papermario/src/cam_mode_unused.c
HailSanta ce4ab34def
battle/actor flags and more (#1119)
* battle documentation

* mostly startup stuff

* battle file names

* minor reorg

* actor rendering

* few extras

* file renames and camera unks

* py fix

* fio cleanup

* sounds progress

---------

Co-authored-by: HailSanta <Hail2Santa@gmail.com>
2023-10-14 15:43:12 -04:00

73 lines
2.8 KiB
C

#include "common.h"
void update_camera_mode_unused(Camera* camera) {
PlayerStatus* playerStatus = &gPlayerStatus;
f32 sinBoom;
f32 cosBoom;
f32 deltaX;
f32 deltaY;
f32 deltaZ;
f32 deltaX2;
f32 deltaY2;
f32 deltaZ2;
f32 boomYaw;
if (camera->needsInit || camera->isChangingMap) {
camera->needsInit = FALSE;
camera->isChangingMap = FALSE;
camera->auxPitch = 0;
camera->auxBoomLength = 100;
camera->lookAt_dist = 100;
camera->auxBoomPitch = 0;
camera->auxBoomYaw = 0;
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 (!(playerStatus->flags & (PS_FLAG_FALLING | PS_FLAG_JUMPING))) {
camera->lookAt_obj_target.y = playerStatus->pos.y + 60.0f;
}
camera->lookAt_obj_target.x = playerStatus->pos.x;
camera->lookAt_obj_target.z = playerStatus->pos.z + 400.0f;
if (camera->auxPitch == 0) {
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;
camera->trueRot.x = camera->auxBoomYaw;
camera->curBoomYaw = camera->auxBoomPitch;
camera->curBoomLength = camera->auxBoomLength;
camera->vfov = (10000 / camera->lookAt_dist) / 4;
boomYaw = DEG_TO_RAD(camera->curBoomYaw);
sinBoom = sin_rad(boomYaw);
cosBoom = cos_rad(boomYaw);
deltaX = 0.0f;
deltaY = 0.0f;
deltaZ = camera->curBoomLength;
deltaX2 = deltaX;
deltaY2 = deltaY;
boomYaw = deltaX = -deltaY2;
deltaZ2 = deltaZ;
deltaX = deltaX2;
deltaY = cosBoom * deltaY2 + deltaZ2 * sinBoom;
deltaZ = sinBoom * boomYaw + deltaZ2 * cosBoom;
boomYaw = DEG_TO_RAD(camera->trueRot.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->curYaw = 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->curBlendedYawNegated = -atan2(0.0f, 0.0f, deltaX, deltaZ);
camera->curPitch = atan2(0.0f, 0.0f, deltaY, -sqrtf(SQ(deltaX) + SQ(deltaZ)));
}