// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using System.Drawing;
using ClassicalSharp.Entities;
using OpenTK;
using OpenTK.Input;
namespace ClassicalSharp {
public abstract class Camera {
protected Game game;
public abstract Matrix4 GetProjection( out Matrix4 heldBlockProj );
public abstract Matrix4 GetView( double delta );
/// Calculates the location of the camera's position in the world
/// based on the entity's eye position.
public abstract Vector3 GetCameraPos( Vector3 eyePos );
/// Calculates the yaw and pitch of the camera in radians.
public abstract Vector2 GetCameraOrientation();
/// Whether this camera is using a third person perspective.
/// This causes the local player to be renderered if true.
public abstract bool IsThirdPerson { get; }
public virtual void Tick( double elapsed ) { }
public virtual bool DoZoom( float deltaPrecise ) { return false; }
public abstract void RegrabMouse();
/// Calculates the picked block based on the camera's current position.
public virtual void GetPickedBlock( PickedPos pos ) { }
protected float AdjustPitch( float value ) {
if( value >= 90.0f && value <= 90.1f ) return 90.1f * Utils.Deg2Rad;
if( value >= 89.9f && value <= 90.0f ) return 89.9f * Utils.Deg2Rad;
if( value >= 270.0f && value <= 270.1f ) return 270.1f * Utils.Deg2Rad;
if( value >= 269.9f && value <= 270.0f ) return 269.9f * Utils.Deg2Rad;
return value * Utils.Deg2Rad;
}
}
public abstract class PerspectiveCamera : Camera {
protected LocalPlayer player;
protected Matrix4 tiltMatrix;
public PerspectiveCamera( Game game ) {
this.game = game;
player = game.LocalPlayer;
tiltMatrix = Matrix4.Identity;
}
public override Matrix4 GetProjection( out Matrix4 heldBlockProj ) {
float fovy = game.Fov * Utils.Deg2Rad;
float aspectRatio = (float)game.Width / game.Height;
float zNear = game.Graphics.MinZNear;
heldBlockProj = Matrix4.CreatePerspectiveFieldOfView( 70 * Utils.Deg2Rad,
aspectRatio, zNear, game.ViewDistance );
return Matrix4.CreatePerspectiveFieldOfView( fovy, aspectRatio, zNear, game.ViewDistance );
}
public override void GetPickedBlock( PickedPos pos ) {
Vector3 dir = Utils.GetDirVector( player.HeadYawRadians,
AdjustPitch( player.PitchDegrees ) );
Vector3 eyePos = player.EyePosition;
float reach = game.LocalPlayer.ReachDistance;
Picking.CalculatePickedBlock( game, eyePos, dir, reach, pos );
}
internal Point previous, delta;
void CentreMousePosition() {
if( !game.Focused ) return;
Point current = game.DesktopCursorPos;
delta = new Point( current.X - previous.X, current.Y - previous.Y );
Point topLeft = game.PointToScreen( Point.Empty );
int cenX = topLeft.X + game.Width / 2;
int cenY = topLeft.Y + game.Height / 2;
game.DesktopCursorPos = new Point( cenX, cenY );
// Fixes issues with large DPI displays on Windows >= 8.0.
previous = game.DesktopCursorPos;
}
public override void RegrabMouse() {
if( !game.Exists ) return;
Point topLeft = game.PointToScreen( Point.Empty );
int cenX = topLeft.X + game.Width / 2;
int cenY = topLeft.Y + game.Height / 2;
game.DesktopCursorPos = new Point( cenX, cenY );
previous = new Point( cenX, cenY );
delta = Point.Empty;
}
static readonly float sensiFactor = 0.0002f / 3 * Utils.Rad2Deg;
private void UpdateMouseRotation() {
float sensitivity = sensiFactor * game.MouseSensitivity;
float yaw = player.nextYaw + delta.X * sensitivity;
float yAdj = game.InvertMouse ? -delta.Y * sensitivity : delta.Y * sensitivity;
float pitch = player.nextPitch + yAdj;
LocationUpdate update = LocationUpdate.MakeOri( yaw, pitch );
// Need to make sure we don't cross the vertical axes, because that gets weird.
if( update.Pitch >= 90 && update.Pitch <= 270 )
update.Pitch = player.nextPitch < 180 ? 89.9f : 270.1f;
game.LocalPlayer.SetLocation( update, true );
}
public override void Tick( double elapsed ) {
if( game.ActiveScreen.HandlesAllInput ) return;
CentreMousePosition();
UpdateMouseRotation();
}
protected float bobYOffset = 0, tilt = 0;
bool finishedTilt = true;
protected void CalcViewBobbing( double delta ) {
LocalPlayer p = game.LocalPlayer;
if( !game.ViewBobbing || !game.LocalPlayer.onGround ) {
// When player leaves the ground, still want to finish the current bob cycle.
