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path: root/src/world_camera.cpp
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#include "worldmap.h"

dWorldCamera_c *dWorldCamera_c::instance = 0;

dWorldCamera_c *dWorldCamera_c::build() {
	OSReport("Creating WorldCamera\n");

	void *buffer = AllocFromGameHeap1(sizeof(dWorldCamera_c));
	dWorldCamera_c *c = new(buffer) dWorldCamera_c;

	OSReport("Created WorldCamera @ %p\n", c);

	instance = c;
	return c;
}




int dWorldCamera_c::onCreate() {
	this->camPos = (Point3d){0.0f, 400.0f, 400.0f};
	this->camRotate = (Point3d){-40.0f, 0.0f, 0.0f}; // ZXY order

	return true;
}


int dWorldCamera_c::onDelete() {
	return true;
}


int dWorldCamera_c::onExecute() {
	int heldButtons = Remocon_GetButtons(GetActiveRemocon());

	if (heldButtons & WPAD_LEFT)
		this->camPos.x -= 5.0f;
	if (heldButtons & WPAD_RIGHT)
		this->camPos.x += 5.0f;

	if (heldButtons & WPAD_UP)
		this->camPos.z -= 5.0f;
	if (heldButtons & WPAD_DOWN)
		this->camPos.z += 5.0f;

	if (heldButtons & WPAD_MINUS)
		this->camRotate.y -= 2.0f;
	if (heldButtons & WPAD_PLUS)
		this->camRotate.y += 2.0f;

	return true;
}


int dWorldCamera_c::onDraw() {
	// fixup camera shit
	GXRenderModeObj *rmode = nw4r::g3d::G3DState::GetRenderModeObj();

	// 2D camera
	nw4r::g3d::Camera cam2d(GetCameraByID(1));

	if (rmode->field_rendering != 0)
		cam2d.SetViewportJitter(VIGetNextField());

	cam2d.SetOrtho(rmode->efbHeight, 0.0f, 0.0f, rmode->fbWidth * (IsWideScreen() ? 1.3333334f : 1.0f), -100000.0f, 100000.0f);

	// 3D camera
	nw4r::g3d::Camera cam3d(GetCameraByID(0));

	if (rmode->field_rendering != 0)
		cam3d.SetViewportJitter(VIGetNextField());

	cam3d.SetPerspective(45, (f32)rmode->viWidth / (f32)rmode->viHeight, 0.1f, 2400.0f);

	nw4r::g3d::Camera::PostureInfo posture;
	posture.tp = nw4r::g3d::Camera::POSTURE_ROTATE;
	posture.cameraRotate = this->camRotate;

	cam3d.SetPosition(this->camPos);
	cam3d.SetPosture(posture);

	/*nw4r::g3d::Camera::PostureInfo posture;
	posture.tp = nw4r::g3d::Camera::POSTURE_LOOKAT;
	posture.cameraUp = (Point3d){0,1,0};
	posture.cameraTarget = (Point3d){0,0,0};

	cam3d.SetPosition((Point3d){-3,2,3});
	cam3d.SetPosture(posture);*/

	//cam3d.GetCameraMtx(&T3D::Camera.view_matrix);

	return true;
}