From 9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 Mon Sep 17 00:00:00 2001 From: claude-bot Date: Mon, 13 Jul 2026 12:27:07 +0000 Subject: Import Cai1Hsu/re3 @ miami (reVC / GTA:VC decompilation) Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt. Source: https://github.com/Cai1Hsu/re3 branch miami. --- src/core/Camera.h | 649 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 649 insertions(+) create mode 100644 src/core/Camera.h (limited to 'src/core/Camera.h') diff --git a/src/core/Camera.h b/src/core/Camera.h new file mode 100644 index 0000000..538ff06 --- /dev/null +++ b/src/core/Camera.h @@ -0,0 +1,649 @@ +#pragma once +#include "Placeable.h" + +class CEntity; +class CPed; +class CAutomobile; +class CGarage; + +extern int16 DebugCamMode; + +enum +{ + NUMBER_OF_VECTORS_FOR_AVERAGE = 2, + MAX_NUM_OF_SPLINETYPES = 4, + MAX_NUM_OF_NODES = 800 // for trains +}; + +#define DEFAULT_NEAR (0.9f) +enum +{ + CAM_ZOOM_1STPRS, + CAM_ZOOM_1, + CAM_ZOOM_2, + CAM_ZOOM_3, + CAM_ZOOM_TOPDOWN, + CAM_ZOOM_CINEMATIC, +}; + +const float DefaultFOV = 70.0f; // beta: 80.0f + +class CCam +{ +public: + enum + { + MODE_NONE = 0, + MODE_TOPDOWN, + MODE_GTACLASSIC, + MODE_BEHINDCAR, + MODE_FOLLOWPED, + MODE_AIMING, + MODE_DEBUG, + MODE_SNIPER, + MODE_ROCKETLAUNCHER, + MODE_MODELVIEW, + MODE_BILL, + MODE_SYPHON, + MODE_CIRCLE, + MODE_CHEESYZOOM, + MODE_WHEELCAM, + MODE_FIXED, + MODE_1STPERSON, + MODE_FLYBY, + MODE_CAM_ON_A_STRING, + MODE_REACTION, + MODE_FOLLOW_PED_WITH_BIND, + MODE_CHRIS, + MODE_BEHINDBOAT, + MODE_PLAYER_FALLEN_WATER, + MODE_CAM_ON_TRAIN_ROOF, + MODE_CAM_RUNNING_SIDE_TRAIN, + MODE_BLOOD_ON_THE_TRACKS, + MODE_IM_THE_PASSENGER_WOOWOO, + MODE_SYPHON_CRIM_IN_FRONT, + MODE_PED_DEAD_BABY, + MODE_PILLOWS_PAPS, + MODE_LOOK_AT_CARS, + MODE_ARRESTCAM_ONE, + MODE_ARRESTCAM_TWO, + MODE_M16_1STPERSON, + MODE_SPECIAL_FIXED_FOR_SYPHON, + MODE_FIGHT_CAM, + MODE_TOP_DOWN_PED, + MODE_LIGHTHOUSE, + MODE_SNIPER_RUNABOUT, + MODE_ROCKETLAUNCHER_RUNABOUT, + MODE_1STPERSON_RUNABOUT, + MODE_M16_1STPERSON_RUNABOUT, + MODE_FIGHT_CAM_RUNABOUT, + MODE_EDITOR, + MODE_HELICANNON_1STPERSON, + MODE_CAMERA, + }; + + bool bBelowMinDist; //used for follow ped mode + bool bBehindPlayerDesired; //used for follow ped mode + bool m_bCamLookingAtVector; + bool m_bCollisionChecksOn; + bool m_bFixingBeta; //used for camera on a string + bool m_bTheHeightFixerVehicleIsATrain; + bool LookBehindCamWasInFront; + bool LookingBehind; + bool LookingLeft; + bool LookingRight; + bool ResetStatics; //for interpolation type stuff to work + bool Rotating; + + int16 Mode; // CameraMode + uint32 m_uiFinishTime; + + int m_iDoCollisionChecksOnFrameNum; + int m_iDoCollisionCheckEveryNumOfFrames; + int m_iFrameNumWereAt; + int m_iRunningVectorArrayPos; + int m_iRunningVectorCounter; + int DirectionWasLooking; + + float f_max_role_angle; //=DEGTORAD(5.0f); + float f_Roll; //used for adding a slight roll to the camera in the + float f_rollSpeed; + float m_fSyphonModeTargetZOffSet; + float m_fAmountFractionObscured; + float m_fAlphaSpeedOverOneFrame; + float m_fBetaSpeedOverOneFrame; + float m_fBufferedTargetBeta; + float m_fBufferedTargetOrientation; + float m_fBufferedTargetOrientationSpeed; + float m_fCamBufferedHeight; + float m_fCamBufferedHeightSpeed; + float m_fCloseInPedHeightOffset; + float m_fCloseInPedHeightOffsetSpeed; + float m_fCloseInCarHeightOffset; + float