TombEngine/TR5Main/Game/camera.cpp

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2018-08-19 09:46:58 +02:00
#include "camera.h"
#include <d3d9.h>
#include <d3dx9.h>
#include <stdio.h>
#include "draw.h"
void __cdecl phd_LookAt(__int32 posX, __int32 posY, __int32 posZ,
__int32 targetX, __int32 targetY, __int32 targetZ,
__int16 roll)
{
D3DXVECTOR3 position = D3DXVECTOR3(posX, posY, posZ);
D3DXVECTOR3 target = D3DXVECTOR3(targetX, targetY, targetZ);
D3DXVECTOR3 up = D3DXVECTOR3(0.0f, -1.0f, 0.0f);
float fov = TR_ANGLE_TO_RAD(CurrentFOV);
D3DXMatrixLookAtRH(&g_Renderer->ViewMatrix, &position, &target, &up);
D3DXMatrixPerspectiveFovRH(&g_Renderer->ProjectionMatrix, fov, g_Renderer->ScreenWidth / (float)g_Renderer->ScreenHeight, 32.0f, 200000.0f);
}
void __cdecl phd_AlterFOV(__int32 value)
{
CurrentFOV = value;
PhdPerspective = PhdWidth / 2 * COS(CurrentFOV / 2) / SIN(CurrentFOV / 2);
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}
void __cdecl j_CalculateCamera()
{
//printf("Item: %d\n", Camera.target);
CalculateCamera();
}
void Inject_Camera()
{
INJECT(0x0048EDC0, phd_AlterFOV);
INJECT(0x0048F760, phd_LookAt);
INJECT(0x00401D5C, j_CalculateCamera);
}