1#include "Game/Camera/Camera.hpp"
2#include "Game/Camera/CameraHeightArrange.hpp"
3#include "Game/Camera/CameraPoseParam.hpp"
4#include "Game/Camera/CameraTargetObj.hpp"
6bool CameraTargetObj::isFastDrop()
const {
10bool CameraTargetObj::isFastRise()
const {
14CameraHeightArrange::CameraHeightArrange(
Camera *pCamera) :
NameObj(
"CameraHeightArrange") {
54void CameraHeightArrange::resetJump() {
60void CameraHeightArrange::resetParameter() {
81void CameraHeightArrange::chase() {
82 TVec3f globalAxis = *getGlobalAxis();
84 f32 fVar1 = (float)_50 / (
float)mLPlay;
94 updateHeightAndOffset();
97void CameraHeightArrange::updateHeightAndOffset() {
98 TVec3f globalAxis = *getGlobalAxis();
110 float dVar4 = globalAxis.dot(_14->_C);
111 _30 += fVar1 * (dVar4 - _30);
112 dVar4 = globalAxis.dot(_14->_24);
113 _34 += fVar1 * (dVar4 - _34);
118TVec3f *CameraHeightArrange::getGlobalAxis() {
122 mGlobalAxis.set(mVPanAxis);
123 TMtx34f &matrix = mCamera->mZoneMatrix;
125 float axisX = mGlobalAxis.x;
126 float axisY = mGlobalAxis.y;
127 float axisZ = mGlobalAxis.z;
130 axisZ * matrix.mMtx[0][2] + axisX * matrix.mMtx[0][0] + axisY * matrix.mMtx[0][1],
131 axisZ * matrix.mMtx[1][2] + axisX * matrix.mMtx[1][0] + axisY * matrix.mMtx[1][1],
132 axisZ * matrix.mMtx[2][2] + axisX * matrix.mMtx[2][0] + axisY * matrix.mMtx[2][1]
The most basic form of an object.