffset.z) < fabsf(shake.atOffset.z)) {
camData->atOffset.z = shake.atOffset.z;
}
if (fabsf(camData->eyeOffset.x) < fabsf(shake.eyeOffset.x)) {
camData->eyeOffset.x = shake.eyeOffset.x;
}
if (fabsf(camData->eyeOffset.y) < fabsf(shake.eyeOffset.y)) {
camData->eyeOffset.y = shake.eyeOffset.y;
}
if (fabsf(camData->eyeOffset.z) < fabsf(shake.eyeOffset.z)) {
camData->eyeOffset.z = shake.eyeOffset.z;
}
if (camData->rollOffset < shake.rollOffset) {
camData->rollOffset = shake.rollOffset;
}
if (camData->zoom < shake.zoom) {
camData->zoom = shake.zoom;
}
maxCurr = OLib_Vec3fDist(&shake.atOffset, &originVec) * absSpeedDiv;
maxNext = OLib_Vec3fDist(&shake.eyeOffset, &originVec) * absSpeedDiv;
maxCurr = CLAMP_MIN(maxCurr, maxNext);
maxNext = (camData->rollOffset * (7.0f / 2500.0f)) * absSpeedDiv;
maxCurr = CLAMP_MIN(maxCurr, maxNext);
maxNext = (camData->zoom * (7.0f / 2500.0f)) * absSpeedDiv;
maxCurr = CLAMP_MIN(maxCurr, maxNext);
if (camData->max < maxCurr) {
camData->max = maxCurr;
}
ret++;
}
}
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) {
Quake_Remove(req);
continue;
}
isDifferentCamId = (camera->camId != req->camera->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->upRollOffset < shake.upRollOffset) {
camShake->upRollOffset = shake.upRollOffset;
}
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->upRollOffset * (7.0f / 2500.0f)) * absSpeedDiv;
maxCurr = CLAMP_MIN(maxCurr, maxNext);
maxNext = (camShake->fovOffset * (7.0f / 2500.0f)) * absSpeedDiv;
maxCurr = CLAMP_MIN(maxCurr, maxNext);
if (camShake->maxOffset < maxCurr) {
camShake->maxOffset = maxCurr;
}
numQuakesApplied++;
}
return ret;
return numQuakesApplied;
}
void Distortion_Init(PlayState* play) {
sDistortionRequest.play = play;
View_ClearDistortion(&play->view);
sDistortionRequest.type = 0;
sDistortionRequest.countdown = 0;
sDistortionRequest.timer = 0;
sDistortionRequest.state = DISTORTION_INACTIVE;
}
void Distortion_SetCountdown(s16 countdown) {
sDistortionRequest.countdown = countdown;
void Distortion_SetDuration(s16 duration) {
sDistortionRequest.timer = duration;
sDistortionRequest.state = DISTORTION_SETUP;
}
s16 Distortion_GetCountdown(void) {
return sDistortionRequest.countdown;
s16 Distortion_GetTimeLeft(void) {
return sDistortionRequest.timer;
}
s16 Distortion_GetType(void) {
return sDistortionRequest.type;
}
void Distortion_SetType(s32 type) {
void Distortion_Request(s32 type) {
if (sDistortionRequest.type < type) {
sDistortionRequest.type = type;
}
}
void Distortion_ClearType(s32 type) {
void Distortion_RemoveRequest(s32 type) {
if (sDistortionRequest.type == type) {
sDistortionRequest.type = 0;
}
@@ -489,7 +542,7 @@ ConveyorSpeed Distortion_GetUnderwaterCurrentSpeed(Player* player) {
void Distortion_Update(void) {
static s16 depthPhase = 0x3F0;
static s16 screenPlanePhase = 0x156;
static s16 countdownMax = 1;
static s16 duration = 1;
f32 xyScaleFactor;
f32 zScaleFactor;
f32 speedScaleFactor;
@@ -511,8 +564,8 @@ void Distortion_Update(void) {
f32 speedRatio = CLAMP_MAX(camera->speedRatio, 1.0f);
if (sDistortionRequest.type != 0) {
if (sDistortionRequest.type & DISTORTION_TYPE_B) {
sDistortionRequest.countdown = 2;
if (sDistortionRequest.type & DISTORTION_TYPE_MASK_TRANSFORM_2) {