m_fCloseInCarHeightOffsetSpeed; + float m_fDimensionOfHighestNearCar; + float m_fDistanceBeforeChanges; + float m_fFovSpeedOverOneFrame; + float m_fMinDistAwayFromCamWhenInterPolating; + float m_fPedBetweenCameraHeightOffset; + float m_fPlayerInFrontSyphonAngleOffSet; + float m_fRadiusForDead; + float m_fRealGroundDist; //used for follow ped mode + float m_fTargetBeta; + float m_fTimeElapsedFloat; + float m_fTilt; + float m_fTiltSpeed; + float m_fTransitionBeta; + float m_fTrueBeta; + float m_fTrueAlpha; + float m_fInitialPlayerOrientation; //used for first person + + float Alpha; + float AlphaSpeed; + float FOV; + float FOVSpeed; + float Beta; + float BetaSpeed; + float Distance; + float DistanceSpeed; + float CA_MIN_DISTANCE; + float CA_MAX_DISTANCE; + float SpeedVar; + + float m_fTargetZoomGroundOne; + float m_fTargetZoomGroundTwo; + float m_fTargetZoomGroundThree; + float m_fTargetZoomOneZExtra; + float m_fTargetZoomTwoZExtra; + float m_fTargetZoomThreeZExtra; + float m_fTargetZoomZCloseIn; + float m_fMinRealGroundDist; + float m_fTargetCloseInDist; + + CVector m_cvecSourceSpeedOverOneFrame; + CVector m_cvecTargetSpeedOverOneFrame; + CVector m_cvecUpOverOneFrame; + + CVector m_cvecTargetCoorsForFudgeInter; + CVector m_cvecCamFixedModeVector; + CVector m_cvecCamFixedModeSource; + CVector m_cvecCamFixedModeUpOffSet; + CVector m_vecLastAboveWaterCamPosition; //helper for when the player has gone under the water + CVector m_vecBufferedPlayerBodyOffset; + + // The three vectors that determine this camera for this frame + CVector Front; // Direction of looking in + CVector Source; // Coors in world space + CVector SourceBeforeLookBehind; + CVector Up; // Just that + CVector m_arrPreviousVectors[NUMBER_OF_VECTORS_FOR_AVERAGE]; // used to average stuff + CEntity *CamTargetEntity; + + float m_fCameraDistance; + float m_fIdealAlpha; + float m_fPlayerVelocity; + CAutomobile *m_pLastCarEntered; // So interpolation works + CPed *m_pLastPedLookedAt;// So interpolation works + bool m_bFirstPersonRunAboutActive; + + CCam(void) { Init(); } + void Init(void); + void Process(void); + void ProcessSpecialHeightRoutines(void); + void GetVectorsReadyForRW(void); + CVector DoAverageOnVector(const CVector &vec); + void WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight); + bool RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation); + void Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist); + void FixCamWhenObscuredByVehicle(const CVector &TargetCoors); + bool GetBoatLook_L_R_HeightOffset(float &Offset); + void LookBehind(void); + void LookLeft(void); + void LookRight(void); + void ClipIfPedInFrontOfPlayer(void); + void KeepTrackOfTheSpeed(const CVector &source, const CVector &target, const CVector &up, const float &alpha, const float &beta, const float &fov); + bool Using3rdPersonMouseCam(void); + bool GetWeaponFirstPersonOn(void); + bool IsTargetInWater(const CVector &CamCoors); + void AvoidWallsTopDownPed(const CVector &TargetCoors, const CVector &Offset, float *Adjuster, float *AdjusterSpeed, float yDistLimit); + void PrintMode(void); + + void Process_Debug(const CVector&, float, float, float); +#ifdef GTA_SCENE_EDIT + void Process_Editor(const CVector&, float, float, float); +#endif + void Process_ModelView(const CVector &CameraTarget, float, float, float); + void Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float); + void Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrientation, float, float); + void