add offset comments in CameraSpec
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@@ -935,19 +935,20 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
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/* 010C */ parray<parray<uint8_t, 6>, 2> start_tile_definitions;
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/* 010C */ parray<parray<uint8_t, 6>, 2> start_tile_definitions;
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struct CameraSpec {
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struct CameraSpec {
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parray<be_float, 9> unknown_a1;
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/* 00 */ parray<be_float, 9> unknown_a1;
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be_float camera_x;
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/* 24 */ be_float camera_x;
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be_float camera_y;
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/* 28 */ be_float camera_y;
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be_float camera_z;
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/* 2C */ be_float camera_z;
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// It appears that the camera always aligns its +Y raster axis with +Y in
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// It appears that the camera always aligns its +Y raster axis with +Y in
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// the virtual world. If the focus point is directly beneath the camera
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// the virtual world. If the focus point is directly beneath the camera
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// point, the logic for deciding which direction should be "up" from the
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// point, the logic for deciding which direction should be "up" from the
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// camera's perspective can get confused and jitter back and forth as the
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// camera's perspective can get confused and jitter back and forth as the
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// camera moves into position.
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// camera moves into position.
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be_float focus_x;
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/* 30 */ be_float focus_x;
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be_float focus_y;
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/* 34 */ be_float focus_y;
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be_float focus_z;
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/* 38 */ be_float focus_z;
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parray<be_float, 3> unknown_a2;
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/* 3C */ parray<be_float, 3> unknown_a2;
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/* 48 */
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std::string str() const;
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std::string str() const;
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} __attribute__((packed));
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} __attribute__((packed));
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