Unrevert the bettercamera update but this time actually fix it

This commit is contained in:
Colton G. Rushton 2020-05-21 13:40:02 -03:00 committed by GitHub
parent 8720a1fa8a
commit cbb99b573d
1 changed files with 41 additions and 16 deletions

View File

@ -74,9 +74,9 @@ struct newcam_hardpos newcam_fixedcam[] =
#endif // noaccel
s16 newcam_yaw; //Z axis rotation
s8 newcam_yaw_acc;
s16 newcam_yaw_acc;
s16 newcam_tilt = 1500; //Y axis rotation
s8 newcam_tilt_acc;
s16 newcam_tilt_acc;
u16 newcam_distance = 750; //The distance the camera stays from the player
u16 newcam_distance_target = 750; //The distance the player camera tries to reach.
f32 newcam_pos_target[3]; //The position the camera is basing calculations off. *usually* Mario.
@ -187,13 +187,20 @@ void newcam_diagnostics(void)
print_text_fmt_int(32,32,"DISTANCE %d",newcam_distance);
}
static s16 newcam_adjust_value(s16 var, s16 val)
static s16 newcam_adjust_value(s16 var, s16 val, s16 max)
{
if (val > 0)
{
var += val;
if (var > 100)
var = 100;
if (var < -100)
var = -100;
if (var > max)
var = max;
}
else if (val < 0)
{
var += val;
if (var < max)
var = max;
}
return var;
}
@ -233,6 +240,8 @@ static int ivrt(u8 axis)
static void newcam_rotate_button(void)
{
f32 intendedXMag;
f32 intendedYMag;
if ((newcam_modeflags & NC_FLAG_8D || newcam_modeflags & NC_FLAG_4D) && newcam_modeflags & NC_FLAG_XTURN) //8 directional camera rotation input for buttons.
{
if ((gPlayer1Controller->buttonPressed & L_CBUTTONS) && newcam_analogue == 0)
@ -263,27 +272,33 @@ static void newcam_rotate_button(void)
if (newcam_modeflags & NC_FLAG_XTURN)
{
if ((gPlayer1Controller->buttonDown & L_CBUTTONS) && newcam_analogue == 0)
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,accel);
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,accel, 100);
else if ((gPlayer1Controller->buttonDown & R_CBUTTONS) && newcam_analogue == 0)
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,-accel);
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,-accel, -100);
else
if (!newcam_analogue)
{
#ifdef noaccel
newcam_yaw_acc = 0;
#else
newcam_yaw_acc -= (newcam_yaw_acc*newcam_degrade);
#endif
}
}
if (gPlayer1Controller->buttonDown & U_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0)
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,accel);
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,accel, 100);
else if (gPlayer1Controller->buttonDown & D_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0)
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,-accel);
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,-accel, -100);
else
if (!newcam_analogue)
{
#ifdef noaccel
newcam_tilt_acc = 0;
#else
newcam_tilt_acc -= (newcam_tilt_acc*newcam_degrade);
#endif
}
newcam_framessincec[0] += 1;
newcam_framessincec[1] += 1;
@ -315,6 +330,8 @@ static void newcam_rotate_button(void)
if (newcam_analogue == 1) //There's not much point in keeping this behind a check, but it wouldn't hurt, just incase any 2player shenanigans ever happen, it makes it easy to disable.
{ //The joystick values cap at 80, so divide by 8 to get the same net result at maximum turn as the button
intendedXMag = gPlayer2Controller->stickX*1.25;
intendedYMag = gPlayer2Controller->stickY*1.25;
if (ABS(gPlayer2Controller->stickX) > 20 && newcam_modeflags & NC_FLAG_XTURN)
{
if (newcam_modeflags & NC_FLAG_8D)
@ -343,17 +360,25 @@ static void newcam_rotate_button(void)
}
}
else
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,(-gPlayer2Controller->stickX/4));
{
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,-gPlayer2Controller->stickX/8, intendedXMag);
}
}
else
if (newcam_analogue)
{
newcam_cstick_down = 0;
newcam_yaw_acc -= (newcam_yaw_acc*newcam_degrade);
}
if (ABS(gPlayer2Controller->stickY) > 20 && newcam_modeflags & NC_FLAG_YTURN)
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,(-gPlayer2Controller->stickY/4));
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,-gPlayer2Controller->stickY/8, intendedYMag);
else
if (newcam_analogue)
{
newcam_tilt_acc -= (newcam_tilt_acc*newcam_degrade);
}
}
if (newcam_mouse == 1)
{
@ -414,9 +439,9 @@ static void newcam_update_values(void)
{//For tilt, this just limits it so it doesn't go further than 90 degrees either way. 90 degrees is actually 16384, but can sometimes lead to issues, so I just leave it shy of 90.
u8 waterflag = 0;
if (newcam_modeflags & NC_FLAG_XTURN)
newcam_yaw += (ivrt(0)*(newcam_yaw_acc*(newcam_sensitivityX/10)));
newcam_yaw += ((ivrt(0)*(newcam_yaw_acc*(newcam_sensitivityX/10))));
if (((newcam_tilt < 12000 && newcam_tilt_acc*ivrt(1) > 0) || (newcam_tilt > -12000 && newcam_tilt_acc*ivrt(1) < 0)) && newcam_modeflags & NC_FLAG_YTURN)
newcam_tilt += (ivrt(1)*(newcam_tilt_acc*(newcam_sensitivityY/10)));
newcam_tilt += ((ivrt(1)*(newcam_tilt_acc*(newcam_sensitivityY/10))));
else
{
if (newcam_tilt > 12000)