// 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; } } }