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500 lines (421 loc) · 23.7 KB
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#include "pch.h"
#include <algorithm>
#include <cmath>
#include "editCamera.h"
#include "Vanilla1121_functions.h"
#include "distanceBetween.h"
#include "inSight.h"
#include "performanceProfiling.h"
CGCAMERA_UPDATECALLBACK_0x511bc0 p_CGCamera_updateCallback_0x511bc0 = reinterpret_cast<CGCAMERA_UPDATECALLBACK_0x511bc0>(0x511bc0);
CGCAMERA_UPDATECALLBACK_0x511bc0 p_original_CGCamera_updateCallback_0x511bc0 = NULL;
ORGANICSMOOTH_0x5b7bb0 p_OrganicSmooth = reinterpret_cast<ORGANICSMOOTH_0x5b7bb0>(0x5b7bb0);
ORGANICSMOOTH_0x5b7bb0 p_original_OrganicSmooth = NULL;
float cameraHorizontalAddend = 0.0f;
float cameraVerticalAddend = 0.0f;
float cameraPitchAddend = 0.0f;
bool cameraFollowTarget = false;
bool cameraOrganicSmooth = true;
bool cameraPinHeight = false;
static const float keepDistanceFromWall = 0.2f;
static C3Vector cameraOriginalPosition = {};
static C3Vector cameraTranslatedPosition = {};
static C3Vector cameraOriginalForwardVector = {};
static C3Vector cameraRotatedForwardVector = {};
static C3Vector lastCameraTranslatedPosition = {};
static float lastCameraPitchAddend = 0.0f;
static C3Vector lastVerticalNearClipCorrection = {};
static C3Vector lastHorizontalNearClipCorrection = {};
static C3Vector lastVerticalCameraCollisionCorrection = {};
static C3Vector lastHorizontalCameraCollisionCorrection = {};
static LARGE_INTEGER lastCameraCollisionTime = {};
static LARGE_INTEGER cameraCollisionRefreshInterval = {};
void editCamera_init() {
lastCameraCollisionTime.QuadPart = 0;
cameraCollisionRefreshInterval.QuadPart = getPerformanceCounterFrequency().QuadPart / 60;
}
C3Vector editCamera_originalPosition() {
if (cameraOriginalPosition.x == 0.0f && cameraOriginalPosition.y == 0.0f && cameraOriginalPosition.z == 0.0f) {
return vanilla1121_getCameraPosition(vanilla1121_getCamera());
}
return cameraOriginalPosition;
}
C3Vector editCamera_originalForword() {
if (cameraOriginalForwardVector.x == 0.0f && cameraOriginalForwardVector.y == 0.0f && cameraOriginalForwardVector.z == 0.0f) {
return vanilla1121_getCameraForwardVector(vanilla1121_getCamera());
}
return cameraOriginalForwardVector;
}
C3Vector editCamera_translatedPosition() {
if (cameraTranslatedPosition.x == 0.0f && cameraTranslatedPosition.y == 0.0f && cameraTranslatedPosition.z == 0.0f) {
return vanilla1121_getCameraPosition(vanilla1121_getCamera());
}
return cameraTranslatedPosition;
}
C3Vector editCamera_rotatedForword() {
if (cameraRotatedForwardVector.x == 0.0f && cameraRotatedForwardVector.y == 0.0f && cameraRotatedForwardVector.z == 0.0f) {
return vanilla1121_getCameraForwardVector(vanilla1121_getCamera());
}
return cameraRotatedForwardVector;
}
double __fastcall detoured_OrganicSmooth(float start, float end, float step) {
if (cameraOrganicSmooth) {
return p_original_OrganicSmooth(start, end, step);
}
else {
return end;
}
}
// Vanilla camera point at player's eye. But this height could change as druids shapeshift
// As https://github.com/allfoxwy/UnitXP_SP3/pull/19
// KinTheInfinite found a way to know this eye height
// So that we could pin camera position at a fixed height
// Return -1.0f for error
static float cameraUnitEyeHeight(const uint32_t camera) {
float cameraTargetZ = *reinterpret_cast<float*>(camera + 0x17c);
uint32_t lookingAtUnit = vanilla1121_getVisiableObject(vanilla1121_getCameraLookingAtGUID(camera));
if (lookingAtUnit == 0) {
return 0.0f;
}
if (vanilla1121_objectType(lookingAtUnit) != OBJECT_TYPE_Player && vanilla1121_objectType(lookingAtUnit) != OBJECT_TYPE_Unit) {
return 0.0f;
}
C3Vector unitPos = vanilla1121_unitPosition(lookingAtUnit);
float result = cameraTargetZ - unitPos.z;
return result;
}
static void cameraFollowPosition(const uint32_t camera, const C3Vector& targetPosition) {
C3Vector cameraPosition = vanilla1121_getCameraPosition(camera);
// Fundamental method of calculating look-at matrix is from https://medium.com/@carmencincotti/lets-look-at-magic-lookat-matrices-c77e53ebdf78
// However the WoW internal data structures are not the same.