if( finishedTilt || FinishTilt() ) return;
}
tilt = p.anim.tilt;
tiltMatrix = Matrix4.RotateZ( tilt );
bobYOffset = p.anim.bobYOffset * (2.0f/2.5f);
finishedTilt = false;
}
bool FinishTilt() {
LocalPlayer p = game.LocalPlayer;
if( Math.Sign( tilt ) == Math.Sign( p.anim.tilt ) ) return false;
tiltMatrix = Matrix4.Identity;
bobYOffset = 0;
finishedTilt = true;
return true;
}
}
public class ThirdPersonCamera : PerspectiveCamera {
public ThirdPersonCamera( Game window ) : base( window ) {
}
public override Vector2 GetCameraOrientation() {
return new Vector2( player.HeadYawRadians, player.PitchRadians );
}
float dist = 3;
public override bool DoZoom( float deltaPrecise ) {
dist = Math.Max( dist - deltaPrecise, 2 );
return true;
}
public override Matrix4 GetView( double delta ) {
CalcViewBobbing( delta );
Vector3 eyePos = player.EyePosition;
eyePos.Y += bobYOffset;
Vector3 dir = -Utils.GetDirVector( player.HeadYawRadians,
AdjustPitch( player.PitchDegrees ) );
Picking.ClipCameraPos( game, eyePos, dir, dist, game.CameraClipPos );
Vector3 cameraPos = game.CameraClipPos.IntersectPoint;
return Matrix4.LookAt( cameraPos, eyePos, Vector3.UnitY ) * tiltMatrix;
}
public override bool IsThirdPerson { get { return true; } }
public override Vector3 GetCameraPos( Vector3 eyePos ) {
Vector3 dir = -Utils.GetDirVector( player.HeadYawRadians,
AdjustPitch( player.PitchDegrees ) );
Picking.ClipCameraPos( game, eyePos, dir, dist, game.CameraClipPos );
return game.CameraClipPos.IntersectPoint;
}
}
public class ForwardThirdPersonCamera : PerspectiveCamera {
public ForwardThirdPersonCamera( Game window ) : base( window ) {
}
public override Vector2 GetCameraOrientation() {
return new Vector2( player.HeadYawRadians, -player.PitchRadians );
}
float dist = 3;
public override bool DoZoom( float deltaPrecise ) {
dist = Math.Max( dist - deltaPrecise, 2 );
return true;
}
public override Matrix4 GetView( double delta ) {
CalcViewBobbing( delta );
Vector3 eyePos = player.EyePosition;
eyePos.Y += bobYOffset;
Vector3 dir = Utils.GetDirVector( player.HeadYawRadians,
AdjustPitch( player.PitchDegrees ) );
Picking.ClipCameraPos( game, eyePos, dir, dist, game.CameraClipPos );
Vector3 cameraPos = game.CameraClipPos.IntersectPoint;
return Matrix4.LookAt( cameraPos, eyePos, Vector3.UnitY ) * tiltMatrix;
}
public override bool IsThirdPerson { get { return true; } }
public override Vector3 GetCameraPos( Vector3 eyePos ) {
Vector3 dir = Utils.GetDirVector( player.HeadYawRadians,
AdjustPitch( player.PitchDegrees ) );
Picking.ClipCameraPos( game, eyePos, dir, dist, game.CameraClipPos );
return game.CameraClipPos.IntersectPoint;
}
}
public class FirstPersonCamera : PerspectiveCamera {
public FirstPersonCamera( Game window ) : base( window ) {
}
public override Vector2 GetCameraOrientation() {
return new Vector2( player.HeadYawRadians, player.PitchRadians );
}
public override Matrix4 GetView( double delta ) {
CalcViewBobbing( delta );
Vector3 eyePos = player.EyePosition;
eyePos.Y += bobYOffset;
Vector3 cameraDir = Utils.GetDirVector( player.HeadYawRadians,
AdjustPitch( player.PitchDegrees ) );
return Matrix4.LookAt( eyePos, eyePos + cameraDir, Vector3.UnitY ) * tiltMatrix;
}
public override bool IsThirdPerson { get { return false; } }
public override Vector3 GetCameraPos( Vector3 eyePos ) {
return eyePos;
}
}
}