#include "camera.h" #include "math.h" void getCameraXZ(int * x, int * z, int actorX, int actorZ, int angle, int distance) { // Using Nic's Costable : https://github.com/grumpycoders/Balau/blob/master/tests/test-Handles.cc#L20-L102 // https://godbolt.org/z/q6cMcj *x = (actorX << 12) + (distance * nsin(angle)); *z = (actorZ << 12) - (distance * ncos(angle)); }; void getCameraXZY(int * x, int * z, int * y, int actorX, int actorZ, int actorY, int angle, int angleX, int distance) { // Using Nic's Costable : https://github.com/grumpycoders/Balau/blob/master/tests/test-Handles.cc#L20-L102 // https://godbolt.org/z/q6cMcj *x = (actorX << 12) + (distance * nsin(angle)); *z = (actorZ << 12) - (distance * ( ( ncos(angle) * ncos(angleX) ) >> 12 ) ); *y = (actorY << 12) - (distance * nsin(angleX)); }; void getCameraZY( int * z, int * y, int actorZ, int actorY, int angleX, int distance) { *z = (actorZ << 12) - (distance * ncos(angleX)); *y = (actorY << 12) - (distance * nsin(angleX)); }; // @Will : you might want to use sin/cos to move the camera in a circle but you could do that by moving it along it’s tangent and then clamping the distance void applyCamera( CAMERA * cam ) { VECTOR vec; // Vector that holds the output values of the following instructions RotMatrix_gte(&cam->rot, &cam->mat); // Convert rotation angle in psx units (360° == 4096) to rotation matrix) ApplyMatrixLV(&cam->mat, &cam->pos, &vec); // Multiply matrix by vector pos and output to vec TransMatrix(&cam->mat, &vec); // Apply transform vector SetRotMatrix(&cam->mat); // Set Rotation matrix SetTransMatrix(&cam->mat); // Set Transform matrix }; void setCameraPos( CAMERA * camera, VECTOR pos, SVECTOR rot ) { camera->pos = pos; camera->rot = rot; };