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Camera.h
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Camera.h
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#pragma once
#include "skse64/GameCamera.h"
#include "PatternScanner.h"
#include "Utils.h"
#include "Havok.h"
#define PlayerRefHandle 0x100000
namespace Tralala
{
extern uintptr_t g_playerCameraAddr;
extern uintptr_t g_pushTargetCamAddr;
extern uintptr_t g_pushCurrentCamAddr;
void PlayerCameraGetAddress(void);
class Actor;
// 20
class TESCameraState
{
public:
TESCameraState();
virtual ~TESCameraState();
virtual void OnStateStart(); // pure
virtual void OnStateEnd(); // pure
virtual void OnUpdate(TESCameraState * out);
virtual void GetCameraRotation(NiQuaternion * rot);
virtual void GetCameraPosition(NiPoint3 * pos);
virtual void Unk_06(); // pure
virtual void Unk_07(); // pure
virtual void Unk_08(); // pure
BSIntrusiveRefCounted refCount; // 08
TESCamera * camera; // 10
UInt32 stateId; // 18
UInt32 pad1C; // 1C
};
// 90
class FirstPersonState : public TESCameraState
{
public:
FirstPersonState();
virtual ~FirstPersonState();
PlayerInputHandler inputHandler; // 20
NiPoint3 actorPos; // 30
float unk3C[3]; // 3C
NiPoint3 unk48; // 48
NiNode * cameraNode; // 58
NiNode * controllerNode; // 60
float sittingRot; // 68
float unk6C[2]; // 6C
UInt32 unk74; // 74
UInt32 unk78; // 78
float unk7C; // 7C
UInt32 unk80; // 80
bool disableRotX; // 84 - lock rotX to 0 and cant rotate camera around x axis
UInt8 unk85[3]; // 85
UInt64 unk88; // 88
};
STATIC_ASSERT(offsetof(FirstPersonState, sittingRot) == 0x68);
STATIC_ASSERT(sizeof(FirstPersonState) == 0x90);
// E8
class ThirdPersonState : public TESCameraState
{
public:
ThirdPersonState();
virtual ~ThirdPersonState();
virtual void SetCameraHandle(UInt32 * handle); // set HorseCameraState + 0xE8
virtual void SetOverShoulderPos(void);
virtual void UpdateMode(bool weaponDrawn);
virtual bool IsInCustomMode(void); // animcam, fov-slide mode, idle
virtual void ProcessCameraAngle(bool weaponSheathed);
virtual void SetCameraRotation(void); // set camRot (this + 0x4C)
virtual void ProcessIdleCameraRot(NiPoint2 *); // playercontrols + 0x2C = NiPoint2
PlayerInputHandler inputHandler; // 20
NiNode * cameraNode; // 30
NiNode * controllerNode; // 38
NiPoint3 camPos; // 40
NiQuaternion camRot; // 4C
float fOverShoulderPosX; // 5C
float fOverShoulderCombatAddY; // 60
float fOverShoulderPosZ; // 64
float basePosX; // 68
float basePosY; // 6C
float basePosZ; // 70
float dstPosY; // 74
float curPosY; // 78
float dstRotZ; // 7C - camRotZ, this is same as PlayerCamera->unk154
float curRotZ; // 80 - same as above
float savedZoom; // 84
float unk88; // 88 - related to y-axis
float unk8C; // 8C - init'd 7F7FFFFF
NiPoint3 collisionPos; // 90
float unk9C; // 9C - init'd 7F7FFFFF
UInt64 unkA0; // A0 - NiNode
UInt64 unkA8; // A8
NiQuaternion unkB0; // B0 - use by slerp
float unkC0[5]; // C0
float diffRotZ; // D4 - difference between camera and actor
float diffRotX; // D8
bool isFreeLook; // DC
UInt8 unkDD[3]; // DD
bool toggleAnimCam; // E0
bool toggleCamMode; // E1 - 0 is CME Camera3rd node, 1 is normal Camera3rd node
UInt8 padE2[5]; // E2
float GetDistanceWithinTargetHead(Actor * target);
void SetFirstPersonSmooth(float minZoom, bool overShoulder = false);
void SetShoulderPos(const NiPoint3& pos);
void ProcessCameraCollision();
};
STATIC_ASSERT(offsetof(ThirdPersonState, diffRotZ) == 0xD4);
STATIC_ASSERT(offsetof(ThirdPersonState, diffRotX) == 0xD8);
STATIC_ASSERT(offsetof(ThirdPersonState, toggleAnimCam) == 0xE0);
