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196 lines
6.7 KiB
C#
196 lines
6.7 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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using System;
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using System.Drawing;
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using ClassicalSharp.Entities;
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using OpenTK;
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using OpenTK.Input;
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namespace ClassicalSharp {
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public abstract class Camera {
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protected Game game;
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protected internal Matrix4 tiltM;
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internal float bobbingVer, bobbingHor;
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public abstract Matrix4 GetProjection();
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public abstract Matrix4 GetView();
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/// <summary> Calculates the location of the camera's position in the world. </summary>
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public abstract Vector3 GetCameraPos(float t);
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/// <summary> Calculates the yaw and pitch of the camera in radians. </summary>
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public abstract Vector2 GetCameraOrientation();
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/// <summary> Whether this camera is using a third person perspective. </summary>
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/// <remarks> This causes the local player to be renderered if true. </remarks>
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public abstract bool IsThirdPerson { get; }
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public virtual bool DoZoom(float deltaPrecise) { return false; }
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public abstract void UpdateMouse();
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public abstract void RegrabMouse();
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/// <summary> Calculates the picked block based on the camera's current position. </summary>
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public virtual void GetPickedBlock(PickedPos pos) { }
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protected float AdjustHeadX(float value) {
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if (value >= 90.0f && value <= 90.1f) return 90.1f * Utils.Deg2Rad;
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if (value >= 89.9f && value <= 90.0f) return 89.9f * Utils.Deg2Rad;
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if (value >= 270.0f && value <= 270.1f) return 270.1f * Utils.Deg2Rad;
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if (value >= 269.9f && value <= 270.0f) return 269.9f * Utils.Deg2Rad;
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return value * Utils.Deg2Rad;
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}
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}
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public abstract class PerspectiveCamera : Camera {
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protected LocalPlayer player;
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public PerspectiveCamera(Game game) {
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this.game = game;
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player = game.LocalPlayer;
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tiltM = Matrix4.Identity;
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}
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public override Matrix4 GetProjection() {
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float fovy = game.Fov * Utils.Deg2Rad;
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float aspectRatio = (float)game.Width / game.Height;
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float zNear = game.Graphics.MinZNear;
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return Matrix4.CreatePerspectiveFieldOfView(fovy, aspectRatio, zNear, game.ViewDistance);
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}
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public override void GetPickedBlock(PickedPos pos) {
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Vector3 dir = Utils.GetDirVector(player.HeadYRadians,
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AdjustHeadX(player.HeadX));
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Vector3 eyePos = player.EyePosition;
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float reach = game.LocalPlayer.ReachDistance;
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Picking.CalculatePickedBlock(game, eyePos, dir, reach, pos);
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}
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protected static Point previous, delta;
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void CentreMousePosition() {
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if (!game.Focused) return;
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Point current = game.DesktopCursorPos;
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delta = new Point(current.X - previous.X, current.Y - previous.Y);
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Point topLeft = game.PointToScreen(Point.Empty);
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int cenX = topLeft.X + game.Width / 2;
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int cenY = topLeft.Y + game.Height / 2;
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game.DesktopCursorPos = new Point(cenX, cenY);
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// Fixes issues with large DPI displays on Windows >= 8.0.
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previous = game.DesktopCursorPos;
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}
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public override void RegrabMouse() {
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if (!game.Exists) return;
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Point topLeft = game.PointToScreen(Point.Empty);
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int cenX = topLeft.X + game.Width / 2;
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int cenY = topLeft.Y + game.Height / 2;
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game.DesktopCursorPos = new Point(cenX, cenY);
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previous = new Point(cenX, cenY);
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delta = Point.Empty;
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}
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static readonly float sensiFactor = 0.0002f / 3 * Utils.Rad2Deg;
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private void UpdateMouseRotation() {
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float sensitivity = sensiFactor * game.MouseSensitivity;
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float rotY = player.interp.next.HeadY + delta.X * sensitivity;
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float yAdj = game.InvertMouse ? -delta.Y * sensitivity : delta.Y * sensitivity;
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float headX = player.interp.next.HeadX + yAdj;
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LocationUpdate update = LocationUpdate.MakeOri(rotY, headX);
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// Need to make sure we don't cross the vertical axes, because that gets weird.