Process_BehindCar(const CVector &CameraTarget, float TargetOrientation, float, float); + void Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float); + void Process_TopDown(const CVector &CameraTarget, float TargetOrientation, float SpeedVar, float TargetSpeedVar); + void Process_TopDownPed(const CVector &CameraTarget, float TargetOrientation, float, float); + void Process_Rocket(const CVector &CameraTarget, float, float, float); + void Process_M16_1stPerson(const CVector &CameraTarget, float, float, float); + void Process_1stPerson(const CVector &CameraTarget, float, float, float); + void Process_1rstPersonPedOnPC(const CVector &CameraTarget, float TargetOrientation, float, float); + void Process_Sniper(const CVector &CameraTarget, float, float, float); + void Process_Syphon(const CVector &CameraTarget, float, float, float); + void Process_Syphon_Crim_In_Front(const CVector &CameraTarget, float, float, float); + void Process_BehindBoat(const CVector &CameraTarget, float TargetOrientation, float, float); + void Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, float, float); + void Process_FlyBy(const CVector&, float, float, float); + bool Process_WheelCam(const CVector&, float, float, float); + void Process_Fixed(const CVector &CameraTarget, float, float, float); + void Process_Player_Fallen_Water(const CVector &CameraTarget, float TargetOrientation, float, float); + void Process_SpecialFixedForSyphon(const CVector &CameraTarget, float, float, float); + void Process_LightHouse(const CVector &CameraTarget, float, float, float); + void ProcessPedsDeadBaby(void); + bool ProcessArrestCamOne(void); + bool ProcessArrestCamTwo(void); + bool GetLookAlongGroundPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut); + bool GetLookFromLampPostPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut); + bool GetLookOverShoulderPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut); + + // custom stuff + void Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float); + void Process_FollowCar_SA(const CVector &CameraTarget, float TargetOrientation, float, float); +}; + +class CCamPathSplines +{ +public: + enum {MAXPATHLENGTH=800}; +// float m_arr_PathData[MAXPATHLENGTH]; + float *m_arr_PathData; + CCamPathSplines(void); +}; + +struct CTrainCamNode +{ + CVector m_cvecCamPosition; + CVector m_cvecPointToLookAt; + CVector m_cvecMinPointInRange; + CVector m_cvecMaxPointInRange; + float m_fDesiredFOV; + float m_fNearClip; +}; + +struct CQueuedMode +{ + int16 Mode; + float Duration; + int16 MinZoom; + int16 MaxZoom; +}; + +enum +{ + LOOKING_BEHIND, + LOOKING_LEFT, + LOOKING_RIGHT, + LOOKING_FORWARD, +}; + +enum +{ + // TODO: find better names + FADE_0, // faded in + FADE_1, // mid fade + FADE_2, // faded out + + // Direction + FADE_OUT = 0, + FADE_IN, + FADE_NONE +}; + +enum +{ + MOTION_BLUR_NONE = 0, + MOTION_BLUR_SNIPER, + MOTION_BLUR_LIGHT_SCENE, + MOTION_BLUR_SECURITY_CAM, + MOTION_BLUR_CUT_SCENE, + MOTION_BLUR_INTRO, + MOTION_BLUR_INTRO2, + MOTION_BLUR_SNIPER_ZOOM, + MOTION_BLUR_INTRO3, + MOTION_BLUR_INTRO4, +}; + +enum +{ + NONE = 0, + INTERPOLATION, + JUMP_CUT +}; + +enum +{ + CAMCONTROL_GAME, + CAMCONTROL_SCRIPT, + CAMCONTROL_OBBE +}; + +class CCamera : public CPlaceable +{ +public: + bool m_bAboveGroundTrainNodesLoaded; + bool