Batch #9484 by ragnarok-clanker: forced by an admin (2 lower score(s), 5 changed function(s)); checked with 87 compiled unit(s), including every includer of Source/Contents/Camera/Camera.h, Source/Contents/Camera/CameraFrame.h, Source/Contents/Camera/CameraState.h.
83 lines
2.7 KiB
C++
83 lines
2.7 KiB
C++
#include "Contents/Camera/CameraState.h"
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#include "Contents/Configuration/ServiceOptions.h"
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#include "Utility/Math/AffineMatrix.h"
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#include "Utility/Math/ScalarConversion.h"
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// OFFSET: 0x00ADB070
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// FUNCTION: fn_17916
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void CameraState::AddDistance(float delta) {
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this->desiredDistance = delta + this->desiredDistance;
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}
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// OFFSET: 0x00ADB090
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// FUNCTION: fn_17917
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void CameraState::AddPitch(float delta) {
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this->desiredPitch = delta + this->desiredPitch;
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}
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// OFFSET: 0x00ADB0B0
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// FUNCTION: fn_17918
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void CameraState::AddYaw(float delta) {
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this->desiredYaw = delta + this->desiredYaw;
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}
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// OFFSET: 0x00ADBCD0
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// FUNCTION: fn_17926
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void CameraState::Smooth(
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const ServiceOptions& options, const float& rendererScale, const float& projectionScale, const float& baseDistance, CameraProjectionOutputs& output
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) {
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while (this->desiredYaw >= 360.0f) {
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this->desiredYaw = this->desiredYaw - 360.0f;
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}
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while (this->desiredYaw < 0.0f) {
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this->desiredYaw = this->desiredYaw + 360.0f;
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}
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float difference = this->desiredYaw - this->yaw;
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while (difference >= 180.0f) {
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difference = difference - 360.0f;
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}
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while (-180.0f > difference) {
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difference = difference + 360.0f;
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}
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this->yaw = difference / 10.0f + this->yaw;
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while (this->yaw >= 360.0f) {
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this->yaw = this->yaw - 360.0f;
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}
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while (this->yaw < 0.0f) {
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this->yaw = this->yaw + 360.0f;
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}
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this->pitch = (this->desiredPitch - this->pitch) / 10.0f + this->pitch;
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this->distance = (this->desiredDistance - this->distance) / 10.0f + this->distance;
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const bool immediate = options.Get(54) != 0;
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float next[3] = {this->desiredTarget[0], this->desiredTarget[1], this->desiredTarget[2]};
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if (!immediate) {
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for (unsigned axis = 0; axis < 3; ++axis) {
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next[axis] = (next[axis] - this->target[axis]) / 10.0f + this->target[axis];
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}
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}
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this->target[2] = next[2];
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this->target[1] = next[1];
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this->target[0] = next[0];
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const int angle = TruncateToInt(-this->pitch);
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const float sine = ClientSine(angle);
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const float cosine = ClientCosine(angle);
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const float tangent = static_cast<float>(static_cast<double>(sine) / cosine);
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const float cotangent = static_cast<float>(static_cast<double>(cosine) / sine);
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const float scaledTangent = tangent * projectionScale;
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output.tangent = static_cast<float>(static_cast<double>(scaledTangent) / rendererScale);
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const float scaledCotangent = cotangent * projectionScale;
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output.cotangent = static_cast<float>(static_cast<double>(scaledCotangent) / rendererScale);
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const float relativeSine = static_cast<float>((static_cast<double>(sine) / ClientSine(45)) * 0.000009f);
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output.scaleY = (baseDistance / this->distance) * relativeSine;
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output.scaleX = (baseDistance / this->distance) * 0.000036f;
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}
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