#include "client/pch.hh" #include "client/entity/camera.hh" #include "core/config/number.hh" #include "core/io/config_map.hh" #include "core/math/angles.hh" #include "shared/entity/head.hh" #include "shared/entity/transform.hh" #include "shared/entity/velocity.hh" #include "shared/world/dimension.hh" #include "client/entity/player_move.hh" #include "client/gui/settings.hh" #include "client/const.hh" #include "client/globals.hh" #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); 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; static void reset_camera(void) { entity::camera::angles = glm::fvec3(0.0f, 0.0f, 0.0f); entity::camera::direction = DIR_FORWARD; entity::camera::matrix = glm::identity(); entity::camera::position_chunk = chunk_pos(0, 0, 0); entity::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; math::vectors(angles, &forward, nullptr, &up); auto result = glm::identity(); 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 entity::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); 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"); reset_camera(); } void entity::camera::update(void) { if(!session::is_ingame()) { reset_camera(); return; } const auto& head = globals::dimension->entities.get(globals::player); const auto& transform = globals::dimension->entities.get(globals::player); const auto& velocity = globals::dimension->entities.get(globals::player); entity::camera::angles = transform.angles + head.angles; entity::camera::position_chunk = transform.chunk; entity::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); auto client_angles = entity::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)); } const auto z_near = 0.01f; const auto z_far = 1.25f * static_cast(CHUNK_SIZE * entity::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); entity::camera::matrix = proj * view; }