// 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; internal Matrix4 tiltM; internal float bobbingVer, bobbingHor; public abstract Matrix4 GetProjection(); public abstract Matrix4 GetView(); /// Calculates the location of the camera's position in the world. public abstract Vector3 GetCameraPos( float t ); /// 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; public PerspectiveCamera( Game game ) { this.game = game; player = game.LocalPlayer; tiltM = Matrix4.Identity; } public override Matrix4 GetProjection() { float fovy = game.Fov * Utils.Deg2Rad; float aspectRatio = (float)game.Width / game.Height; float zNear = game.Graphics.MinZNear; 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 ); } protected static 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.Gui.ActiveScreen.HandlesAllInput ) return; CentreMousePosition(); UpdateMouseRotation(); } protected void CalcViewBobbing( float t, float velTiltScale ) { if( !game.ViewBobbing ) { tiltM = Matrix4.Identity; return; } LocalPlayer p = game.LocalPlayer; tiltM = Matrix4.RotateZ( -p.anim.tiltX * p.anim.bobStrength ); tiltM = tiltM * Matrix4.RotateX( Math.Abs( p.anim.tiltY ) * 3 * p.anim.bobStrength ); bobbingHor = (p.anim.bobbingHor * 0.3f) * p.anim.bobStrength; bobbingVer = (p.anim.bobbingVer * 0.6f) * p.anim.bobStrength; float vel = Utils.Lerp( p.OldVelocity.Y + 0.08f, p.Velocity.Y + 0.08f, t ); tiltM = tiltM * Matrix4.RotateX( -vel * 0.05f * p.anim.velTiltStrength / velTiltScale ); } protected Vector3 GetDirVector() { return Utils.GetDirVector( player.HeadYawRadians, AdjustPitch( player.PitchDegrees ) ); } } public class ThirdPersonCamera : PerspectiveCamera { public ThirdPersonCamera( Game window, bool forward ) : base( window ) { this.forward = forward; } public override bool IsThirdPerson { get { return true; } } bool forward; float dist = 3; public override bool DoZoom( float deltaPrecise ) { dist = Math.Max( dist - deltaPrecise, 2 ); return true; } public override Matrix4 GetView() { Vector3 eyePos = player.EyePosition; eyePos.Y += bobbingVer; Vector3 cameraPos = game.CurrentCameraPos; return Matrix4.LookAt( cameraPos, eyePos, Vector3.UnitY ) * tiltM; } public override Vector2 GetCameraOrientation() { if( !forward ) return new Vector2( player.HeadYawRadians, player.PitchRadians ); return new Vector2( player.HeadYawRadians + (float)Math.PI, -player.PitchRadians ); } public override Vector3 GetCameraPos( float t ) { CalcViewBobbing( t, dist ); Vector3 eyePos = player.EyePosition; eyePos.Y += bobbingVer; Vector3 dir = GetDirVector(); if( !forward ) dir = -dir; Picking.ClipCameraPos( game, eyePos, dir, dist, game.CameraClipPos ); return game.CameraClipPos.Intersect; } } public class FirstPersonCamera : PerspectiveCamera { public FirstPersonCamera( Game window ) : base( window ) { } public override bool IsThirdPerson { get { return false; } } public override Matrix4 GetView() { Vector3 camPos = game.CurrentCameraPos; Vector3 dir = GetDirVector(); return Matrix4.LookAt( camPos, camPos + dir, Vector3.UnitY ) * tiltM; } public override Vector2 GetCameraOrientation() { return new Vector2( player.HeadYawRadians, player.PitchRadians ); } public override Vector3 GetCameraPos( float t ) { CalcViewBobbing( t, 1 ); Vector3 camPos = player.EyePosition; camPos.Y += bobbingVer; double adjYaw = player.HeadYawRadians + Math.PI / 2; camPos.X += bobbingHor * (float)Math.Sin( adjYaw ); camPos.Z -= bobbingHor * (float)Math.Cos( adjYaw ); return camPos; } } }