Added gFirstPersonCamera.forceYaw
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@ -595,6 +595,7 @@
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--- @field public enabled boolean
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--- @field public enabled boolean
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--- @field public forcePitch boolean
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--- @field public forcePitch boolean
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--- @field public forceRoll boolean
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--- @field public forceRoll boolean
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--- @field public forceYaw boolean
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--- @field public fov number
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--- @field public fov number
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--- @field public offset Vec3f
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--- @field public offset Vec3f
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--- @field public pitch integer
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--- @field public pitch integer
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@ -852,6 +852,7 @@
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| enabled | `boolean` | read-only |
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| enabled | `boolean` | read-only |
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| forcePitch | `boolean` | |
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| forcePitch | `boolean` | |
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| forceRoll | `boolean` | |
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| forceRoll | `boolean` | |
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| forceYaw | `boolean` | |
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| fov | `number` | |
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| fov | `number` | |
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| offset | [Vec3f](structs.md#Vec3f) | read-only |
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| offset | [Vec3f](structs.md#Vec3f) | read-only |
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| pitch | `integer` | |
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| pitch | `integer` | |
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@ -22,8 +22,9 @@
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struct FirstPersonCamera gFirstPersonCamera = {
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struct FirstPersonCamera gFirstPersonCamera = {
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.enabled = false,
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.enabled = false,
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.forceRoll = true,
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.forcePitch = false,
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.forcePitch = false,
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.forceYaw = false,
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.forceRoll = true,
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.centerL = true,
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.centerL = true,
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.pitch = 0,
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.pitch = 0,
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.yaw = 0,
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.yaw = 0,
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@ -75,10 +76,12 @@ static void first_person_camera_update(void) {
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}
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}
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// update yaw
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// update yaw
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if (m->controller->buttonPressed & L_TRIG && gFirstPersonCamera.centerL) {
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if (!gFirstPersonCamera.forceYaw) {
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gFirstPersonCamera.yaw = m->faceAngle[1] + 0x8000;
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if (m->controller->buttonPressed & L_TRIG && gFirstPersonCamera.centerL) {
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} else {
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gFirstPersonCamera.yaw = m->faceAngle[1] + 0x8000;
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gFirstPersonCamera.yaw += sensX * (invX * m->controller->extStickX - 1.5f * mouse_x);
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} else {
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gFirstPersonCamera.yaw += sensX * (invX * m->controller->extStickX - 1.5f * mouse_x);
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}
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}
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}
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}
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}
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@ -676,13 +676,14 @@ static struct LuaObjectField sDjuiColorFields[LUA_DJUI_COLOR_FIELD_COUNT] = {
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{ "r", LVT_U8, offsetof(struct DjuiColor, r), false, LOT_NONE },
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{ "r", LVT_U8, offsetof(struct DjuiColor, r), false, LOT_NONE },
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};
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};
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#define LUA_FIRST_PERSON_CAMERA_FIELD_COUNT 9
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#define LUA_FIRST_PERSON_CAMERA_FIELD_COUNT 10
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static struct LuaObjectField sFirstPersonCameraFields[LUA_FIRST_PERSON_CAMERA_FIELD_COUNT] = {
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static struct LuaObjectField sFirstPersonCameraFields[LUA_FIRST_PERSON_CAMERA_FIELD_COUNT] = {
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{ "centerL", LVT_BOOL, offsetof(struct FirstPersonCamera, centerL), false, LOT_NONE },
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{ "centerL", LVT_BOOL, offsetof(struct FirstPersonCamera, centerL), false, LOT_NONE },
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{ "crouch", LVT_F32, offsetof(struct FirstPersonCamera, crouch), false, LOT_NONE },
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{ "crouch", LVT_F32, offsetof(struct FirstPersonCamera, crouch), false, LOT_NONE },
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{ "enabled", LVT_BOOL, offsetof(struct FirstPersonCamera, enabled), true, LOT_NONE },
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{ "enabled", LVT_BOOL, offsetof(struct FirstPersonCamera, enabled), true, LOT_NONE },
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{ "forcePitch", LVT_BOOL, offsetof(struct FirstPersonCamera, forcePitch), false, LOT_NONE },
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{ "forcePitch", LVT_BOOL, offsetof(struct FirstPersonCamera, forcePitch), false, LOT_NONE },
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{ "forceRoll", LVT_BOOL, offsetof(struct FirstPersonCamera, forceRoll), false, LOT_NONE },
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{ "forceRoll", LVT_BOOL, offsetof(struct FirstPersonCamera, forceRoll), false, LOT_NONE },
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{ "forceYaw", LVT_BOOL, offsetof(struct FirstPersonCamera, forceYaw), false, LOT_NONE },
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{ "fov", LVT_F32, offsetof(struct FirstPersonCamera, fov), false, LOT_NONE },
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{ "fov", LVT_F32, offsetof(struct FirstPersonCamera, fov), false, LOT_NONE },
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{ "offset", LVT_COBJECT, offsetof(struct FirstPersonCamera, offset), true, LOT_VEC3F },
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{ "offset", LVT_COBJECT, offsetof(struct FirstPersonCamera, offset), true, LOT_VEC3F },
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{ "pitch", LVT_S16, offsetof(struct FirstPersonCamera, pitch), false, LOT_NONE },
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{ "pitch", LVT_S16, offsetof(struct FirstPersonCamera, pitch), false, LOT_NONE },
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@ -722,8 +722,9 @@ void network_shutdown(bool sendLeaving, bool exiting, bool popup, bool reconnect
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cnt->extStickY = 0;
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cnt->extStickY = 0;
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gFirstPersonCamera.enabled = false;
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gFirstPersonCamera.enabled = false;
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gFirstPersonCamera.forceRoll = false;
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gFirstPersonCamera.forcePitch = false;
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gFirstPersonCamera.forcePitch = false;
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gFirstPersonCamera.forceYaw = false;
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gFirstPersonCamera.forceRoll = true;
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gFirstPersonCamera.centerL = true;
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gFirstPersonCamera.centerL = true;
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gFirstPersonCamera.fov = FIRST_PERSON_DEFAULT_FOV;
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gFirstPersonCamera.fov = FIRST_PERSON_DEFAULT_FOV;
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vec3f_set(gFirstPersonCamera.offset, 0, 0, 0);
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vec3f_set(gFirstPersonCamera.offset, 0, 0, 0);
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