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-rw-r--r--src/game/client/entity/camera.cc69
1 files changed, 34 insertions, 35 deletions
diff --git a/src/game/client/entity/camera.cc b/src/game/client/entity/camera.cc
index 3badd9d..2009066 100644
--- a/src/game/client/entity/camera.cc
+++ b/src/game/client/entity/camera.cc
@@ -23,23 +23,23 @@
#include "client/session.hh"
#include "client/toggles.hh"
-config::Float entity::camera::roll_angle(2.0f, 0.0f, 4.0f);
-config::Float entity::camera::vertical_fov(90.0f, 45.0f, 110.0f);
-config::Unsigned entity::camera::view_distance(16U, 4U, 32U);
+config::Float camera::roll_angle(2.0f, 0.0f, 4.0f);
+config::Float camera::vertical_fov(90.0f, 45.0f, 110.0f);
+config::Unsigned camera::view_distance(16U, 4U, 32U);
-glm::fvec3 entity::camera::angles;
-glm::fvec3 entity::camera::direction;
-glm::fmat4x4 entity::camera::matrix;
-chunk_pos entity::camera::position_chunk;
-glm::fvec3 entity::camera::position_local;
+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)
{
- entity::camera::angles = glm::fvec3(0.0f, 0.0f, 0.0f);
- entity::camera::direction = DIR_FORWARD<float>;
- entity::camera::matrix = glm::identity<glm::fmat4x4>();
- entity::camera::position_chunk = chunk_pos(0, 0, 0);
- entity::camera::position_local = glm::fvec3(0.0f, 0.0f, 0.0f);
+ 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
@@ -65,50 +65,49 @@ static glm::fmat4x4 platinumsrc_viewmatrix(const glm::fvec3& position, const glm
return result;
}
-void entity::camera::init(void)
+void camera::init(void)
{
- globals::client_config.add_value("camera.roll_angle", entity::camera::roll_angle);
- globals::client_config.add_value("camera.vertical_fov", entity::camera::vertical_fov);
- globals::client_config.add_value("camera.view_distance", entity::camera::view_distance);
+ 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, entity::camera::vertical_fov, settings_location::GENERAL, "camera.vertical_fov", true, "%.0f");
- settings::add_slider(0, entity::camera::view_distance, settings_location::VIDEO, "camera.view_distance", false);
- settings::add_slider(10, entity::camera::roll_angle, settings_location::VIDEO, "camera.roll_angle", true, "%.01f");
+ 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 entity::camera::update(void)
+void camera::update(void)
{
if(!session::is_ingame()) {
reset_camera();
return;
}
- const auto& head = globals::dimension->entities.get<entity::client::HeadIntr>(globals::player);
- const auto& transform = globals::dimension->entities.get<entity::client::TransformIntr>(globals::player);
- const auto& velocity = globals::dimension->entities.get<entity::Velocity>(globals::player);
+ const auto& head = globals::dimension->entities.get<client::HeadIntr>(globals::player);
+ const auto& transform = globals::dimension->entities.get<client::TransformIntr>(globals::player);
+ const auto& velocity = globals::dimension->entities.get<Velocity>(globals::player);
- entity::camera::angles = transform.angles + head.angles;
- entity::camera::position_chunk = transform.chunk;
- entity::camera::position_local = transform.local + head.offset;
+ camera::angles = transform.angles + head.angles;
+ camera::position_chunk = transform.chunk;
+ camera::position_local = transform.local + head.offset;
glm::fvec3 right_vector, up_vector;
- math::vectors(entity::camera::angles, &entity::camera::direction, &right_vector, &up_vector);
+ math::vectors(camera::angles, &camera::direction, &right_vector, &up_vector);
- auto client_angles = entity::camera::angles;
+ auto client_angles = camera::angles;
if(!toggles::get(TOGGLE_PM_FLIGHT)) {
// Apply the quake-like view rolling
- client_angles[2] = math::radians(-entity::camera::roll_angle.get_value()
- * glm::dot(velocity.value / PMOVE_MAX_SPEED_GROUND, right_vector));
+ client_angles[2] = math::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 * entity::camera::view_distance.get_value());
+ const auto z_far = 1.25f * static_cast<float>(CHUNK_SIZE * camera::view_distance.get_value());
- auto proj = glm::perspective(math::radians(entity::camera::vertical_fov.get_value()), globals::aspect, z_near, z_far);
- auto view = platinumsrc_viewmatrix(entity::camera::position_local, client_angles);
+ auto proj = glm::perspective(math::radians(camera::vertical_fov.get_value()), globals::aspect, z_near, z_far);
+ auto view = platinumsrc_viewmatrix(camera::position_local, client_angles);
- entity::camera::matrix = proj * view;
+ camera::matrix = proj * view;
}