#include "common.h" void update_camera_mode_6(Camera* camera) { f32 sinBoom; f32 cosBoom; f32 deltaX; f32 deltaY; f32 deltaZ; f32 deltaX2; f32 deltaY2; f32 deltaZ2; f32 boomYaw; f32 new_var; if (camera->unk_06 != 0 || camera->isChangingMap) { camera->unk_06 = 0; camera->isChangingMap = FALSE; camera->auxPitch = 0; camera->auxBoomLength = 100; camera->lookAt_dist = 100; camera->auxBoomPitch = 0; camera->auxBoomYaw = 0; camera->auxBoomZOffset = 0; camera->targetPos.x = 0.0f; camera->targetPos.y = 0.0f; camera->targetPos.z = 0.0f; camera->lookAt_obj.x = camera->lookAt_obj_target.x; camera->lookAt_obj.y = camera->lookAt_obj_target.y; camera->lookAt_obj.z = camera->lookAt_obj_target.z; } if (camera->auxPitch == 0) { camera->lookAt_obj.x = camera->lookAt_obj_target.x + camera->targetPos.x; camera->lookAt_obj.y = camera->lookAt_obj_target.y + camera->targetPos.y + camera->auxBoomZOffset * 0.00390625; camera->lookAt_obj.z = camera->lookAt_obj_target.z + camera->targetPos.z; camera->trueRotation.x = camera->auxBoomYaw; camera->currentBoomYaw = camera->auxBoomPitch; camera->currentBoomLength = camera->auxBoomLength; camera->vfov = (10000 / camera->lookAt_dist) / 4; boomYaw = DEG_TO_RAD(camera->currentBoomYaw); sinBoom = sin_rad(boomYaw); cosBoom = cos_rad(boomYaw); deltaX = 0.0f; deltaY = 0.0f; deltaZ = camera->currentBoomLength; deltaX2 = deltaX; deltaY2 = deltaY; boomYaw = deltaX = -deltaY2; deltaZ2 = deltaZ; new_var = boomYaw; deltaX = deltaX2; deltaY = cosBoom * deltaY2 + deltaZ2 * sinBoom; deltaZ = sinBoom * new_var + deltaZ2 * cosBoom; boomYaw = DEG_TO_RAD(camera->trueRotation.x); sinBoom = sin_rad(boomYaw); cosBoom = cos_rad(boomYaw); deltaZ2 = cosBoom * deltaX - deltaZ * sinBoom; deltaX2 = cosBoom * deltaX - deltaZ * sinBoom; deltaY2 = deltaY; deltaZ2 = sinBoom * deltaX + deltaZ * cosBoom; camera->lookAt_eye.x = camera->lookAt_obj.x + deltaX2; camera->lookAt_eye.y = camera->lookAt_obj.y + deltaY2; camera->lookAt_eye.z = camera->lookAt_obj.z + deltaZ2; } camera->currentYaw = atan2(camera->lookAt_eye.x, camera->lookAt_eye.z, camera->lookAt_obj.x, camera->lookAt_obj.z); deltaX = camera->lookAt_obj.x - camera->lookAt_eye.x; deltaY = camera->lookAt_obj.y - camera->lookAt_eye.y; deltaZ = camera->lookAt_obj.z - camera->lookAt_eye.z; camera->currentBlendedYawNegated = -atan2(0.0f, 0.0f, deltaX, deltaZ); camera->currentPitch = atan2(0.0f, 0.0f, deltaY, -sqrtf(SQ(deltaX) + SQ(deltaZ))); gBattleStatus.camLookatObjPos.x = camera->lookAt_obj.x; gBattleStatus.camLookatObjPos.y = camera->lookAt_obj.y; gBattleStatus.camLookatObjPos.z = camera->lookAt_obj.z; }