#include "stdafx.h" #include "Camera.h" #include "MemoryTracker.h" #include "..\Minecraft.World\net.minecraft.world.entity.player.h" #include "..\Minecraft.World\net.minecraft.world.level.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.h" #include "..\Minecraft.World\TilePos.h" float Camera::xPlayerOffs = 0.0f; float Camera::yPlayerOffs = 0.0f; float Camera::zPlayerOffs = 0.0f; //IntBuffer *Camera::viewport = MemoryTracker::createIntBuffer(16); FloatBuffer *Camera::modelview = MemoryTracker::createFloatBuffer(16); FloatBuffer *Camera::projection = MemoryTracker::createFloatBuffer(16); //FloatBuffer *Camera::position = MemoryTracker::createFloatBuffer(3); float Camera::xa = 0.0f; float Camera::ya = 0.0f; float Camera::za = 0.0f; float Camera::xa2 = 0.0f; float Camera::za2 = 0.0f; void Camera::prepare(shared_ptr player, bool mirror) { glGetFloat(GL_MODELVIEW_MATRIX, modelview); glGetFloat(GL_PROJECTION_MATRIX, projection); /* Original java code for reference glGetInteger(GL_VIEWPORT, viewport); float x = (viewport.get(0) + viewport.get(2)) / 2; float y = (viewport.get(1) + viewport.get(3)) / 2; gluUnProject(x, y, 0, modelview, projection, viewport, position); xPlayerOffs = position->get(0); yPlayerOffs = position->get(1); zPlayerOffs = position->get(2); */ // Xbox conversion here... note that we don't bother getting the viewport as this is just working out how to get a (0,0,0) point in clip space to pass into the inverted // combined model/view/projection matrix, so we just need to get this matrix and get its translation as an equivalent. XMMATRIX _modelview, _proj, _final, _invert; XMVECTOR _det; XMFLOAT4 trans; memcpy( &_modelview, modelview->_getDataPointer(), 64 ); memcpy( &_proj, projection->_getDataPointer(), 64 ); #if defined __PS3__ _modelview = transpose(_modelview); _proj = transpose(_proj); _final = _modelview * _proj; _invert = Vectormath::Aos::inverse(_final); xPlayerOffs = _invert.getElem(0,3) / _invert.getElem(3,3); yPlayerOffs = _invert.getElem(1,3) / _invert.getElem(3,3); zPlayerOffs = _invert.getElem(2,3) / _invert.getElem(3,3); #else _final = XMMatrixMultiply( _modelview, _proj ); _det = XMMatrixDeterminant(_final); _invert = XMMatrixInverse(&_det, _final); XMStoreFloat4(&trans,_invert.r[3]); xPlayerOffs = trans.x / trans.w; yPlayerOffs = trans.y / trans.w; zPlayerOffs = trans.z / trans.w; #endif int flipCamera = mirror ? 1 : 0; float xRot = player->xRot; float yRot = player->yRot; xa = cosf(yRot * PI / 180.0f) * (1 - flipCamera * 2); za = sinf(yRot * PI / 180.0f) * (1 - flipCamera * 2); xa2 = -za * sinf(xRot * PI / 180.0f) * (1 - flipCamera * 2); za2 = xa * sinf(xRot * PI / 180.0f) * (1 - flipCamera * 2); ya = cosf(xRot * PI / 180.0f); } TilePos *Camera::getCameraTilePos(shared_ptr player, double alpha) { return new TilePos(getCameraPos(player, alpha)); } Vec3 *Camera::getCameraPos(shared_ptr player, double alpha) { double xx = player->xo + (player->x - player->xo) * alpha; double yy = player->yo + (player->y - player->yo) * alpha + player->getHeadHeight(); double zz = player->zo + (player->z - player->zo) * alpha; double xt = xx + Camera::xPlayerOffs * 1; double yt = yy + Camera::yPlayerOffs * 1; double zt = zz + Camera::zPlayerOffs * 1; return Vec3::newTemp(xt, yt, zt); } int Camera::getBlockAt(Level *level, shared_ptr player, float alpha) { Vec3 *p = Camera::getCameraPos(player, alpha); TilePos tp = TilePos(p); int t = level->getTile(tp.x, tp.y, tp.z); if (t != 0 && Tile::tiles[t]->material->isLiquid()) { float hh = LiquidTile::getHeight(level->getData(tp.x, tp.y, tp.z)) - 1 / 9.0f; float h = tp.y + 1 - hh; if (p->y >= h) { t = level->getTile(tp.x, tp.y + 1, tp.z); } } return t; }