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Add fov adjustment to djui_hud_world_pos_to_screen_pos (#374)
* Add fov adjustment to djui_hud_world_pos_to_screen_pos sFOVState is now a global (gFOVState) djui_hud_world_pos_to_screen_pos now returns false if the position is behind the camera * Fix aspect ratio parentheses * Rerun autogen --------- Co-authored-by: Marioiscool246 <marioiscool101@gmail.com>
This commit is contained in:
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9b1123dde9
commit
7b4b873d39
7 changed files with 72 additions and 64 deletions
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@ -3745,7 +3745,7 @@ end
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--- @param pos Vec3f
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--- @param out Vec3f
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--- @return nil
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--- @return boolean
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function djui_hud_world_pos_to_screen_pos(pos, out)
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-- ...
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end
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@ -2426,7 +2426,7 @@
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## [djui_hud_world_pos_to_screen_pos](#djui_hud_world_pos_to_screen_pos)
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### Lua Example
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`djui_hud_world_pos_to_screen_pos(pos, out)`
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`local booleanValue = djui_hud_world_pos_to_screen_pos(pos, out)`
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### Parameters
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| Field | Type |
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@ -2435,10 +2435,10 @@
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| out | [Vec3f](structs.md#Vec3f) |
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### Returns
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- None
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- `boolean`
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### C Prototype
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`void djui_hud_world_pos_to_screen_pos(Vec3f pos, Vec3f out);`
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`bool djui_hud_world_pos_to_screen_pos(Vec3f pos, Vec3f out);`
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[:arrow_up_small:](#)
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@ -115,7 +115,7 @@ s16 sCreditsPlayer2Yaw;
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*/
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u8 sFramesPaused;
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extern struct CameraFOVStatus sFOVState;
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extern struct CameraFOVStatus gFOVState;
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extern struct TransitionInfo sModeTransition;
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extern struct PlayerGeometry sMarioGeometry;
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extern s16 unusedFreeRoamWallYaw;
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@ -182,7 +182,7 @@ extern struct Camera *gCamera;
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* @see LakituState
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*/
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struct LakituState gLakituState = { 0 };
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struct CameraFOVStatus sFOVState = { 0 };
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struct CameraFOVStatus gFOVState = { 0 };
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struct TransitionInfo sModeTransition = { 0 };
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struct PlayerGeometry sMarioGeometry = { 0 };
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struct Camera *gCamera;
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@ -3359,11 +3359,11 @@ void reset_camera(struct Camera *c) {
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gLakituState.lastFrameAction = 0;
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set_fov_function(CAM_FOV_DEFAULT);
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sFOVState.fov = 45.f;
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sFOVState.fovOffset = 0.f;
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sFOVState.unusedIsSleeping = 0;
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sFOVState.shakeAmplitude = 0.f;
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sFOVState.shakePhase = 0;
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gFOVState.fov = 45.f;
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gFOVState.fovOffset = 0.f;
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gFOVState.unusedIsSleeping = 0;
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gFOVState.shakeAmplitude = 0.f;
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gFOVState.shakePhase = 0;
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sObjectCutscene = 0;
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gRecentCutscene = 0;
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@ -7617,7 +7617,7 @@ BAD_RETURN(s32) cutscene_ending_look_at_sky(struct Camera *c) {
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* called, it will stay at about 37.26f
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*/
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BAD_RETURN(s32) cutscene_ending_zoom_fov(UNUSED struct Camera *c) {
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sFOVState.fov = 37.f;
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gFOVState.fov = 37.f;
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}
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/**
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@ -8492,7 +8492,7 @@ BAD_RETURN(s32) cutscene_red_coin_star_start(struct Camera *c) {
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object_pos_to_vec3f(sCutsceneVars[1].point, gCutsceneFocus);
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store_info_star(c);
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// Store the default fov for after the cutscene
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sCutsceneVars[2].point[2] = sFOVState.fov;
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sCutsceneVars[2].point[2] = gFOVState.fov;
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}
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/**
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@ -8544,7 +8544,7 @@ BAD_RETURN(s32) cutscene_red_coin_star_warp(struct Camera *c) {
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* Zoom out while looking at the star.
