rodecomp/Source/Contents/Camera/CameraSmoothing.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

94 lines
3 KiB
C++

#include "Contents/Camera/CameraState.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Utility/Math/AffineMatrix.h"
#include "Utility/Math/ScalarConversion.h"
// INLINED
void CameraState::Reset() {
this->yaw = this->desiredYaw = 0;
this->distance = this->desiredDistance = 300;
this->pitch = this->desiredPitch = -45;
for (unsigned axis = 0; axis < 3; ++axis) {
this->target[axis] = this->desiredTarget[axis] = 0;
}
}
// 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(
const ServiceOptions& options, const float& rendererScale, const float& projectionScale, const float& baseDistance, CameraProjectionOutputs& output
) {
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 = options.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 int angle = TruncateToInt(-this->pitch);
const float sine = ClientSine(angle);
const float cosine = ClientCosine(angle);
const float tangent = static_cast<float>(static_cast<double>(sine) / cosine);
const float cotangent = static_cast<float>(static_cast<double>(cosine) / sine);
const float scaledTangent = tangent * projectionScale;
output.tangent = static_cast<float>(static_cast<double>(scaledTangent) / rendererScale);
const float scaledCotangent = cotangent * projectionScale;
output.cotangent = static_cast<float>(static_cast<double>(scaledCotangent) / rendererScale);
const float relativeSine = static_cast<float>((static_cast<double>(sine) / ClientSine(45)) * 0.000009f);
output.scaleY = (baseDistance / this->distance) * relativeSine;
output.scaleX = (baseDistance / this->distance) * 0.000036f;
}