1#include "Game/Camera/CameraShakePatternImpl.hpp"
2#include "Game/Util/MathUtil.hpp"
3#include "Game/AreaObj/MercatorTransformCube.hpp"
11CameraShakePatternSingly::~CameraShakePatternSingly() {
15bool CameraShakePatternSingly::isEnd()
const {
19void CameraShakePatternSingly::getOffset(TVec2f *pOffset)
const {
20 pOffset->set(mOffset);
23void CameraShakePatternSingly::start() {
30void CameraShakePatternSingly::update() {
31 s32 uStack44 = 25 -
static_cast<s32
>(_4);
37 f32 dVar2 = MR::sin((12.566371f *
static_cast<f32
>(uStack44)) / 25.0f);
38 f32 dVar3 = _8 * dVar2;
40 f32 dVar2_2 = MR::sin((1.5707964f *
static_cast<f32
>(uStack44)) / 25.0f);
44 f32 offsetX = mDirection.x * dVar3;
45 f32 offsetY = mDirection.y * dVar3;
48 newOffset.x = offsetX;
49 newOffset.y = offsetY;
51 TVec2f newOffset2 = newOffset;
53 mOffset.set(newOffset2);
57void CameraShakePatternSingly::setDirection(
const TVec2f &rDir) {
59 MR::normalize(&mDirection);
62CameraShakePatternVerticalSin::CameraShakePatternVerticalSin(
float a1,
float a2) {
69CameraShakePatternVerticalSin::~CameraShakePatternVerticalSin() {
73bool CameraShakePatternVerticalSin::isEnd()
const {
74 f32 var =
static_cast<f32
>(_4);
79void CameraShakePatternVerticalSin::getOffset(TVec2f *pOffset)
const {
80 pOffset->set(mOffset);
83void CameraShakePatternVerticalSin::start() {
88void CameraShakePatternVerticalSin::update() {
94 f32 dVar2 = MR::sin((6.2831855f *
static_cast<f32
>(_4)) / _C);