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authoruntodesu <kirill@untode.su>2025-06-29 22:24:42 +0500
committeruntodesu <kirill@untode.su>2025-06-29 22:24:42 +0500
commit6cd00aacfa22fed6a54a9b812f6b069ad16feec0 (patch)
treeb77f4e665da3dd235cdb01e7e6ea78c1c02ecf2e /game/client/camera.cc
parentf440914e1ae453768d09383f332bc7844e0a700e (diff)
downloadvoxelius-6cd00aacfa22fed6a54a9b812f6b069ad16feec0.tar.bz2
voxelius-6cd00aacfa22fed6a54a9b812f6b069ad16feec0.zip
Move game sources into src subdirectory
Diffstat (limited to 'game/client/camera.cc')
-rw-r--r--game/client/camera.cc107
1 files changed, 0 insertions, 107 deletions
diff --git a/game/client/camera.cc b/game/client/camera.cc
deleted file mode 100644
index 724ae66..0000000
--- a/game/client/camera.cc
+++ /dev/null
@@ -1,107 +0,0 @@
-#include "client/pch.hh"
-
-#include "client/camera.hh"
-
-#include "core/angles.hh"
-#include "core/config.hh"
-
-#include "shared/dimension.hh"
-#include "shared/head.hh"
-#include "shared/transform.hh"
-#include "shared/velocity.hh"
-
-#include "client/const.hh"
-#include "client/globals.hh"
-#include "client/player_move.hh"
-#include "client/session.hh"
-#include "client/settings.hh"
-#include "client/toggles.hh"
-
-ConfigFloat camera::roll_angle(2.0f, 0.0f, 4.0f);
-ConfigFloat camera::vertical_fov(90.0f, 45.0f, 110.0f);
-ConfigUnsigned camera::view_distance(16U, 4U, 32U);
-
-glm::fvec3 camera::angles;
-glm::fvec3 camera::direction;
-glm::fmat4x4 camera::matrix;
-chunk_pos camera::position_chunk;
-glm::fvec3 camera::position_local;
-
-static void reset_camera(void)
-{
- camera::angles = glm::fvec3(0.0f, 0.0f, 0.0f);
- camera::direction = DIR_FORWARD<float>;
- camera::matrix = glm::identity<glm::fmat4x4>();
- camera::position_chunk = chunk_pos(0, 0, 0);
- camera::position_local = glm::fvec3(0.0f, 0.0f, 0.0f);
-}
-
-// Gracefully contributed by PQCraft himself in 2024
-// making PlatinumSrc and Voxelius kind of related to each other
-static glm::fmat4x4 platinumsrc_viewmatrix(const glm::fvec3& position, const glm::fvec3& angles)
-{
- glm::fvec3 forward, up;
- cxangles::vectors(angles, &forward, nullptr, &up);
-
- auto result = glm::identity<glm::fmat4x4>();
- result[0][0] = forward.y * up.z - forward.z * up.y;
- result[1][0] = forward.z * up.x - forward.x * up.z;
- result[2][0] = forward.x * up.y - forward.y * up.x;
- result[3][0] = -result[0][0] * position.x - result[1][0] * position.y - result[2][0] * position.z;
- result[0][1] = up.x;
- result[1][1] = up.y;
- result[2][1] = up.z;
- result[3][1] = -up.x * position.x - up.y * position.y - up.z * position.z;
- result[0][2] = -forward.x;
- result[1][2] = -forward.y;
- result[2][2] = -forward.z;
- result[3][2] = forward.x * position.x + forward.y * position.y + forward.z * position.z;
- return result;
-}
-
-void camera::init(void)
-{
- globals::client_config.add_value("camera.roll_angle", camera::roll_angle);
- globals::client_config.add_value("camera.vertical_fov", camera::vertical_fov);
- globals::client_config.add_value("camera.view_distance", camera::view_distance);
-
- settings::add_slider(1, camera::vertical_fov, settings_location::GENERAL, "camera.vertical_fov", true, "%.0f");
- settings::add_slider(0, camera::view_distance, settings_location::VIDEO, "camera.view_distance", false);
- settings::add_slider(10, camera::roll_angle, settings_location::VIDEO, "camera.roll_angle", true, "%.01f");
-
- reset_camera();
-}
-
-void camera::update(void)
-{
- if(!session::is_ingame()) {
- reset_camera();
- return;
- }
-
- const auto& head = globals::dimension->entities.get<HeadComponentIntr>(globals::player);
- const auto& transform = globals::dimension->entities.get<TransformComponentIntr>(globals::player);
- const auto& velocity = globals::dimension->entities.get<VelocityComponent>(globals::player);
-
- camera::angles = transform.angles + head.angles;
- camera::position_chunk = transform.chunk;
- camera::position_local = transform.local + head.offset;
-
- glm::fvec3 right_vector, up_vector;
- cxangles::vectors(camera::angles, &camera::direction, &right_vector, &up_vector);
-
- auto client_angles = camera::angles;
-
- if(!toggles::get(TOGGLE_PM_FLIGHT)) {
- // Apply the quake-like view rolling
- client_angles[2] = vx::radians(-camera::roll_angle.get_value() * glm::dot(velocity.value / PMOVE_MAX_SPEED_GROUND, right_vector));
- }
-
- const auto z_near = 0.01f;
- const auto z_far = 1.25f * static_cast<float>(CHUNK_SIZE * camera::view_distance.get_value());
-
- auto proj = glm::perspective(vx::radians(camera::vertical_fov.get_value()), globals::aspect, z_near, z_far);
- auto view = platinumsrc_viewmatrix(camera::position_local, client_angles);
-
- camera::matrix = proj * view;
-}