mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-10-05 03:55:57 -04:00
240 lines
8.3 KiB
C#
240 lines
8.3 KiB
C#
// 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 );
|
|
|
|
/// <summary> Calculates the location of the camera's position in the world
|
|
/// based on the entity's eye position. </summary>
|
|
public abstract Vector3 GetCameraPos( Vector3 eyePos );
|
|
|
|
/// <summary> Calculates the yaw and pitch of the camera in radians. </summary>
|
|
public abstract Vector2 GetCameraOrientation();
|
|
|
|
/// <summary> Whether this camera is using a third person perspective. </summary>
|
|
/// <remarks> This causes the local player to be renderered if true. </remarks>
|
|
public abstract bool IsThirdPerson { get; }
|
|
|
|
public virtual void Tick( double elapsed ) { }
|
|
|
|
public virtual bool DoZoom( float deltaPrecise ) { return false; }
|
|
|
|
public abstract void RegrabMouse();
|
|
|
|
/// <summary> Calculates the picked block based on the camera's current position. </summary>
|
|
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;
|
|
}
|
|
}
|
|
}
|