slight correction to cammode 5

This commit is contained in:
ABelliqueux 2021-04-07 18:07:02 +02:00
parent 03b390d8eb
commit 9956b67a5c

View File

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