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if (update.HeadX >= 90 && update.HeadX <= 270)
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update.HeadX = player.interp.next.HeadX < 180 ? 89.9f : 270.1f;
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game.LocalPlayer.SetLocation(update, false);
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}
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public override void UpdateMouse() {
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if (game.Gui.ActiveScreen.HandlesAllInput) return;
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CentreMousePosition();
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UpdateMouseRotation();
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}
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protected void CalcViewBobbing(float t, float velTiltScale) {
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if (!game.ViewBobbing) { tiltM = Matrix4.Identity; return; }
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LocalPlayer p = game.LocalPlayer;
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tiltM = Matrix4.RotateZ(-p.anim.tiltX * p.anim.bobStrength);
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tiltM = tiltM * Matrix4.RotateX(Math.Abs(p.anim.tiltY) * 3 * p.anim.bobStrength);
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bobbingHor = (p.anim.bobbingHor * 0.3f) * p.anim.bobStrength;
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bobbingVer = (p.anim.bobbingVer * 0.6f) * p.anim.bobStrength;
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float vel = Utils.Lerp(p.OldVelocity.Y + 0.08f, p.Velocity.Y + 0.08f, t);
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tiltM = tiltM * Matrix4.RotateX(-vel * 0.05f * p.anim.velTiltStrength / velTiltScale);
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}
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protected Vector3 GetDirVector() {
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return Utils.GetDirVector(player.HeadYRadians,
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AdjustHeadX(player.HeadX));
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}
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}
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public class ThirdPersonCamera : PerspectiveCamera {
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public ThirdPersonCamera(Game window, bool forward) : base(window) { this.forward = forward; }
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public override bool IsThirdPerson { get { return true; } }
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bool forward;
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float dist = 3;
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public override bool DoZoom(float deltaPrecise) {
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dist = Math.Max(dist - deltaPrecise, 2);
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return true;
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}
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public override Matrix4 GetView() {
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Vector3 eyePos = player.EyePosition;
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eyePos.Y += bobbingVer;
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Vector3 cameraPos = game.CurrentCameraPos;
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return Matrix4.LookAt(cameraPos, eyePos, Vector3.UnitY) * tiltM;
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}
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public override Vector2 GetCameraOrientation() {
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if (!forward)
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return new Vector2(player.HeadYRadians, player.HeadXRadians);
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return new Vector2(player.HeadYRadians + (float)Math.PI, -player.HeadXRadians);
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}
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public override Vector3 GetCameraPos(float t) {
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CalcViewBobbing(t, dist);
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Vector3 eyePos = player.EyePosition;
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eyePos.Y += bobbingVer;
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Vector3 dir = GetDirVector();
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if (!forward) dir = -dir;
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Picking.ClipCameraPos(game, eyePos, dir, dist, game.CameraClipPos);
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return game.CameraClipPos.Intersect;
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}
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}
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public class FirstPersonCamera : PerspectiveCamera {
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public FirstPersonCamera(Game window) : base(window) { }
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public override bool IsThirdPerson { get { return false; } }
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public override Matrix4 GetView() {
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Vector3 camPos = game.CurrentCameraPos;
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Vector3 dir = GetDirVector();
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return Matrix4.LookAt(camPos, camPos + dir, Vector3.UnitY) * tiltM;
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}
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public override Vector2 GetCameraOrientation() {
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return new Vector2(player.HeadYRadians, player.HeadXRadians);
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}
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public override Vector3 GetCameraPos(float t) {
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CalcViewBobbing(t, 1);
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Vector3 camPos = player.EyePosition;
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camPos.Y += bobbingVer;
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double adjHeadY = player.HeadYRadians + Math.PI / 2;
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camPos.X += bobbingHor * (float)Math.Sin(adjHeadY);
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camPos.Z -= bobbingHor * (float)Math.Cos(adjHeadY);
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return camPos;
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}
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}
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} |