SA-MP/saco/game/camera.cpp
2024-11-06 00:03:12 +08:00

174 lines
4.3 KiB
C++

#include "game.h"
#include "util.h"
#include <math.h>
bool GLOBAL_1014FD8C;
//-----------------------------------------------------------
void CCamera::SetBehindPlayer()
{
ScriptCommand(&lock_camera_position, 0);
ScriptCommand(&restore_camera_to_user_defined);
field_0 = NULL;
ScriptCommand(&set_camera_behind_player);
ScriptCommand(&restore_camera_jumpcut);
}
//-----------------------------------------------------------
void CCamera::SetPosition(float fX, float fY, float fZ, float fRotationX, float fRotationY, float fRotationZ)
{
ScriptCommand(&restore_camera_to_user_defined);
field_0 = NULL;
ScriptCommand(&set_camera_position,fX,fY,fZ,fRotationX,fRotationY,fRotationZ);
}
//-----------------------------------------------------------
void CCamera::LookAtPoint(float fX, float fY, float fZ, int iType)
{
ScriptCommand(&restore_camera_to_user_defined);
field_0 = NULL;
ScriptCommand(&point_camera,fX,fY,fZ,iType);
}
//-----------------------------------------------------------
void CCamera::Restore()
{
field_0 = NULL;
ScriptCommand(&restore_camera_jumpcut);
}
//-----------------------------------------------------------
void CCamera::Fade(int iInOut)
{
ScriptCommand(&fade,500,iInOut);
}
//-----------------------------------------------------------
void CCamera::GetMatrix(PMATRIX4X4 Matrix)
{
Matrix->right.X = m_matPos->right.X;
Matrix->right.Y = m_matPos->right.Y;
Matrix->right.Z = m_matPos->right.Z;
Matrix->up.X = m_matPos->up.X;
Matrix->up.Y = m_matPos->up.Y;
Matrix->up.Z = m_matPos->up.Z;
Matrix->at.X = m_matPos->at.X;
Matrix->at.Y = m_matPos->at.Y;
Matrix->at.Z = m_matPos->at.Z;
Matrix->pos.X = m_matPos->pos.X;
Matrix->pos.Y = m_matPos->pos.Y;
Matrix->pos.Z = m_matPos->pos.Z;
}
//-----------------------------------------------------------
void CCamera::SetMatrix(MATRIX4X4 Matrix)
{
m_matPos->right.X = Matrix.right.X;
m_matPos->right.Y = Matrix.right.Y;
m_matPos->right.Z = Matrix.right.Z;
m_matPos->up.X = Matrix.up.X;
m_matPos->up.Y = Matrix.up.Y;
m_matPos->up.Z = Matrix.up.Z;
m_matPos->at.X = Matrix.at.X;
m_matPos->at.Y = Matrix.at.Y;
m_matPos->at.Z = Matrix.at.Z;
m_matPos->pos.X = Matrix.pos.X;
m_matPos->pos.Y = Matrix.pos.Y;
m_matPos->pos.Z = Matrix.pos.Z;
}
//-----------------------------------------------------------
// unused, also probably not part of CCamera
void __stdcall FUNC_1009D560(bool unk)
{
GLOBAL_1014FD8C = unk;
}
//-----------------------------------------------------------
void CCamera::Attach(int unk1, int unk2, int unk3)
{
_asm push 1
_asm push unk3
_asm push unk2
_asm push unk1
_asm mov ecx, 0xB6F028
_asm mov edx, 0x50C7C0
_asm call edx
}
//-----------------------------------------------------------
void CCamera::InterpolatePosition(VECTOR *vecFrom, VECTOR *vecTo, int iTime, BYTE byteCut)
{
ScriptCommand(&restore_camera_to_user_defined);
ScriptCommand(&lock_camera_position,1);
ScriptCommand(&set_camera_position_to,vecFrom->X,vecFrom->Y,vecFrom->Z,vecTo->X,vecTo->Y,vecTo->Z,iTime,byteCut);
}
//-----------------------------------------------------------
void CCamera::InterpolateLookAt(VECTOR *vecFrom, VECTOR *vecTo, int iTime, BYTE byteCut)
{
ScriptCommand(&lock_camera_target_point,1);
ScriptCommand(&point_camera_transverse_to,vecFrom->X,vecFrom->Y,vecFrom->Z,vecTo->X,vecTo->Y,vecTo->Z,iTime,byteCut);
}
//-----------------------------------------------------------
void CCamera::FUNC_1009D660(CEntity *pEntity)
{
field_0 = pEntity;
if(pEntity) {
MATRIX4X4 mat;
pEntity->GetMatrix(&mat);
if(FUNC_100B4B50(&mat.pos)) {
InterpolatePosition(&mat.pos, &mat.pos, 100, 1);
}
}
}
//-----------------------------------------------------------
void CCamera::FUNC_1009D6B0()
{
if(!field_0 || !field_0->m_pEntity) return;
MATRIX4X4 mat;
field_0->GetMatrix(&mat);
if(FUNC_100B4B50(&mat.pos)) {
InterpolatePosition(&mat.pos, &mat.pos, 100, 1);
}
}
//-----------------------------------------------------------
float CCamera::GetDistanceFromPoint(VECTOR *vecPos)
{
float fSX,fSY,fSZ;
fSX = (vecPos->X - *(float*)0xB6F9CC) * (vecPos->X - *(float*)0xB6F9CC);
fSY = (vecPos->Y - *(float*)0xB6F9D0) * (vecPos->Y - *(float*)0xB6F9D0);
fSZ = (vecPos->Z - *(float*)0xB6F9D4) * (vecPos->Z - *(float*)0xB6F9D4);
return (float)sqrt(fSX + fSY + fSZ);
}
//-----------------------------------------------------------