sDistortionRequest.timer = 2;
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
@@ -528,17 +581,17 @@ void Distortion_Update(void) {
zScale = 0.0f;
speed = 0.6f;
xyScaleFactor = zScaleFactor = sDistortionRequest.countdown / 60.0f;
xyScaleFactor = zScaleFactor = sDistortionRequest.timer / 60.0f;
speedScaleFactor = 1.0f;
} else if (sDistortionRequest.type & DISTORTION_TYPE_A) {
} else if (sDistortionRequest.type & DISTORTION_TYPE_BOSS_WARP) {
if (sDistortionRequest.state == DISTORTION_SETUP) {
countdownMax = sDistortionRequest.countdown;
duration = sDistortionRequest.timer;
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
}
depthPhaseStep = 0.0f;
screenPlanePhaseStep = 50.0f / countdownMax;
screenPlanePhaseStep = 50.0f / duration;
rotX = 0.0f;
rotY = 0.0f;
@@ -549,11 +602,11 @@ void Distortion_Update(void) {
zScale = 0.0f;
speed = 0.4f;
xyScaleFactor = zScaleFactor = ((f32)countdownMax - sDistortionRequest.countdown) / (f32)countdownMax;
xyScaleFactor = zScaleFactor = ((f32)duration - sDistortionRequest.timer) / (f32)duration;
speedScaleFactor = 0.5f;
} else if (sDistortionRequest.type & DISTORTION_TYPE_9) {
} else if (sDistortionRequest.type & DISTORTION_TYPE_MASK_TRANSFORM_1) {
if (sDistortionRequest.state == DISTORTION_SETUP) {
countdownMax = sDistortionRequest.countdown;
duration = sDistortionRequest.timer;
depthPhase = 0x1FC;
screenPlanePhase = 0x156;
}
@@ -570,11 +623,11 @@ void Distortion_Update(void) {
zScale = 0.0f;
speed = 0.1f;
xyScaleFactor = zScaleFactor = ((f32)countdownMax - sDistortionRequest.countdown) / (f32)countdownMax;
xyScaleFactor = zScaleFactor = ((f32)duration - sDistortionRequest.timer) / (f32)duration;
speedScaleFactor = 1.0f;
} else if (sDistortionRequest.type & DISTORTION_TYPE_8) {
} else if (sDistortionRequest.type & DISTORTION_TYPE_GORON_BUTT) {
if (sDistortionRequest.state == DISTORTION_SETUP) {
countdownMax = sDistortionRequest.countdown;
duration = sDistortionRequest.timer;
depthPhase = 0x2710;
screenPlanePhase = 0x3E8;
}
@@ -591,15 +644,15 @@ void Distortion_Update(void) {
zScale = 0.01f;
speed = 1.5f;
if (sDistortionRequest.countdown < 5) {
xyScaleFactor = zScaleFactor = ((f32)countdownMax - sDistortionRequest.countdown) / (f32)countdownMax;
if (sDistortionRequest.timer < 5) {
xyScaleFactor = zScaleFactor = ((f32)duration - sDistortionRequest.timer) / (f32)duration;
} else {
xyScaleFactor = zScaleFactor = 0.0f;
}
speedScaleFactor = 1.0f;
} else if (sDistortionRequest.type & DISTORTION_TYPE_7) {
} else if (sDistortionRequest.type & DISTORTION_TYPE_UNK_ATTACK) {
if (sDistortionRequest.state == DISTORTION_SETUP) {
countdownMax = sDistortionRequest.countdown;
duration = sDistortionRequest.timer;
depthPhase = 0x4B0;
screenPlanePhase = 0x7D0;
}
@@ -616,11 +669,11 @@ void Distortion_Update(void) {
zScale = 0.01f;
speed = 1.5f;
xyScaleFactor = zScaleFactor = sDistortionRequest.countdown / (f32)countdownMax;
xyScaleFactor = zScaleFactor = sDistortionRequest.timer / (f32)duration;
speedScaleFactor = 1.0f;
} else if (sDistortionRequest.type & DISTORTION_TYPE_6) {
} else if (sDistortionRequest.type & DISTORTION_TYPE_ZORA_KICK) {
if (sDistortionRequest.state == DISTORTION_SETUP) {
countdownMax = sDistortionRequest.countdown;
duration = sDistortionRequest.timer;