STATIC_ASSERT(sizeof(ThirdPersonState) == 0xE8);
// 110
class DragonCameraState : public ThirdPersonState
{
public:
DragonCameraState();
virtual ~DragonCameraState();
UInt32 dragonHandle; // 0E8
UInt32 unkEC; // 0EC
UInt8 unkF0; // 0F0
UInt8 padF1[3]; // 0F1
float unkF4; // 0F4 - init'd to 1
UInt8 unkF8; // 0F8
UInt8 padF9[3]; // 0F9
float unkFC[4]; // 0FC
UInt32 unk10C; // 10C
};
// F8
class HorseCameraState : public ThirdPersonState
{
public:
HorseCameraState();
virtual ~HorseCameraState();
UInt32 horseHandle; // E8 - same as PlayerCamera + 0x3C
UInt32 unkEC; // EC
UInt8 unkF0; // F0
UInt8 padF1[7]; // F1
};
// 50
class TweenMenuCameraState : public TESCameraState
{
public:
TweenMenuCameraState();
virtual ~TweenMenuCameraState();
NiQuaternion originCamStateRot; // 20
float FOV; // 30
float camRotXMod; // 34 ???
float camRotZMod; // 38 ???
float localRotXMod; // 3C - related to selection mode
float localRotZMod; // 40 - related to selection mode
float curZoomFOVMod; // 44
float dstZoomFOVMod; // 48 - FOV + (this)
bool unk4C; // 4C
UInt8 pad4D[3]; // 4D
};
// 78
class TransitionState : public TESCameraState
{
public:
TransitionState();
virtual ~TransitionState();
NiQuaternion unk20; // 20
NiQuaternion unk30; // 30
NiPoint3 unk40; // 40
NiPoint3 unk4C; // 4C
UInt32 unk58; // 58
float unk5C; // 5C
NiPoint3 camPos; // 60
float unk6C; // 6C
TESCameraState* unk70; // 70
};
STATIC_ASSERT(sizeof(TransitionState) == 0x78);
class MapCameraStates
{
public:
// 78
class World : public TESCameraState
{
public:
World();
virtual ~World();
NiPoint3 unk20; // 20
float unk2C[8]; // 2C
float unk4C; // 4C
float unk50; // 50
float unk54; // 54
float unk58; // 58
UInt32 unk5C; // 5C
float unk60; // 60
UInt32 unk64; // 64
void* unk68; // 68
bool unk70; // 70
};
STATIC_ASSERT(sizeof(World) == 0x78);
// 20
class Exit : public TESCameraState
{
public:
Exit();
virtual ~Exit();
};
STATIC_ASSERT(sizeof(Exit) == 0x20);
// 88
class Transition : public TransitionState
{
public:
Transition();
virtual ~Transition();
float unk78; // 78
bool unk7C; // 7C
UInt32 unk80; // 80
};
STATIC_ASSERT(sizeof(Transition) == 0x88);
};
// 38
class TESCamera
{
public:
TESCamera();
virtual ~TESCamera();
virtual void SetNode(NiNode * node);
virtual void Update();
float rotZ; // 08
float rotX; // 0C
NiPoint3 pos; // 10
float zoom; // 1C
NiNode * cameraNode; // 20 - First child is usually NiCamera
TESCameraState * cameraState; // 28
bool isActive; // 30
UInt8 pad31[7]; // 31
void SetCameraState(TESCameraState * newCamState);
NiCamera* GetNiCamera();
};
STATIC_ASSERT(offsetof(TESCamera, cameraNode) == 0x20);
STATIC_ASSERT(sizeof(TESCamera) == 0x38);
// 168
class PlayerCamera : public TESCamera
{
public:
PlayerCamera();
virtual ~PlayerCamera();
enum
{
kCameraState_FirstPerson = 0,
kCameraState_AutoVanity,
kCameraState_VATS,
kCameraState_Free,
kCameraState_IronSights,
kCameraState_Furniture,
kCameraState_Transition,
kCameraState_TweenMenu,
kCameraState_ThirdPerson1,
kCameraState_ThirdPerson2,
kCameraState_Horse,
kCameraState_Bleedout,
kCameraState_Dragon,
kNumCameraStates
};
enum
{
kRotate_Fast = 0,
kRotate_Slow,
KRotate_Stop
};
struct Data40 // seems to be bstsmallarray, this is very useful for retrieving previous camera state
{
UInt32 unk00; // 00 - reserve space for savedCameraStates? init'd to 80000000
UInt32 pad04; // 04 - probably pad
TESCameraState * savedCameraStates[kNumCameraStates]; // 08 - first slot always init'd to ThirdPerson2
UInt32 unk70; // 70 - num stored camera states?
