eldenring 0.14.0

Structures, bindings, and utilities for From Software's title Elden Ring
Documentation
use std::ptr::NonNull;

use shared::{F32Vector4, F32ViewMatrix, OwnedPtr, Subclass, Superclass, for_all_subclasses};

use crate::position::{HavokPosition, PositionDelta};

use super::ChrIns;

#[repr(C)]
/// Source of name: RTTI
#[shared::singleton("CSCamera")]
pub struct CSCamera {
    vftable: usize,
    pub pers_cam_1: OwnedPtr<CSPersCam>,
    pub pers_cam_2: OwnedPtr<CSPersCam>,
    pub pers_cam_3: OwnedPtr<CSPersCam>,
    pub pers_cam_4: OwnedPtr<CSPersCam>,

    // 0b00100000 // Copy from pers_cam_4 into pers_cam_1
    // 0b00010000 // Copy from pers_cam_3 into pers_cam_1
    // 0b00001000 // Copy from pers_cam_2 into pers_cam_1
    // 0b00000100 // Copy from pers_cam_4 into pers_cam_1
    // 0b00000010 // Copy from pers_cam_4 into pers_cam_1
    // 0b00000001 // Copy from pers_cam_2 into pers_cam_1
    pub camera_mask: u32,

    unk2c: u32,
    unk30: usize,
}

#[repr(C)]
#[derive(Superclass)]
/// Source of name: RTTI
pub struct CSCam {
    vftable: usize,
    unk8: u32,
    unkc: u32,
    pub matrix: F32ViewMatrix,
    pub fov: f32,
    pub aspect_ratio: f32,
    pub near_plane: f32,
    pub far_plane: f32,
}

#[for_all_subclasses]
pub impl CSCamExt for Subclass<CSCam> {
    fn right(&self) -> PositionDelta {
        let superclass = self.superclass();
        PositionDelta(
            superclass.matrix.0.0,
            superclass.matrix.0.1,
            superclass.matrix.0.2,
        )
    }

    fn up(&self) -> PositionDelta {
        let superclass = self.superclass();
        PositionDelta(
            superclass.matrix.1.0,
            superclass.matrix.1.1,
            superclass.matrix.1.2,
        )
    }

    fn forward(&self) -> PositionDelta {
        let superclass = self.superclass();
        PositionDelta(
            superclass.matrix.2.0,
            superclass.matrix.2.1,
            superclass.matrix.2.2,
        )
    }

    fn position(&self) -> HavokPosition {
        let superclass = self.superclass();
        HavokPosition(
            superclass.matrix.3.0,
            superclass.matrix.3.1,
            superclass.matrix.3.2,
            superclass.matrix.3.3,
        )
    }
}

pub type CSPersCam = CSCam;

#[repr(C)]
#[derive(Subclass)]
pub struct ChrCam {
    pub pers_cam: CSPersCam,
    ex_follow_cam: OwnedPtr<CSPersCam>,
    aim_cam: OwnedPtr<CSPersCam>,
    dist_view_cam: OwnedPtr<CSPersCam>,
    /// Setting this to True will reset the camera to the default position.
    /// (behind player's back)
    pub request_camera_reset: bool,
    unk79: [u8; 0x3],
    pub camera_type: ChrCamType,
    unk80: [u8; 0xc],
    pub pad_accelleration: F32Vector4,
    pub move_accelleration: F32Vector4,
    unkb0: f32,
    pub is_movement_locked: bool,
    unkb5: [u8; 0x11b],
    position_recorder: [u8; 0xf20],
    unk10f0: usize,
    unk10f8: [u8; 0x30],
    pub death_cam_target: Option<NonNull<ChrIns>>,
}

#[repr(u32)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum ChrCamType {
    Unk0 = 0,
    Unk1 = 1,
    Unk2 = 2,
    Unk3 = 3,
    Unk4 = 4,
    Unk5 = 5,
    Unk6 = 6,
    DeathCam = 7,
}