m_bBelowGroundTrainNodesLoaded; + bool m_bCamDirectlyBehind; + bool m_bCamDirectlyInFront; + bool m_bCameraJustRestored; + bool m_bcutsceneFinished; + bool m_bCullZoneChecksOn; + bool m_bFirstPersonBeingUsed; + bool m_bJustJumpedOutOf1stPersonBecauseOfTarget; + bool m_bIdleOn; + bool m_bInATunnelAndABigVehicle; + bool m_bInitialNodeFound; + bool m_bInitialNoNodeStaticsSet; + bool m_bIgnoreFadingStuffForMusic; + bool m_bPlayerIsInGarage; + bool m_bPlayerWasOnBike; + bool m_bJustCameOutOfGarage; + bool m_bJustInitalised; + bool m_bJust_Switched; + bool m_bLookingAtPlayer; + bool m_bLookingAtVector; + bool m_bMoveCamToAvoidGeom; + bool m_bObbeCinematicPedCamOn; + bool m_bObbeCinematicCarCamOn; + bool m_bRestoreByJumpCut; + bool m_bUseNearClipScript; + bool m_bStartInterScript; + bool m_bStartingSpline; + bool m_bTargetJustBeenOnTrain; + bool m_bTargetJustCameOffTrain; + bool m_bUseSpecialFovTrain; + bool m_bUseTransitionBeta; + bool m_bUseScriptZoomValuePed; + bool m_bUseScriptZoomValueCar; + bool m_bWaitForInterpolToFinish; + bool m_bItsOkToLookJustAtThePlayer; + bool m_bWantsToSwitchWidescreenOff; + bool m_WideScreenOn; + bool m_1rstPersonRunCloseToAWall; + bool m_bHeadBob; + bool m_bVehicleSuspenHigh; + bool m_bEnable1rstPersonCamCntrlsScript; + bool m_bAllow1rstPersonWeaponsCamera; + bool m_bFailedCullZoneTestPreviously; + + bool m_FadeTargetIsSplashScreen; + + bool WorldViewerBeingUsed; + uint8 ActiveCam; + uint32 m_uiCamShakeStart; + uint32 m_uiFirstPersonCamLastInputTime; + + uint32 m_uiLongestTimeInMill; + uint32 m_uiNumberOfTrainCamNodes; + uint8 m_uiTransitionJUSTStarted; + uint8 m_uiTransitionState; // 0:one mode 1:transition + + uint32 m_uiTimeLastChange; + uint32 m_uiTimeWeLeftIdle_StillNoInput; + uint32 m_uiTimeWeEnteredIdle; + uint32 m_uiTimeTransitionStart; + uint32 m_uiTransitionDuration; + uint32 m_uiTransitionDurationTargetCoors; + int m_BlurBlue; + int m_BlurGreen; + int m_BlurRed; + int m_BlurType; + + int m_iWorkOutSpeedThisNumFrames; + int m_iNumFramesSoFar; + + + int m_iCurrentTrainCamNode; + int m_motionBlur; + int m_imotionBlurAddAlpha; + int m_iCheckCullZoneThisNumFrames; + int m_iZoneCullFrameNumWereAt; + int WhoIsInControlOfTheCamera; + + float CamFrontXNorm; + float CamFrontYNorm; +#ifdef FIX_BUGS + int32 CarZoomIndicator; +#else + float CarZoomIndicator; +#endif + float CarZoomValue; + float CarZoomValueSmooth; + + float DistanceToWater; + float FOVDuringInter; + float LODDistMultiplier; + float GenerationDistMultiplier; + float m_fAlphaSpeedAtStartInter; + float m_fAlphaWhenInterPol; + float m_fAlphaDuringInterPol; + float m_fBetaDuringInterPol; + float m_fBetaSpeedAtStartInter; + float m_fBetaWhenInterPol; + float m_fFOVWhenInterPol; + float m_fFOVSpeedAtStartInter; + float m_fStartingBetaForInterPol; + float m_fStartingAlphaForInterPol; + float m_PedOrientForBehindOrInFront; + float m_CameraAverageSpeed; + float m_CameraSpeedSoFar; + float m_fCamShakeForce; + float m_fCarZoomValueScript; + float m_fFovForTrain; + float m_fFOV_Wide_Screen; + float m_fNearClipScript; + float m_fOldBetaDiff; + float m_fPedZoomValue; + + float m_fPedZoomValueScript; + float m_fPedZoomValueSmooth; + float m_fPositionAlongSpline; + float m_ScreenReductionPercentage; + float m_ScreenReductionSpeed; + float m_AlphaForPlayerAnim1rstPerson; + float Orientation; +#ifdef FIX_BUGS + int32 PedZoomIndicator; +#else + float