#include "Camera.h" #include #include #include #include #include "MemoryTracker.h" #include "java/FloatBuffer.h" #include "minecraft/world/entity/LivingEntity.h" #include "minecraft/world/entity/player/Player.h" #include "minecraft/world/level/Level.h" #include "minecraft/world/level/TilePos.h" #include "minecraft/world/level/material/Material.h" #include "minecraft/world/level/tile/LiquidTile.h" #include "minecraft/world/level/tile/Tile.h" #include "minecraft/world/phys/Vec3.h" #include "platform/stubs.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(std::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. // 4jcraft: swapped from dxmath to glm glm::mat4 _modelview, _proj, _final, _invert; glm::vec4 trans; memcpy(&_modelview, modelview->_getDataPointer(), 64); memcpy(&_proj, projection->_getDataPointer(), 64); _final = _proj * _modelview; _invert = glm::inverse(_final); trans = _invert[3]; xPlayerOffs = trans.x / trans.w; yPlayerOffs = trans.y / trans.w; zPlayerOffs = trans.z / trans.w; int flipCamera = mirror ? 1 : 0; float xRot = player->xRot; float yRot = player->yRot; xa = cosf(yRot * std::numbers::pi / 180.0f) * (1 - flipCamera * 2); za = sinf(yRot * std::numbers::pi / 180.0f) * (1 - flipCamera * 2); xa2 = -za * sinf(xRot * std::numbers::pi / 180.0f) * (1 - flipCamera * 2); za2 = xa * sinf(xRot * std::numbers::pi / 180.0f) * (1 - flipCamera * 2); ya = cosf(xRot * std::numbers::pi / 180.0f); } TilePos* Camera::getCameraTilePos(std::shared_ptr player, double alpha) { Vec3 cam_pos = getCameraPos(player, alpha); return new TilePos(&cam_pos); } Vec3 Camera::getCameraPos(std::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(xt, yt, zt); } int Camera::getBlockAt(Level* level, std::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; }