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A native port built on the Petari decompilation (previous commit): an HLE platform layer (OS, DVD, GX, audio, input, NAND) under the game's own code, an OpenXR presentation (a diorama around the player, a giant screen, the HUD and settings as compositor layers, SpaceWarp, dynamic resolution), Touch Plus controls, the tools that convert your own game files (tools/cook, which also takes the few pieces of data the game's executable holds from your sys/main.dol), and the port's changes to the decompilation (`git diff petari-base -- decomp`). README.md explains installing and building, docs/TECHNICAL.md how it works. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
52 lines
1.6 KiB
C++
52 lines
1.6 KiB
C++
#pragma once
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#include "Game/Camera/Camera.hpp"
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class CameraFollow : public Camera {
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public:
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CameraFollow(const char* pName = "\x83\x74\x83\x48\x83\x8d\x81\x5b\x83\x4a\x83\x81\x83\x89");
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virtual void reset();
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virtual CameraTargetObj* calc();
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virtual bool isEnableToRoundLeft() const;
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virtual bool isEnableToRoundRight() const;
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virtual bool isEnableToReset() const {
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return true;
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}
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virtual CamTranslatorBase* createTranslator();
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void setParam(f32, f32, f32, f32, f32, bool);
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void calcIdealPos();
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void calcRotPos();
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void constrainDistance(TVec3f*, const TVec3f&);
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void constrainAngleX(f32*);
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void constrainAngleY(f32*, const TVec3f&, f32);
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f32 getMagnitudeOfMovingRound() const;
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void checkShiftStateToRound(const TVec3f&, const TVec3f&);
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void arrangeHeight();
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void reflectRotOffset();
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bool isWallForward() const;
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void arrangeLookUp();
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bool checkAscent(TVec3f*) const;
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void arrangeLookDown();
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bool checkDescent(TVec3f*) const;
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void startRound(f32, f32);
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void checkValidityOfRound(const TVec3f&, const TVec3f&);
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bool isUpsideDownByRoll() const;
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/* 0x4C */ f32 mDistMax;
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/* 0x50 */ f32 mDistMin;
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/* 0x54 */ f32 mAngleXMin;
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/* 0x58 */ f32 mAngleXRange;
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/* 0x5C */ TVec3f mPos;
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/* 0x68 */ TVec3f mWatchPos;
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/* 0x74 */ f32 mAngleYRoundSpeed; // moving round magnitude (rate?)
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/* 0x78 */ f32 mAngleXSpeed;
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/* 0x7C */ bool mCheckWall;
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/* 0x7D */ bool mIsRounding;
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/* 0x80 */ f32 mAngleYTarget;
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/* 0x84 */ f32 mAngleYSpeed;
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/* 0x88 */ bool mIsRoundLeftValid;
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/* 0x89 */ bool mIsRoundRightValid;
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};
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