TombEngine/TR5Main/Game/camera.cpp
2019-12-25 08:44:01 +01:00

62 lines
No EOL
1.6 KiB
C++

#include "camera.h"
#include <d3d9.h>
#include <d3dx9.h>
#include <stdio.h>
#include "draw.h"
extern int KeyTriggerActive;
void ActivateCamera()
{
KeyTriggerActive = 2;
}
void LookAt(int posX, int posY, int posZ, int targetX, int targetY, int targetZ, short roll)
{
Vector3 position = Vector3(posX, posY, posZ);
Vector3 target = Vector3(targetX, targetY, targetZ);
Vector3 up = Vector3(0.0f, -1.0f, 0.0f);
float fov = TR_ANGLE_TO_RAD(CurrentFOV / 1.333333f);
float r = TR_ANGLE_TO_RAD(roll);
// This should not be needed but it seems to solve our issues
if (posX == targetX && posY == targetY && posZ == targetZ)
return;
// Maybe we should add this code, let's test before
/*short angles[2];
phd_GetVectorAngles(targetX - posX, targetY - posY, targetZ - posZ, angles);
v13 = HIWORD(targetZ);
v15 = roll;
v14 = targetZ;
v10 = posX;
v11 = posY;
v12 = posZ;
roll = (v10 - targetX) * (v10 - targetX) + (v12 - v7) * (v12 - v7);
CamRotX = j_mGetAngle(0, 0, sqrt(roll), posY - targetY) >> 4;
v8 = j_mGetAngle(posZ, posX, v7, targetX);
CamRotZ = 0;
CamRotY = v8 >> 4;
CameraPosX = posX;
CameraPosY = posY;
Camera.pos.x = posX;
Camera.pos.y = posY;
Camera.pos.z = posZ;
Camera.*/
g_Renderer->UpdateCameraMatrices(posX, posY, posZ, targetX, targetY, targetZ, r, fov);
}
void AlterFOV(int value)
{
if (SIN(value / 2) == 0) return; /* @FIXME Integer division by zero */
CurrentFOV = value;
PhdPerspective = PhdWidth / 2 * COS(CurrentFOV / 2) / SIN(CurrentFOV / 2);
}
void Inject_Camera()
{
INJECT(0x0048EDC0, AlterFOV);
INJECT(0x0048F760, LookAt);
}