1#include "Game/Camera/Camera.hpp"
2#include "Game/Camera/CameraHeightArrange.hpp"
3#include "Game/Camera/CameraMan.hpp"
4#include "Game/Camera/CameraParamChunk.hpp"
5#include "Game/Camera/CameraPoseParam.hpp"
6#include "Game/Util/SceneUtil.hpp"
12Camera *CamTranslatorDummy::getCamera()
const {
16Camera::Camera(
const char *pName) :
NameObj(pName) {
19 mIsLOfsErpOff =
false;
20 mZoneMatrix.identity();
27bool Camera::isInterpolationOff()
const {
31bool Camera::isCollisionOff()
const {
35bool Camera::isZeroFrameMoveOff()
const {
39bool Camera::isSubjectiveCameraOff()
const {
43bool Camera::isCorrectingErpPositionOff()
const {
47void Camera::roundLeft() {
51void Camera::roundRight() {
55bool Camera::isEnableToRoundLeft()
const {
59bool Camera::isEnableToRoundRight()
const {
63bool Camera::isEnableToReset()
const {
73void Camera::setZoneMtx(
long zoneID) {
75 mZoneMatrix.identity();
78 mZoneMatrix.identity();
80 register TMtx34f *matrix = MR::getZonePlacementMtx(zoneID);
81 register Camera *camera =
this;
84 psq_l f0, 0x00(matrix), 0, 0
85 psq_l f1, 0x08(matrix), 0, 0
86 psq_l f2, 0x10(matrix), 0, 0
87 psq_l f3, 0x18(matrix), 0, 0
88 psq_l f4, 0x20(matrix), 0, 0
89 psq_l f5, 0x28(matrix), 0, 0
90 psq_st f0, 0x1C(camera), 0, 0
91 psq_st f1, 0x24(camera), 0, 0
92 psq_st f2, 0x2C(camera), 0, 0
93 psq_st f3, 0x34(camera), 0, 0
94 psq_st f4, 0x3C(camera), 0, 0
95 psq_st f5, 0x44(camera), 0, 0
99 if (mVPan !=
nullptr) {
105void Camera::createVPanObj() {
The most basic form of an object.