PedZoomIndicator; +#endif + float PlayerExhaustion; + float SoundDistUp; + float SoundDistUpAsRead; + float SoundDistUpAsReadOld; + float m_fAvoidTheGeometryProbsTimer; + int16 m_nAvoidTheGeometryProbsDirn; + float m_fWideScreenReductionAmount; + float m_fStartingFOVForInterPol; + + static float m_fMouseAccelHorzntl;// acceleration multiplier for 1st person controls + static float m_fMouseAccelVertical;// acceleration multiplier for 1st person controls + static float m_f3rdPersonCHairMultX; + static float m_f3rdPersonCHairMultY; + + + CCam Cams[3]; + CGarage *pToGarageWeAreIn; + CGarage *pToGarageWeAreInForHackAvoidFirstPerson; + CQueuedMode m_PlayerMode; + CQueuedMode PlayerWeaponMode; + CVector m_PreviousCameraPosition; + CVector m_RealPreviousCameraPosition; + CVector m_cvecAimingTargetCoors; + CVector m_vecFixedModeVector; + CVector m_vecFixedModeSource; + CVector m_vecFixedModeUpOffSet; + CVector m_vecCutSceneOffset; + + CVector m_cvecStartingSourceForInterPol; + CVector m_cvecStartingTargetForInterPol; + CVector m_cvecStartingUpForInterPol; + CVector m_cvecSourceSpeedAtStartInter; + CVector m_cvecTargetSpeedAtStartInter; + CVector m_cvecUpSpeedAtStartInter; + CVector m_vecSourceWhenInterPol; + CVector m_vecTargetWhenInterPol; + CVector m_vecUpWhenInterPol; + CVector m_vecClearGeometryVec; + CVector m_vecGameCamPos; + CVector SourceDuringInter; + CVector TargetDuringInter; + CVector UpDuringInter; + RwCamera *m_pRwCamera; + CEntity *pTargetEntity; + CCamPathSplines m_arrPathArray[MAX_NUM_OF_SPLINETYPES]; +#ifdef GTA_TRAIN + CTrainCamNode m_arrTrainCamNode[MAX_NUM_OF_NODES]; +#endif + CMatrix m_cameraMatrix; + bool m_bGarageFixedCamPositionSet; + bool m_vecDoingSpecialInterPolation; + bool m_bScriptParametersSetForInterPol; + bool m_bFading; + bool m_bMusicFading; + CMatrix m_viewMatrix; + CVector m_vecFrustumNormals[4]; + CVector m_vecOldSourceForInter; + CVector m_vecOldFrontForInter; + CVector m_vecOldUpForInter; + float m_vecOldFOVForInter; + float m_fFLOATingFade; + float m_fFLOATingFadeMusic; + float m_fTimeToFadeOut; + float m_fTimeToFadeMusic; + float m_fFractionInterToStopMoving; + float m_fFractionInterToStopCatchUp; + float m_fFractionInterToStopMovingTarget; + float m_fFractionInterToStopCatchUpTarget; + float m_fGaitSwayBuffer; + float m_fScriptPercentageInterToStopMoving; + float m_fScriptPercentageInterToCatchUp; + + uint32 m_fScriptTimeForInterPolation; + + + int16 m_iFadingDirection; + int m_iModeObbeCamIsInForCar; + int16 m_iModeToGoTo; + int16 m_iMusicFadingDirection; + int16 m_iTypeOfSwitch; + + uint32 m_uiFadeTimeStarted; + uint32 m_uiFadeTimeStartedMusic; + + static bool m_bUseMouse3rdPerson; +#ifdef FREE_CAM + static bool bFreeCam; +#endif + + // High level and misc + CCamera(void); + void Init(void); + void Process(void); + void CamControl(void); + void UpdateTargetEntity(void); + void UpdateSoundDistances(void); + void InitialiseCameraForDebugMode(void); + void CamShake(float strength, float x, float y, float z); + bool Get_Just_Switched_Status() { return m_bJust_Switched; } + void AvoidTheGeometry(const CVector &Source, const CVector &TargetPos, CVector &NewSource, float FOV); + void GetArrPosForVehicleType(int apperance, int &index); + void GetScreenRect(CRect &rect); + + // Who's in control + void TakeControl(CEntity *target, int16 mode, int16 typeOfSwitch, int32 controller); + void TakeControlNoEntity(const