#pragma once #include "Game/Camera/Camera.hpp" class CameraWaterPlanetBoss : public Camera { public: CameraWaterPlanetBoss(const char* pName = "\x90\x85\x92\x86\x83\x76\x83\x89\x83\x6c\x83\x62\x83\x67\x83\x7b\x83\x58"); virtual void reset(); virtual CameraTargetObj* calc(); virtual bool isEnableToReset() const { return true; } virtual CamTranslatorBase* createTranslator(); void setParam(f32 distMin, f32 distMax, f32 blendRateMin, bool blendUpEnabled, const TVec3f wPoint, f32 dotFrontMin, f32 dotFrontMax, f32 angleXMin, f32 angleXMax) { mDistMin = distMin; mDistMax = distMax; mSideBlendRateMin = blendRateMin; mIsBlendUpEnabled = blendUpEnabled; mWPoint.set(wPoint); mDotFrontMin = dotFrontMin; mDotFrontMax = dotFrontMax; mAngleXMin = angleXMin; mAngleXMax = angleXMax; } /* 0x4C */ f32 mDistMin; /* 0x50 */ f32 mDistMax; /* 0x54 */ f32 mSideBlendRateMin; /* 0x58 */ f32 mSideBlendRate; /* 0x5C */ s32 mCollideCount; /* 0x60 */ TVec3f mLastMoveDir; /* 0x6C */ bool mIsBlendUpEnabled; /* 0x70 */ TVec3f mWPoint; /* 0x7C */ f32 mDotFrontMin; /* 0x80 */ f32 mAngleXMin; /* 0x84 */ f32 mDotFrontMax; /* 0x88 */ f32 mAngleXMax; /* 0x8C */ bool mIsRounding; /* 0x90 */ s32 mRoundingFrame; /* 0x94 */ TVec3f mSide; };