depthPhase = 0x9C4;
screenPlanePhase = 0xBB8;
}
@@ -637,14 +690,14 @@ void Distortion_Update(void) {
zScale = 0.01f;
speed = 1.3f;
if (sDistortionRequest.countdown < 4) {
xyScaleFactor = zScaleFactor = sDistortionRequest.countdown / (f32)countdownMax;
if (sDistortionRequest.timer < 4) {
xyScaleFactor = zScaleFactor = sDistortionRequest.timer / (f32)duration;
} else {
xyScaleFactor = zScaleFactor = 0.0f;
}
speedScaleFactor = 1.0f;
} else if (sDistortionRequest.type & DISTORTION_TYPE_5) {
sDistortionRequest.countdown = 2;
} else if (sDistortionRequest.type & DISTORTION_TYPE_SONG_OF_TIME) {
sDistortionRequest.timer = 2;
if (sDistortionRequest.state == DISTORTION_SETUP) {
depthPhase = 0x9C4;
screenPlanePhase = 0xBB8;
@@ -670,7 +723,7 @@ void Distortion_Update(void) {
speedScaleFactor = 1.0f;
} else if (sDistortionRequest.type & DISTORTION_TYPE_UNDERWATER_ENTRY) {
if (sDistortionRequest.state == DISTORTION_SETUP) {
countdownMax = sDistortionRequest.countdown;
duration = sDistortionRequest.timer;
depthPhase = 0x760;
screenPlanePhase = 0x1BC;
}
@@ -687,14 +740,14 @@ void Distortion_Update(void) {
zScale = 0.2f;
speed = 0.25f;
countdownRatio = sDistortionRequest.countdown / (f32)countdownMax;
countdownRatio = sDistortionRequest.timer / (f32)duration;
zScaleFactor = xyScaleFactor = countdownRatio;
speedScaleFactor = 1.0f;
} else if (sDistortionRequest.type & DISTORTION_TYPE_ZORA_SWIMMING) {
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
sDistortionRequest.countdown = 2;
sDistortionRequest.timer = 2;
player = GET_PLAYER(play);
if (player != NULL) {
@@ -749,7 +802,7 @@ void Distortion_Update(void) {
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
sDistortionRequest.countdown = 2;
sDistortionRequest.timer = 2;
player = GET_PLAYER(play);
depthPhaseStep = 359.2f;
@@ -796,12 +849,12 @@ void Distortion_Update(void) {
xyScaleFactor = speedScaleFactor = (waterYScaleFactor * 0.15f) + 0.35f + (speedRatio * 0.4f);
zScaleFactor = 0.9f - xyScaleFactor;
} else if (sDistortionRequest.type & DISTORTION_TYPE_0) {
} else if (sDistortionRequest.type & DISTORTION_TYPE_HOT_ROOM) {
// Gives a small mirage-like appearance
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
sDistortionRequest.countdown = 2;
sDistortionRequest.timer = 2;
depthPhaseStep = 0.0f;
screenPlanePhaseStep = 150.0f;
@@ -840,32 +893,25 @@ void Distortion_Update(void) {
View_ClearDistortion(&play->view);
sDistortionRequest.state = DISTORTION_INACTIVE;
sDistortionRequest.countdown = 0;
sDistortionRequest.timer = 0;
}
if (sDistortionRequest.countdown != 0) {
sDistortionRequest.countdown--;
if (sDistortionRequest.countdown == 0) {
if (sDistortionRequest.timer != 0) {
sDistortionRequest.timer--;
if (sDistortionRequest.timer == 0) {
sDistortionRequest.type = 0;
}
}
}
s32 Quake_NumActiveQuakes(void) {
QuakeRequest* req = sQuakeRequest;
s32 Quake_GetNumActiveQuakes(void) {
s32 numActiveQuakes = 0;
s32 i;
if (req[0].type != 0) {
numActiveQuakes++;
}
if (req[1].type != 0) {
numActiveQuakes++;
}
if (req[2].type != 0) {
numActiveQuakes++;
}
if (req[3].type != 0) {
numActiveQuakes++;
for (i = 0; i < ARRAY_COUNT(sQuakeRequests); i++) {
if (sQuakeRequests[i].type != QUAKE_TYPE_NONE) {
numActiveQuakes++;
}
}
return numActiveQuakes;