CVector &position, int16 typeOfSwitch, int32 controller); + void TakeControlWithSpline(int16 typeOfSwitch); + void Restore(void); + void RestoreWithJumpCut(void); + void SetCamPositionForFixedMode(const CVector &Source, const CVector &UppOffSet); + + // Transition + void StartTransition(int16 mode); + void StartTransitionWhenNotFinishedInter(int16 mode); + void StoreValuesDuringInterPol(CVector &source, CVector &target, CVector &up, float &FOV); + + // Widescreen borders + void SetWideScreenOn(void); + void SetWideScreenOff(void); + void ProcessWideScreenOn(void); + void DrawBordersForWideScreen(void); + + // Obbe's cam + bool IsItTimeForNewcam(int32 obbeMode, int32 time); + bool TryToStartNewCamMode(int32 obbeMode); + void DontProcessObbeCinemaCamera(void); + void ProcessObbeCinemaCameraCar(void); + void ProcessObbeCinemaCameraHeli(void); + void ProcessObbeCinemaCameraPed(void); + + // Train + void LoadTrainCamNodes(char const *name); + void Process_Train_Camera_Control(void); + + // Script + void LoadPathSplines(int file); + void DeleteCutSceneCamDataMemory(void); + void FinishCutscene(void); + float GetPositionAlongSpline(void) { return m_fPositionAlongSpline; } + uint32 GetCutSceneFinishTime(void); + void SetCamCutSceneOffSet(const CVector &pos); + void SetPercentAlongCutScene(float percent); + void SetParametersForScriptInterpolation(float stopMoving, float catchUp, int32 time); + void SetZoomValueFollowPedScript(int16 dist); + void SetZoomValueCamStringScript(int16 dist); + void SetNearClipScript(float); + + // Fading + void ProcessFade(void); + void ProcessMusicFade(void); + void Fade(float timeout, int16 direction); + void SetFadeColour(uint8 r, uint8 g, uint8 b); + bool GetFading(void); + int GetFadingDirection(void); + int GetScreenFadeStatus(void); + + // Motion blur + void RenderMotionBlur(void); + void SetMotionBlur(int r, int g, int b, int a, int type); + void SetMotionBlurAlpha(int a); + + // Player looking and aiming + int GetLookDirection(void); + bool GetLookingForwardFirstPerson(void); + bool GetLookingLRBFirstPerson(void); + void SetCameraDirectlyInFrontForFollowPed_CamOnAString(void); + void SetCameraDirectlyBehindForFollowPed_CamOnAString(void); + void SetNewPlayerWeaponMode(int16 mode, int16 minZoom, int16 maxZoom); + void ClearPlayerWeaponMode(void); + void UpdateAimingCoors(CVector const &coors); + bool Find3rdPersonCamTargetVector(float dist, CVector pos, CVector &source, CVector &target); + float Find3rdPersonQuickAimPitch(void); + bool Using1stPersonWeaponMode(void); + + // Physical camera + void SetRwCamera(RwCamera *cam); + const CMatrix& GetCameraMatrix(void) { return m_cameraMatrix; } + CVector &GetGameCamPosition(void) { return m_vecGameCamPos; } + void CalculateDerivedValues(void); + bool IsPointVisible(const CVector ¢er, const CMatrix *mat); + bool IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat); + bool IsSphereVisible(const CVector ¢er, float radius); +#ifdef GTA_PS2 + bool IsBoxVisible(CVuVector *box, const CMatrix *mat); +#else + bool IsBoxVisible(CVector *box, const CMatrix *mat); +#endif +}; + +VALIDATE_SIZE(CCamera, 0xE9D8); + +extern CCamera TheCamera; + +void CamShakeNoPos(CCamera*, float); +void MakeAngleLessThan180(float &Angle); +void WellBufferMe(float Target, float *CurrentValue, float *CurrentSpeed, float MaxSpeed, float Acceleration, bool IsAngle); -- cgit v1.2.3