mirror of
https://github.com/zeldaret/oot
synced 2026-06-18 07:25:39 -04:00
Camera Flags (#1225)
* Generic Camera Flags * New flag names * Add flags to functions * Finish flag docs * More docs * More cleanup * More clarity * Better shrinkwindow flag docs * Improve name * CAM_INTERFACE_FLAGS * Better approach to edge cases * Change ordering for consistency * Oops * Add masks to macro * PR/Discord discussions * cleanup comment * Oops * PR Suggestions * More PR Feedback * More PR Suggestions * PR Suggestions * More flag style change * Small cleanup * sync names with other PRs * more fixes * fix comments * update with hud visibility mode docs * missed one * fix comments * Roman PR Suggestions * interfaceField * small fix * letterbox cleanup * fix macro arg * fix func declaration
This commit is contained in:
+390
-351
File diff suppressed because it is too large
Load Diff
+398
-189
File diff suppressed because it is too large
Load Diff
+1
-1
@@ -1430,7 +1430,7 @@ s32 Cutscene_Command_07(PlayState* play, CutsceneContext* csCtx, u8* cmd, u8 unu
|
||||
Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
|
||||
Play_CameraChangeSetting(play, csCtx->subCamId, CAM_SET_FREE0);
|
||||
sp28 = csCtx->subCamLookAtPoints->cameraRoll * 1.40625f;
|
||||
Camera_SetParam(subCam, 64, &sp28);
|
||||
Camera_SetViewParam(subCam, CAM_VIEW_ROLL, &sp28);
|
||||
sp3C.x = csCtx->subCamLookAtPoints->pos.x;
|
||||
sp3C.y = csCtx->subCamLookAtPoints->pos.y;
|
||||
sp3C.z = csCtx->subCamLookAtPoints->pos.z;
|
||||
|
||||
+2
-1
@@ -1700,7 +1700,8 @@ void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx)
|
||||
Vec3f windDirection = { 0.0f, 0.0f, 0.0f };
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (!(play->cameraPtrs[0]->unk_14C & 0x100) && (play->envCtx.precipitation[PRECIP_SNOW_CUR] == 0)) {
|
||||
if (!(play->cameraPtrs[CAM_ID_MAIN]->stateFlags & CAM_STATE_8) &&
|
||||
(play->envCtx.precipitation[PRECIP_SNOW_CUR] == 0)) {
|
||||
OPEN_DISPS(gfxCtx, "../z_kankyo.c", 2799);
|
||||
|
||||
vec.x = view->at.x - view->eye.x;
|
||||
|
||||
@@ -482,7 +482,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
|
||||
case 3120:
|
||||
csInfo->keyFrames = D_80121954[-(timer + 101)];
|
||||
subCam->timer = 100;
|
||||
subCam->unk_14C |= 2;
|
||||
subCam->stateFlags |= CAM_STATE_1;
|
||||
csInfo->keyFrameCnt = 2;
|
||||
|
||||
func_8002DF54(play, NULL, 8);
|
||||
@@ -494,7 +494,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
|
||||
|
||||
func_8002DF54(play, NULL, 8);
|
||||
func_800C0808(play, subCamId, player, CAM_SET_CS_C);
|
||||
subCam->unk_14C |= 2;
|
||||
subCam->stateFlags |= CAM_STATE_1;
|
||||
break;
|
||||
case 3140:
|
||||
D_80121C24[0].atTargetInit = play->view.at;
|
||||
|
||||
+8
-7
@@ -255,7 +255,8 @@ void Play_Init(GameState* thisx) {
|
||||
this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera;
|
||||
this->cameraPtrs[CAM_ID_MAIN]->uid = 0;
|
||||
this->activeCamId = CAM_ID_MAIN;
|
||||
func_8005AC48(&this->mainCamera, 0xFF);
|
||||
Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_0 | CAM_STATE_1 | CAM_STATE_2 | CAM_STATE_3 | CAM_STATE_4 |
|
||||
CAM_STATE_5 | CAM_STATE_6 | CAM_STATE_7);
|
||||
Sram_Init(this, &this->sramCtx);
|
||||
Regs_InitData(this);
|
||||
Message_Init(this);
|
||||
@@ -1539,9 +1540,9 @@ s32 Play_CameraSetAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
|
||||
Camera* camera = this->cameraPtrs[camIdx];
|
||||
Player* player;
|
||||
|
||||
ret |= Camera_SetParam(camera, 1, at);
|
||||
ret |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
|
||||
ret <<= 1;
|
||||
ret |= Camera_SetParam(camera, 2, eye);
|
||||
ret |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
|
||||
|
||||
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
|
||||
|
||||
@@ -1565,11 +1566,11 @@ s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec
|
||||
Camera* camera = this->cameraPtrs[camIdx];
|
||||
Player* player;
|
||||
|
||||
ret |= Camera_SetParam(camera, 1, at);
|
||||
ret |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
|
||||
ret <<= 1;
|
||||
ret |= Camera_SetParam(camera, 2, eye);
|
||||
ret |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
|
||||
ret <<= 1;
|
||||
ret |= Camera_SetParam(camera, 4, up);
|
||||
ret |= Camera_SetViewParam(camera, CAM_VIEW_UP, up);
|
||||
|
||||
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
|
||||
|
||||
@@ -1588,7 +1589,7 @@ s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec
|
||||
}
|
||||
|
||||
s32 Play_CameraSetFov(PlayState* this, s16 camId, f32 fov) {
|
||||
s32 ret = Camera_SetParam(this->cameraPtrs[camId], 0x20, &fov) & 1;
|
||||
s32 ret = Camera_SetViewParam(this->cameraPtrs[camId], CAM_VIEW_FOV, &fov) & 1;
|
||||
|
||||
if (1) {}
|
||||
return ret;
|
||||
|
||||
@@ -624,7 +624,7 @@ void func_8008EEAC(PlayState* play, Actor* actor) {
|
||||
this->unk_664 = actor;
|
||||
this->unk_684 = actor;
|
||||
this->stateFlags1 |= PLAYER_STATE1_16;
|
||||
Camera_SetParam(Play_GetCamera(play, CAM_ID_MAIN), 8, actor);
|
||||
Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, actor);
|
||||
Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user