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*/
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BAD_RETURN(s32) cutscene_red_coin_star_set_fov(UNUSED struct Camera *c) {
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sFOVState.fov = 60.f;
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gFOVState.fov = 60.f;
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}
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BAD_RETURN(s32) cutscene_red_coin_star(struct Camera *c) {
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@ -8570,7 +8570,7 @@ BAD_RETURN(s32) cutscene_red_coin_star_end(struct Camera *c) {
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gCutsceneTimer = CUTSCENE_STOP;
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c->cutscene = 0;
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// Restore the default fov
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sFOVState.fov = sCutsceneVars[2].point[2];
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gFOVState.fov = sCutsceneVars[2].point[2];
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}
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/**
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@ -8949,7 +8949,7 @@ BAD_RETURN(s32) cutscene_pyramid_top_explode_warp(struct Camera *c) {
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f32 dist;
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set_fov_function(CAM_FOV_DEFAULT);
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sFOVState.fov = 45.f;
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gFOVState.fov = 45.f;
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vec3f_copy(sCutsceneVars[4].point, c->pos);
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vec3f_copy(sCutsceneVars[5].point, c->focus);
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@ -8973,7 +8973,7 @@ BAD_RETURN(s32) cutscene_pyramid_top_explode_closeup(struct Camera *c) {
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c->focus[1] += 4.f;
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c->pos[1] -= 5.f;
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sFOVState.fov = 45.f;
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gFOVState.fov = 45.f;
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set_handheld_shake(HAND_CAM_SHAKE_CUTSCENE);
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}
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@ -9739,7 +9739,7 @@ BAD_RETURN(s32) cutscene_intro_peach_clear_cutscene_status(UNUSED struct Camera
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* Set fov to 8 degrees, then zoom out to 30.
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*/
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BAD_RETURN(s32) cutscene_intro_peach_zoom_fov(UNUSED struct Camera *c) {
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sFOVState.fov = 8.f;
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gFOVState.fov = 8.f;
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set_fov_function(CAM_FOV_ZOOM_30);
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}
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@ -11493,10 +11493,10 @@ s32 cutscene_spawn_obj(u32 obj, s16 frame) {
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* calculated from coss(), so this parameter can be thought of as an angular velocity.
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*/
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void set_fov_shake(s16 amplitude, s16 decay, s16 shakeSpeed) {
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if (amplitude > sFOVState.shakeAmplitude) {
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sFOVState.shakeAmplitude = amplitude;
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sFOVState.decay = decay;
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sFOVState.shakeSpeed = shakeSpeed;
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if (amplitude > gFOVState.shakeAmplitude) {
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gFOVState.shakeAmplitude = amplitude;
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gFOVState.decay = decay;
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gFOVState.shakeSpeed = shakeSpeed;
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}
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}
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@ -11507,10 +11507,10 @@ void set_fov_shake_from_point(s16 amplitude, s16 decay, s16 shakeSpeed, f32 maxD
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amplitude = reduce_by_dist_from_camera(amplitude, maxDist, posX, posY, posZ);
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if (amplitude != 0) {
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if (amplitude > sFOVState.shakeAmplitude) { // literally use the function above you silly nintendo, smh
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sFOVState.shakeAmplitude = amplitude;
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sFOVState.decay = decay;
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sFOVState.shakeSpeed = shakeSpeed;
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if (amplitude > gFOVState.shakeAmplitude) { // literally use the function above you silly nintendo, smh
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gFOVState.shakeAmplitude = amplitude;
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gFOVState.decay = decay;
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gFOVState.shakeSpeed = shakeSpeed;
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}
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}
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}
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@ -11519,13 +11519,13 @@ void set_fov_shake_from_point(s16 amplitude, s16 decay, s16 shakeSpeed, f32 maxD
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* Add a cyclic offset to the camera's field of view based on a cosine wave
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*/
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void shake_camera_fov(struct GraphNodePerspective *perspective) {
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if (sFOVState.shakeAmplitude != 0.f) {
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sFOVState.fovOffset = coss(sFOVState.shakePhase) * sFOVState.shakeAmplitude / 0x100;
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sFOVState.shakePhase += sFOVState.shakeSpeed;
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camera_approach_f32_symmetric_bool(&sFOVState.shakeAmplitude, 0.f, sFOVState.decay);
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perspective->fov += sFOVState.fovOffset;
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if (gFOVState.shakeAmplitude != 0.f) {
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gFOVState.fovOffset = coss(gFOVState.shakePhase) * gFOVState.shakeAmplitude / 0x100;
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gFOVState.shakePhase += gFOVState.shakeSpeed;
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camera_approach_f32_symmetric_bool(&gFOVState.shakeAmplitude, 0.f, gFOVState.decay);
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perspective->fov += gFOVState.fovOffset;
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} else {
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sFOVState.shakePhase = 0;
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gFOVState.shakePhase = 0;
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}
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}
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@ -11534,25 +11534,25 @@ static UNUSED void unused_deactivate_sleeping_camera(UNUSED struct MarioState *m
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}
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void set_fov_30(UNUSED struct MarioState *m) {
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sFOVState.fov = 30.f;
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gFOVState.fov = 30.f;
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}
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void approach_fov_20(UNUSED struct MarioState *m) {
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camera_approach_f32_symmetric_bool(&sFOVState.fov, 20.f, 0.3f);
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camera_approach_f32_symmetric_bool(&gFOVState.fov, 20.f, 0.3f);
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}
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void set_fov_45(UNUSED struct MarioState *m) {
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sFOVState.fov = 45.f;
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gFOVState.fov = 45.f;
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}
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void set_fov_29(UNUSED struct MarioState *m) {
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sFOVState.fov = 29.f;
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gFOVState.fov = 29.f;
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}
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void zoom_fov_30(UNUSED struct MarioState *m) {
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// Pretty sure approach_f32_asymptotic_bool would do a much nicer job here, but you do you,
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// Nintendo.
