#include "Contents/Camera/CameraFrame.h" #include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeMgr.h" #include "Contents/Actors/Pc.h" #include "Contents/Camera/Camera.h" #include "Contents/Ground/TerrainHeight.h" #include "Contents/World/World.h" #include "Render/Renderer.h" #include "Resource/World/TerrainResource.h" // INLINED __forceinline void CameraFrame::Build(const CameraState& camera, const TerrainHeight& terrain) { constexpr float pi = 3.141592f; matrix orbit; orbit.MakeXRotation((camera.pitch / 180.0f) * pi); orbit.AppendYRotation((camera.yaw / 180.0f) * pi); const float distance = -camera.distance; this->eye[1] = ((orbit.values[4] * 0.0f + orbit.values[1] * 0.0f) + distance * orbit.values[7]) + orbit.values[10]; this->eye[2] = ((orbit.values[5] * 0.0f + orbit.values[2] * 0.0f) + distance * orbit.values[8]) + orbit.values[11]; this->eye[0] = (((orbit.values[3] * 0.0f + orbit.values[0] * 0.0f) + distance * orbit.values[6]) + orbit.values[9]) + camera.target[0]; this->eye[1] = camera.target[1] + this->eye[1]; this->eye[2] = camera.target[2] + this->eye[2]; const float height = terrain.Height(this->eye[0], this->eye[2]); if (this->eye[1] > height) { this->eye[1] = height; } this->view.LookAt(this->eye, camera.target, this->up); this->inverse.MakeInverse(this->view); } // OFFSET: 0x00ADB560 // FUNCTION: fn_17920 void CameraFrame::Refresh(const CameraState& camera, const TerrainHeight& terrain, CRenderer& renderer) { this->Build(camera, terrain); renderer.SetCamera(this->eye, camera.target, this->up); } // OFFSET: 0x00ADBF60 // FUNCTION: fn_17927 void CView::Update() { const vector3d& position = this->scene->player->render.position; this->camera.desiredTarget[0] = position.x; this->camera.desiredTarget[1] = position.y; this->camera.desiredTarget[2] = position.z; this->camera.Smooth(); this->shake.Apply(this->camera, g_worldViewDrawn); const TerrainHeight terrain = static_cast(g_modeMgr.GetGameMode())->scene->terrain->Grid(); this->frame.Build(this->camera, terrain); g_renderer->SetCamera(this->frame.eye, this->camera.target, this->frame.up); }