Files
bigmak94andClaude Opus 5.5 bd9bded792 GalaxyQuest: Super Mario Galaxy in VR on Meta Quest 3
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>
2026-10-01 01:59:38 +02:00

52 lines
1.6 KiB
C++

#pragma once
#include "Game/Camera/Camera.hpp"
class CameraFollow : public Camera {
public:
CameraFollow(const char* pName = "\x83\x74\x83\x48\x83\x8d\x81\x5b\x83\x4a\x83\x81\x83\x89");
virtual void reset();
virtual CameraTargetObj* calc();
virtual bool isEnableToRoundLeft() const;
virtual bool isEnableToRoundRight() const;
virtual bool isEnableToReset() const {
return true;
}
virtual CamTranslatorBase* createTranslator();
void setParam(f32, f32, f32, f32, f32, bool);
void calcIdealPos();
void calcRotPos();
void constrainDistance(TVec3f*, const TVec3f&);
void constrainAngleX(f32*);
void constrainAngleY(f32*, const TVec3f&, f32);
f32 getMagnitudeOfMovingRound() const;
void checkShiftStateToRound(const TVec3f&, const TVec3f&);
void arrangeHeight();
void reflectRotOffset();
bool isWallForward() const;
void arrangeLookUp();
bool checkAscent(TVec3f*) const;
void arrangeLookDown();
bool checkDescent(TVec3f*) const;
void startRound(f32, f32);
void checkValidityOfRound(const TVec3f&, const TVec3f&);
bool isUpsideDownByRoll() const;
/* 0x4C */ f32 mDistMax;
/* 0x50 */ f32 mDistMin;
/* 0x54 */ f32 mAngleXMin;
/* 0x58 */ f32 mAngleXRange;
/* 0x5C */ TVec3f mPos;
/* 0x68 */ TVec3f mWatchPos;
/* 0x74 */ f32 mAngleYRoundSpeed; // moving round magnitude (rate?)
/* 0x78 */ f32 mAngleXSpeed;
/* 0x7C */ bool mCheckWall;
/* 0x7D */ bool mIsRounding;
/* 0x80 */ f32 mAngleYTarget;
/* 0x84 */ f32 mAngleYSpeed;
/* 0x88 */ bool mIsRoundLeftValid;
/* 0x89 */ bool mIsRoundRightValid;
};