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camera_approach_f32_symmetric_bool(&sFOVState.fov, 30.f, (30.f - sFOVState.fov) / 60.f);
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camera_approach_f32_symmetric_bool(&gFOVState.fov, 30.f, (30.f - gFOVState.fov) / 60.f);
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}
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/**
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@ -11563,32 +11563,32 @@ void fov_default(struct MarioState *m) {
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sStatusFlags &= ~CAM_FLAG_SLEEPING;
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if ((m->action == ACT_SLEEPING) || (m->action == ACT_START_SLEEPING)) {
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camera_approach_f32_symmetric_bool(&sFOVState.fov, 30.f, (30.f - sFOVState.fov) / 30.f);
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camera_approach_f32_symmetric_bool(&gFOVState.fov, 30.f, (30.f - gFOVState.fov) / 30.f);
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sStatusFlags |= CAM_FLAG_SLEEPING;
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} else {
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camera_approach_f32_symmetric_bool(&sFOVState.fov, 45.f, (45.f - sFOVState.fov) / 30.f);
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sFOVState.unusedIsSleeping = 0;
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camera_approach_f32_symmetric_bool(&gFOVState.fov, 45.f, (45.f - gFOVState.fov) / 30.f);
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gFOVState.unusedIsSleeping = 0;
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}
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if (m->area->camera->cutscene == CUTSCENE_0F_UNUSED) {
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sFOVState.fov = 45.f;
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gFOVState.fov = 45.f;
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}
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}
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//??! Literally the exact same as below
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static UNUSED void unused_approach_fov_30(UNUSED struct MarioState *m) {
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camera_approach_f32_symmetric_bool(&sFOVState.fov, 30.f, 1.f);
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camera_approach_f32_symmetric_bool(&gFOVState.fov, 30.f, 1.f);
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}
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void approach_fov_30(UNUSED struct MarioState *m) {
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camera_approach_f32_symmetric_bool(&sFOVState.fov, 30.f, 1.f);
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camera_approach_f32_symmetric_bool(&gFOVState.fov, 30.f, 1.f);
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}
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void approach_fov_60(UNUSED struct MarioState *m) {
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camera_approach_f32_symmetric_bool(&sFOVState.fov, 60.f, 1.f);
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camera_approach_f32_symmetric_bool(&gFOVState.fov, 60.f, 1.f);
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}
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void approach_fov_45(struct MarioState *m) {
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f32 targetFoV = sFOVState.fov;
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f32 targetFoV = gFOVState.fov;
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if (m->area->camera->mode == CAMERA_MODE_FIXED && m->area->camera->cutscene == 0) {
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targetFoV = 45.f;
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targetFoV = 45.f;
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}
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sFOVState.fov = approach_f32(sFOVState.fov, targetFoV, 2.f, 2.f);
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gFOVState.fov = approach_f32(gFOVState.fov, targetFoV, 2.f, 2.f);
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}
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void approach_fov_80(UNUSED struct MarioState *m) {
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camera_approach_f32_symmetric_bool(&sFOVState.fov, 80.f, 3.5f);
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camera_approach_f32_symmetric_bool(&gFOVState.fov, 80.f, 3.5f);
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}
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/**
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* If there's a cutscene, sets fov to 45. Otherwise sets fov to 60.