UInt32 pad74; // 74 - probably pad
};
STATIC_ASSERT(sizeof(Data40) == 0x78);
// for camera's collision
struct SimpleShapePhantom
{
void * simpleShapePhantom1;
void * simpleShapePhantom2;
};
UInt32 unk38; // 038
UInt32 cameraRefHandle; // 03C - by default is Player 0x100000, will set to horse or dragon or other actor
Data40 unk40; // 040 - bstsmallarray
TESCameraState * cameraStates[kNumCameraStates]; // 0B8
SimpleShapePhantom* simpleShapePhantoms; // 120
void* rigidBody; // 128 - bhkRigidBody
UInt32 objectFadeHandle; // 130
SimpleLock cameraLock; // 134
float worldFOV; // 13C
float firstPersonFOV; // 140
NiPoint3 cameraPos; // 144 - ???
float idleTimer; // 150
float camRotZ; // 154 - yaw?
float unk158; // 158 - roll, camRotY??
float unk15C; // 15C - pitch, camRotX??
bool allowAutoVanity; // 160
bool isBowZoom; // 161 - related to eagle eye perk
bool isWeapSheathed; // 162 - init'd to 1
bool isProcessed; // 163 - ???
UInt8 unk164; // 164 - related zero pitch handler, unk158 and unk15C
bool unk165; // 165 - on vampire feed, set to 1 from 1stperson camera, related to vampire feed handler
UInt8 pad166[2]; // 166
bool IsCameraFirstPerson();
bool IsCameraThirdPerson();
inline FirstPersonState * GetFirstPersonCamera()
{
return (FirstPersonState*)cameraStates[kCameraState_FirstPerson];
}
inline ThirdPersonState * GetThirdPersonCamera()
{
return (ThirdPersonState*)cameraStates[kCameraState_ThirdPerson2];
}
TESCameraState * ProcessCameraTransition(UInt32 srcCamState, UInt32 dstCamState, bool face2face);
void SetCameraTarget(Actor* target);
void ForceFirstPerson();
void ForceThirdPerson();
void UpdateThirdPersonMode(bool weaponDrawn);
bool GetDistanceWithTargetBone(Actor * target, NiPoint3 * dist);
float GetDistanceWithTargetBone(Actor * target, bool firstPerson);
// this function will handle the actor's fading if camera penetrates the target
bool GetPenetration(Actor * target, NiPoint3* sourcePos, float radiusToCheck, float offsetActorFromGround);
// bhkWorldM is for accessing the hkpWorld's linear cast
// resultActor is for fading purposes, except player
// resultInfo contains information of closest point collision
// resultPos contains position of collision in Bethesda scale
// resultPos is both input and output
// this function will call linear cast, most likely sphere cast itself
bool GetClosestPoint(void* bhkWorldM, NiPoint3* sourcePos, NiPoint3* resultPos,
Havok::hkpRootCdPoint* resultInfo, Actor** resultActor, float radiusToCheck);
bool ProcessCollision(NiPoint3* camPos, bool isFade);
bool IsInCameraView(NiPoint3* pos, int mode);
static PlayerCamera * GetSingleton();
};
STATIC_ASSERT(offsetof(PlayerCamera, cameraStates) == 0xB8);
STATIC_ASSERT(offsetof(PlayerCamera, camRotZ) == 0x154);
STATIC_ASSERT(offsetof(PlayerCamera, pad166) == 0x166);
STATIC_ASSERT(sizeof(PlayerCamera) == 0x168);
}