Updating Bettercamera

This commit is contained in:
Colton Rushton 2020-05-19 21:58:15 -03:00
parent c57bacdfd7
commit 26095da73c
2 changed files with 44 additions and 17 deletions

View File

@ -74,9 +74,9 @@ struct newcam_hardpos newcam_fixedcam[] =
#endif // noaccel
s16 newcam_yaw; //Z axis rotation
s8 newcam_yaw_acc;
f32 newcam_yaw_acc;
s16 newcam_tilt = 1500; //Y axis rotation
s8 newcam_tilt_acc;
f32 newcam_tilt_acc;
u16 newcam_distance = 750; //The distance the camera stays from the player
u16 newcam_distance_target = 750; //The distance the player camera tries to reach.
f32 newcam_pos_target[3]; //The position the camera is basing calculations off. *usually* Mario.
@ -189,12 +189,18 @@ void newcam_diagnostics(void)
static s16 newcam_adjust_value(s16 var, s16 val)
{
var += val;
if (var > 100)
var = 100;
if (var < -100)
var = -100;
if (val > 0)
{
var += val;
if (var > max)
var = max;
}
else if (val < 0)
{
var += val;
if (var < max)
var = max;
}
return var;
}
@ -234,6 +240,8 @@ static int ivrt(u8 axis)
static void newcam_rotate_button(void)
{
f32 intendedXMag;
f32 intendedYMag;
if ((newcam_modeflags & NC_FLAG_8D || newcam_modeflags & NC_FLAG_4D) && newcam_modeflags & NC_FLAG_XTURN) //8 directional camera rotation input for buttons.
{
if ((gPlayer1Controller->buttonPressed & L_CBUTTONS) && newcam_analogue == 0)
@ -264,27 +272,33 @@ static void newcam_rotate_button(void)
if (newcam_modeflags & NC_FLAG_XTURN)
{
if ((gPlayer1Controller->buttonDown & L_CBUTTONS) && newcam_analogue == 0)
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,accel);
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,accel, 100);
else if ((gPlayer1Controller->buttonDown & R_CBUTTONS) && newcam_analogue == 0)
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,-accel);
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,-accel, -100);
else
if (!newcam_analogue)
{
#ifdef noaccel
newcam_yaw_acc = 0;
#else
newcam_yaw_acc -= (newcam_yaw_acc*newcam_degrade);
#endif
}
}
if (gPlayer1Controller->buttonDown & U_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0)
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,accel);
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,accel, 100);
else if (gPlayer1Controller->buttonDown & D_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0)
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,-accel);
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,-accel, -100);
else
if (!newcam_analogue)
{
#ifdef noaccel
newcam_tilt_acc = 0;
#else
newcam_tilt_acc -= (newcam_tilt_acc*newcam_degrade);
#endif
}
newcam_framessincec[0] += 1;
newcam_framessincec[1] += 1;
@ -316,6 +330,8 @@ static void newcam_rotate_button(void)
if (newcam_analogue == 1) //There's not much point in keeping this behind a check, but it wouldn't hurt, just incase any 2player shenanigans ever happen, it makes it easy to disable.
{ //The joystick values cap at 80, so divide by 8 to get the same net result at maximum turn as the button
intendedXMag = gPlayer2Controller->rawStickX*1.25;
intendedYMag = gPlayer2Controller->rawStickY*1.25;
if (ABS(gPlayer2Controller->stickX) > 20 && newcam_modeflags & NC_FLAG_XTURN)
{
if (newcam_modeflags & NC_FLAG_8D)
@ -344,18 +360,23 @@ static void newcam_rotate_button(void)
}
}
else
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,(-gPlayer2Controller->stickX/4));
}
{
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,gPlayer2Controller->stickX/8, intendedXMag);
}
else
if (newcam_analogue)
{
newcam_cstick_down = 0;
newcam_yaw_acc -= (newcam_yaw_acc*newcam_degrade);
}
if (ABS(gPlayer2Controller->stickY) > 20 && newcam_modeflags & NC_FLAG_YTURN)
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,(-gPlayer2Controller->stickY/4));
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,(-gPlayer2Controller->stickY/8, intendedYMag));
else
if (newcam_analogue)
{
newcam_tilt_acc -= (newcam_tilt_acc*newcam_degrade);
}
}
if (newcam_mouse == 1)
@ -417,9 +438,9 @@ static void newcam_update_values(void)
{//For tilt, this just limits it so it doesn't go further than 90 degrees either way. 90 degrees is actually 16384, but can sometimes lead to issues, so I just leave it shy of 90.
u8 waterflag = 0;
if (newcam_modeflags & NC_FLAG_XTURN)
newcam_yaw += (ivrt(0)*(newcam_yaw_acc*(newcam_sensitivityX/10)));
newcam_yaw += ((ivrt(0)*(newcam_yaw_acc*(newcam_sensitivityX/10))));
if (((newcam_tilt < 12000 && newcam_tilt_acc*ivrt(1) > 0) || (newcam_tilt > -12000 && newcam_tilt_acc*ivrt(1) < 0)) && newcam_modeflags & NC_FLAG_YTURN)
newcam_tilt += (ivrt(1)*(newcam_tilt_acc*(newcam_sensitivityY/10)));
newcam_tilt += ((ivrt(1)*(newcam_tilt_acc*(newcam_sensitivityY/10))));
else
{
if (newcam_tilt > 12000)

View File

@ -3080,6 +3080,12 @@ void update_camera(struct Camera *c) {
sCButtonsPressed = find_c_buttons_pressed(sCButtonsPressed, gPlayer1Controller->buttonPressed,gPlayer1Controller->buttonDown);
#ifdef BETTERCAMERA
}
if (gMarioState->action == ACT_SHOT_FROM_CANNON && newcam_active)
{
gMarioState->area->camera->mode = CAM_MODE_NEWCAM;
gLakituState.mode = CAM_MODE_NEWCAM;
}
#endif
if (c->cutscene != 0) {