rodecomp/Source/Contents/Camera/CameraShake.cpp
ragnarok-clanker e168b4e4a6 Restore translation-unit ownership and publish verified source corrections
Owner-authorized source migration: 31 helper-only translation units were merged into their callers or existing inline headers; both build manifests updated. Includes the preserved source payload, Lua configuration matching wowdecomp, and exact malloca expansion without diagnostic pragmas.

449 native units compiled locally and 449 staged units compiled by the pinned server toolchain. No previously byte-matched function regressed. Compiler mapping diagnostics remain recorded as needs_cleanup, not accepted or peer-confirmed. Existing independent review records are preserved. README.md is intentionally unchanged.
2026-10-25 15:42:21 +00:00

81 lines
2.3 KiB
C++

#include "Contents/Camera/CameraState.h"
#include "Utility/Math/AffineMatrix.h"
#include "Utility/Math/ScalarConversion.h"
#include <cstdlib>
#include <windows.h>
#include <timeapi.h>
namespace {
// INLINED
float Jitter(float divisor) {
const int remainder = std::rand() % 5;
const int selected = remainder >= 0 ? remainder : 0;
return static_cast<float>(selected - 2) / divisor;
}
}
// OFFSET: 0x00ADCAC0
// FUNCTION: fn_17932
void CameraShake::Start(int enabled, unsigned duration, float horizontal, float distance, float pitch) {
this->enabled = enabled;
const unsigned time = timeGetTime();
this->distance = distance;
this->start = time;
this->horizontal = horizontal;
this->pitch = pitch;
this->duration = duration == 0 ? 650u : (duration == 1 ? 200u : duration);
}
// OFFSET: 0x00ADCB30
// FUNCTION: fn_17933
void CameraShake::SetAmplitudes(float horizontal, float distance, float pitch) {
this->horizontal = horizontal;
this->pitch = pitch;
this->distance = distance;
}
// OFFSET: 0x00ADC7A0
// FUNCTION: fn_17931
void CameraShake::Apply(CameraState& camera, int& frameLatch) {
if (!this->enabled) {
return;
}
if (timeGetTime() >= this->start + this->duration) {
camera.target[0] = camera.desiredTarget[0];
camera.target[1] = camera.desiredTarget[1];
camera.target[2] = camera.desiredTarget[2];
camera.distance = camera.desiredDistance;
this->enabled = 0;
camera.pitch = camera.desiredPitch;
return;
}
if (!frameLatch) {
return;
}
frameLatch = 0;
static float horizontal = this->horizontal;
const float horizontalX = Jitter(10.0f) + horizontal;
const int yawX = TruncateToInt(camera.yaw);
const float x = static_cast<float>(static_cast<double>(ClientCosine(yawX)) * horizontalX);
camera.target[0] = x + camera.target[0];
const float horizontalZ = Jitter(10.0f) + horizontal;
const int yawZ = TruncateToInt(camera.yaw);
const float sine = -ClientSine(yawZ);
horizontal = -horizontal;
camera.target[2] = horizontalZ * sine + camera.target[2];
static float distance = this->distance;
const float distanceDelta = Jitter(10.0f) + distance;
distance = -distance;
camera.distance = distanceDelta + camera.distance;
static float pitch = this->pitch;
const float pitchDelta = Jitter(15.0f) + pitch;
pitch = -pitch;
camera.pitch = pitchDelta + camera.pitch;
}