rodecomp/Source/Contents/Camera/CameraSmoothing.cpp
ragnarok-clanker efc822d2d1 Decompile fn_17926 (CameraState::Smooth)
Batch #12472 by cremane: 0 byte-identical, 1 confirmed by peer review.

- fn_17926 CameraState::Smooth: logic confirmed by peer review

Peer-reviewed-by: Yommy, gordaoprogramas, dori
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-05 15:42:13 +00:00

85 lines
2.6 KiB
C++

#include "Contents/Camera/Camera.h"
#include "Contents/Camera/CameraState.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Render/Projection/RendererViewport.h"
#include "Render/Renderer.h"
#include "Render/SpriteGeometry.h"
#include "Utility/Math/AffineMatrix.h"
#include "Utility/Math/ScalarConversion.h"
// OFFSET: 0x00ADB070
// FUNCTION: fn_17916
void CameraState::AddDistance(float delta) {
this->desiredDistance = delta + this->desiredDistance;
}
// OFFSET: 0x00ADB090
// FUNCTION: fn_17917
void CameraState::AddPitch(float delta) {
this->desiredPitch = delta + this->desiredPitch;
}
// OFFSET: 0x00ADB0B0
// FUNCTION: fn_17918
void CameraState::AddYaw(float delta) {
this->desiredYaw = delta + this->desiredYaw;
}
// OFFSET: 0x00ADBCD0
// FUNCTION: fn_17926
void CameraState::Smooth() {
while (this->desiredYaw >= 360.0f) {
this->desiredYaw = this->desiredYaw - 360.0f;
}
while (this->desiredYaw < 0.0f) {
this->desiredYaw = this->desiredYaw + 360.0f;
}
float difference = this->desiredYaw - this->yaw;
while (difference >= 180.0f) {
difference = difference - 360.0f;
}
while (-180.0f > difference) {
difference = difference + 360.0f;
}
this->yaw = difference / 10.0f + this->yaw;
while (this->yaw >= 360.0f) {
this->yaw = this->yaw - 360.0f;
}
while (this->yaw < 0.0f) {
this->yaw = this->yaw + 360.0f;
}
this->pitch = (this->desiredPitch - this->pitch) / 10.0f + this->pitch;
this->distance = (this->desiredDistance - this->distance) / 10.0f + this->distance;
const bool immediate = g_serviceOptions.Get(54) != 0;
float next[3] = {this->desiredTarget[0], this->desiredTarget[1], this->desiredTarget[2]};
if (!immediate) {
for (unsigned axis = 0; axis < 3; ++axis) {
next[axis] = (next[axis] - this->target[axis]) / 10.0f + this->target[axis];
}
}
this->target[2] = next[2];
this->target[1] = next[1];
this->target[0] = next[0];
const float tangent = ClientSine(static_cast<int>(-this->pitch)) / ClientCosine(static_cast<int>(-this->pitch));
const float cotangent = ClientCosine(static_cast<int>(-this->pitch)) / ClientSine(static_cast<int>(-this->pitch));
const float scaledTangent = tangent * g_projectionScale;
g_tangent = scaledTangent / g_renderer->UiScaleY();
const float scaledCotangent = cotangent * g_projectionScale;
g_cotangent = scaledCotangent / g_renderer->UiScaleY();
const float relativeSine = ClientSine(static_cast<int>(-this->pitch)) / ClientSine(45) * 0.000009f;
g_cameraScaleY = (g_cameraBaseDistance / this->distance) * relativeSine;
g_cameraScaleX = (g_cameraBaseDistance / this->distance) * 0.000036f;
}