#include "Library/Camera/ActorCameraSubTarget.h" #include "Library/LiveActor/ActorMovementFunction.h" #include "Library/LiveActor/ActorPoseUtil.h" #include "Library/LiveActor/LiveActor.h" namespace al { ActorCameraSubTarget::ActorCameraSubTarget(const LiveActor* actor) : mActor(actor) {} const char* ActorCameraSubTarget::getTargetName() const { return mActor->getName(); } void ActorCameraSubTarget::calcTrans(sead::Vector3f* trans) const { trans->set(getTrans(mActor)); if (mOffset) { sead::Vector3f side, up, front; calcSide(&side); calcUp(&up); calcFront(&front); *trans += side * mOffset->x + up * mOffset->y + front * mOffset->z; } } void ActorCameraSubTarget::calcSide(sead::Vector3f* side) const { calcSideDir(side, mActor); } void ActorCameraSubTarget::calcUp(sead::Vector3f* up) const { calcUpDir(up, mActor); } void ActorCameraSubTarget::calcFront(sead::Vector3f* front) const { calcFrontDir(front, mActor); } void ActorCameraSubTarget::calcVelocity(sead::Vector3f* velocity) const { velocity->set(getVelocity(mActor)); } ActorBackAroundCameraSubTarget::ActorBackAroundCameraSubTarget(const LiveActor* actor) : ActorCameraSubTarget(actor) { mTargetName.format("%s[背後回り込み]", actor->getName()); } void ActorBackAroundCameraSubTarget::calcTrans(sead::Vector3f* trans) const { ActorCameraSubTarget::calcTrans(trans); sead::Vector3f front = {0.0f, 0.0f, 0.0f}; calcFrontDir(&front, getActor()); *trans += front * 200.0f; } } // namespace al