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*/
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void set_fov_bbh(struct MarioState *m) {
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f32 targetFoV = sFOVState.fov;
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f32 targetFoV = gFOVState.fov;
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if (m->area->camera->mode == CAMERA_MODE_FIXED && m->area->camera->cutscene == 0) {
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targetFoV = 60.f;
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@ -11616,7 +11616,7 @@ void set_fov_bbh(struct MarioState *m) {
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targetFoV = 45.f;
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}
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sFOVState.fov = approach_f32(sFOVState.fov, targetFoV, 2.f, 2.f);
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gFOVState.fov = approach_f32(gFOVState.fov, targetFoV, 2.f, 2.f);
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}
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/**
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@ -11625,7 +11625,7 @@ void set_fov_bbh(struct MarioState *m) {
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Gfx *geo_camera_fov(s32 callContext, struct GraphNode *g, UNUSED void *context) {
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struct GraphNodePerspective *perspective = (struct GraphNodePerspective *) g;
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struct MarioState *marioState = &gMarioStates[0];
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u8 fovFunc = sFOVState.fovFunc;
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u8 fovFunc = gFOVState.fovFunc;
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if (callContext == GEO_CONTEXT_RENDER) {
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switch (fovFunc) {
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}
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}
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perspective->fov = sFOVState.fov;
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perspective->fov = gFOVState.fov;
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shake_camera_fov(perspective);
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return NULL;
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}
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* @see geo_camera_fov
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*/
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void set_fov_function(u8 func) {
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sFOVState.fovFunc = func;
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gFOVState.fovFunc = func;
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}
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/**
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@ -678,6 +678,7 @@ extern s32 gObjCutsceneDone;
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extern struct Camera *gCamera;
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#endif
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extern struct CameraFOVStatus gFOVState;
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extern u8 gCameraUseCourseSpecificSettings;
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extern struct Object *gCutsceneFocus;
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extern struct Object *gSecondCameraFocus;
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@ -177,7 +177,7 @@ u32 djui_hud_get_screen_width(void) {
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}
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return (sResolution == RESOLUTION_N64)
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? ((use_forced_4by3() ? (4.0f / 3.0f) : GFX_DIMENSIONS_ASPECT_RATIO) * SCREEN_HEIGHT)
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? (use_forced_4by3() ? (4.0f / 3.0f) : (GFX_DIMENSIONS_ASPECT_RATIO * SCREEN_HEIGHT))
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: (windowWidth / djui_gfx_get_scale());
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}
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out[2] += (*mtx)[3][2];
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}
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void djui_hud_world_pos_to_screen_pos(Vec3f pos, Vec3f out) {
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bool djui_hud_world_pos_to_screen_pos(Vec3f pos, Vec3f out) {
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hud_rotate_and_translate_vec3f(pos, &gCamera->mtx, out);
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if (out[2] > -256.0f) {
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return;
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if (out[2] >= 0.0f) {
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return false;
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}
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out[0] *= 256.0 / -out[2];
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out[1] *= 256.0 / out[2];
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// TODO: this is a hack to correct for the FOV. It only sort of works for the default fov
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out[0] *= 1.135;
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out[1] *= 1.135;
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out[0] *= 256.0f / -out[2];
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out[1] *= 256.0f / out[2];
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// fov of 45.0 is the default fov
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f32 fovDefault = tanf(45.0f * ((f32)M_PI / 360.0f));
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f32 fovCurrent = tanf((gFOVState.fov + gFOVState.fovOffset) * ((f32)M_PI / 360.0f));
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f32 fovDifference = (fovDefault / fovCurrent) * 1.13f;
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out[0] *= fovDifference;
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out[1] *= fovDifference;
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out[0] += djui_hud_get_screen_width() / 2.0f;
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out[1] += djui_hud_get_screen_height() / 2.0f;
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return true;
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}
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void djui_hud_set_render_behind_hud(bool enable) {
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@ -63,7 +63,7 @@ void djui_hud_render_texture_tile_interpolated(struct TextureInfo* texInfo, f32
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void djui_hud_render_rect(f32 x, f32 y, f32 width, f32 height);
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void djui_hud_render_rect_interpolated(f32 prevX, f32 prevY, f32 prevWidth, f32 prevHeight, f32 x, f32 y, f32 width, f32 height);
|
||||
|
||||
void djui_hud_world_pos_to_screen_pos(Vec3f pos, Vec3f out);
|
||||
bool djui_hud_world_pos_to_screen_pos(Vec3f pos, Vec3f out);
|
||||
|
||||
void djui_hud_set_render_behind_hud(bool enable);
|
||||
|
||||
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|
|
@ -11859,7 +11859,7 @@ int smlua_func_djui_hud_world_pos_to_screen_pos(lua_State* L) {
|
|||
out[2] = smlua_get_number_field(2, "z");
|
||||
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 2, "djui_hud_world_pos_to_screen_pos"); return 0; }
|
||||
|
||||
djui_hud_world_pos_to_screen_pos(pos, out);
|
||||
lua_pushboolean(L, djui_hud_world_pos_to_screen_pos(pos, out));
|
||||
|
||||
smlua_push_number_field(1, "x", pos[0]);
|
||||
smlua_push_number_field(1, "y", pos[1]);
|
||||
|
|
Loading…
Reference in a new issue