slight correction to cammode 5
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03b390d8eb
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@ -56,7 +56,7 @@
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#define FNT_POS_X 960
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#define FNT_POS_Y 0
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#define FNT_POS_Y 256
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#define OT2LEN 8
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@ -227,7 +227,7 @@ u_short timer = 0;
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// Cam stuff
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int camMode = 2;
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int camMode = 5;
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long timeB = 0;
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@ -469,6 +469,7 @@ int main() {
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// Sprite system WIP
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objAngleToCam.vy = patan( posToCam.vx,posToCam.vz );
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objAngleToCam.vx = patan( posToCam.vx,posToCam.vy );
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//~ objAngleToCam.vz = patan( posToCam.vz,posToCam.vy );
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@ -485,7 +486,9 @@ int main() {
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//~ posToCam = getVectorTo(camera.pos, *meshPlan.pos);
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posToCam.vx = -camera.pos.vx - modelPlan_pos.vx ;
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posToCam.vz = -camera.pos.vz - modelPlan_pos.vz ;
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posToCam.vy = -camera.pos.vy - modelPlan_pos.vy ;
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//~ psqrt(posToCam.vx * posToCam.vx + posToCam.vy * posToCam.vy);
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@ -519,6 +522,7 @@ int main() {
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}
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// Camera follows actor with lerp for rotations
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if(camMode == 0) {
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dist = 150;
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@ -548,6 +552,7 @@ int main() {
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}
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// Camera rotates continuously around actor
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if (camMode == 1) {
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dist = 150;
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@ -742,6 +747,8 @@ int main() {
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// track actor. If theta (actor/cam rotation angle) is above or below an arbitrary angle,
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// move cam so that the angle doesn't increase/decrease anymore.
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short cameraSpeed = 40;
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if (camPath.len) {
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// Lerping sequence has not begun
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@ -784,17 +791,17 @@ int main() {
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//~ FntPrint("Cam %d, %d, %d\n", camera.pos.vx, camera.pos.vy, camera.pos.vz);
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//~ FntPrint("Pos: %d Cur: %d\nTheta y: %d x: %d\n", camPath.pos, camPath.cursor, theta.vy, theta.vx);
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//~ FntPrint("%d", camAngleToAct.vy);
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FntPrint("%d %d\n", camAngleToAct.vy, dist);
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if ( camAngleToAct.vy < -50 ) {
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camPath.pos += 40;
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camPath.pos += dist < cameraSpeed ? 0 : cameraSpeed ;
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}
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if ( camAngleToAct.vy > 50 ) {
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camPath.pos -= 40;
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camPath.pos -= dist < cameraSpeed ? 0 : cameraSpeed;
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}
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@ -1066,8 +1073,8 @@ int main() {
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//~ FntPrint("CurNode : %x\nIndex: %d", curNode, curNode->siblings->index);
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//~ FntPrint("Time : %d dt :%d\n", VSync(-1) / 60, dt);
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//~ FntPrint("%d\n", curCamAngle );
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FntPrint("Time : %d dt :%d\n", VSync(-1) / 60, dt);
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FntPrint("%d\n", curCamAngle );
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//~ FntPrint("Actor : %d %d\n", actorPtr->pos->vx, actorPtr->pos->vy);
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//~ FntPrint("%d %d\n", actorPtr->pos->vx, actorPtr->pos->vz);
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@ -1401,7 +1408,7 @@ void drawPoly(MESH * mesh, long * Flag, int atime){
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// If isPrism flag is set, use it
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// FIXME : Doesn't work in 8bpp/4bpp
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// FIXME : Doesn't work with pre-rendered BGs
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if ( *mesh->isPrism ) {
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@ -1416,19 +1423,19 @@ void drawPoly(MESH * mesh, long * Flag, int atime){
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draw[db].clip.y
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);
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// Use projected coordinates (results from RotAverage...) as UV coords and clamp them to 0-255,0-224
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// Use projected coordinates (results from RotAverage...) as UV coords and clamp them to 0-255,0-224 Why 224 though ?
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setUV3(poly, (poly->x0 < 0? 0 : poly->x0 > 255? 255 : poly->x0),
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setUV3(poly, (poly->x0 < 0 ? 0 : poly->x0 > 255 ? 255 : poly->x0),
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(poly->y0 < 0? 0 : poly->y0 > 224? 224 : poly->y0),
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(poly->y0 < 0 ? 0 : poly->y0 > 240 ? 240 : poly->y0),
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(poly->x1 < 0? 0 : poly->x1 > 255? 255 : poly->x1),
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(poly->x1 < 0 ? 0 : poly->x1 > 255 ? 255 : poly->x1),
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(poly->y1 < 0? 0 : poly->y1 > 224? 224 : poly->y1),
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(poly->y1 < 0 ? 0 : poly->y1 > 240 ? 240 : poly->y1),
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(poly->x2 < 0? 0 : poly->x2 > 255? 255 : poly->x2),
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(poly->x2 < 0 ? 0 : poly->x2 > 255 ? 255 : poly->x2),
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(poly->y2 < 0? 0 : poly->y2 > 224? 224 : poly->y2)
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(poly->y2 < 0 ? 0 : poly->y2 > 240 ? 240 : poly->y2)
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);
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