C3Vector vecForward = {};
vecForward.x = -(cameraPosition.x - targetPosition.x);
vecForward.y = -(cameraPosition.y - targetPosition.y);
vecForward.z = -(cameraPosition.z - targetPosition.z);
if (vectorAlmostZero(vecForward)) {
return;
}
vectorNormalize(vecForward);
C3Vector vecTemp = {};
vecTemp.x = 0.0f;
vecTemp.y = 0.0f;
vecTemp.z = 1.0f;
C3Vector vecRight = vectorCrossProduct(vecTemp, vecForward);
vectorNormalize(vecRight);
C3Vector vecUp = vectorCrossProduct(vecForward, vecRight);
vectorNormalize(vecUp);
vanilla1121_setCameraForwardVector(camera, vecForward);
vanilla1121_setCameraRightVector(camera, vecRight);
vanilla1121_setCameraUpVector(camera, vecUp);
}
static void cameraAddPitch(uint32_t camera, float delta) {
C3Vector vecForward = vanilla1121_getCameraForwardVector(camera);
vecForward.z += delta;
if (vectorAlmostZero(vecForward)) {
return;
}
vectorNormalize(vecForward);
C3Vector vecTemp = {};
vecTemp.x = 0.0f;
vecTemp.y = 0.0f;
vecTemp.z = 1.0f;
C3Vector vecRight = vectorCrossProduct(vecTemp, vecForward);
vectorNormalize(vecRight);
C3Vector vecUp = vectorCrossProduct(vecForward, vecRight);
vectorNormalize(vecUp);
vanilla1121_setCameraForwardVector(camera, vecForward);
vanilla1121_setCameraRightVector(camera, vecRight);
vanilla1121_setCameraUpVector(camera, vecUp);
}
static C3Vector cameraTranslate(const uint32_t camera, float horizontalDelta, float verticalDelta) {
C3Vector a = vanilla1121_getCameraPosition(camera);
C3Vector result = a;
uint32_t lookingAtUnit = vanilla1121_getVisiableObject(vanilla1121_getCameraLookingAtGUID(camera));
if (lookingAtUnit == 0) {
return result;
}
C3Vector b = vanilla1121_unitPosition(lookingAtUnit);
C3Vector vecCameraToTarget = {};
vecCameraToTarget.x = b.x - a.x;
vecCameraToTarget.y = b.y - a.y;
vecCameraToTarget.z = 0.0f;
float distanceCameraToTarget = vectorLength(vecCameraToTarget);
if (distanceCameraToTarget < 0.5f) {
// Don't translate for first person camera
return result;
}
// Pin camera at a fixed height instead of player's eye height
// so that camera does not change when druids shapeshift
if (cameraPinHeight) {
float eyeHeight = cameraUnitEyeHeight(camera);
if (false == vanilla1121_unitIsMounted(lookingAtUnit) && eyeHeight >= 0) {
result.z -= eyeHeight;
result.z += vanilla1121_unitCollisionBoxHeight(lookingAtUnit);
}
}
if (std::abs(horizontalDelta) > std::numeric_limits<float>::epsilon()) {
if (horizontalDelta > 0.0f) {
// Translating towards right
result.x = std::abs(horizontalDelta) * (b.y - a.y) / distanceCameraToTarget + a.x;
result.y = std::abs(horizontalDelta) * (a.x - b.x) / distanceCameraToTarget + a.y;
}
else {
// Translating towards left
result.x = std::abs(horizontalDelta) * (a.y - b.y) / distanceCameraToTarget + a.x;
result.y = std::abs(horizontalDelta) * (b.x - a.x) / distanceCameraToTarget + a.y;
}
}
if (std::abs(verticalDelta) > std::numeric_limits<float>::epsilon()) {
result.z += verticalDelta;
}
return result;
}
static C3Vector nearClipCollisionCheckForHorizontalTranslation(const uint32_t camera, const float horizontalDelta, const C3Vector& noCollisionCameraPosition, const C3Vector& couldCollideCameraPosition) {
float nearClip = vanilla1121_getCameraNearClip(camera);
C3Vector vecCameraRight = vanilla1121_getCameraRightVector(camera);
C3Vector vecCameraForward = vanilla1121_getCameraForwardVector(camera);
vectorNormalize(vecCameraRight);
vectorNormalize(vecCameraForward);
const float fov = vanilla1121_getCameraFoV(camera);
const float frontPlaneHalfLength = std::tan(fov / 2.0f) * nearClip;
bool translatedRightward = true;
if (horizontalDelta > 0.0f) {
translatedRightward = true;
}
else {
translatedRightward = false;
}
C3Vector vecCheckPosition = couldCollideCameraPosition;
vecCheckPosition.x += vecCameraForward.x * nearClip;
vecCheckPosition.y += vecCameraForward.y * nearClip;
vecCheckPosition.z += vecCameraForward.z * nearClip;
C3Vector vecOriginalPosition = noCollisionCameraPosition;
vecOriginalPosition.x += vecCameraForward.x * nearClip;
vecOriginalPosition.y += vecCameraForward.y * nearClip;
vecOriginalPosition.z += vecCameraForward.z * nearClip;
if (translatedRightward) {
vecCheckPosition.x += vecCameraRight.x * frontPlaneHalfLength;
vecCheckPosition.y += vecCameraRight.y * frontPlaneHalfLength;
vecCheckPosition.z += vecCameraRight.z * frontPlaneHalfLength;
vecOriginalPosition.x += vecCameraRight.x * frontPlaneHalfLength;
vecOriginalPosition.y += vecCameraRight.y * frontPlaneHalfLength;
vecOriginalPosition.z += vecCameraRight.z * frontPlaneHalfLength;
}
else {
vecCheckPosition.x -= vecCameraRight.x * frontPlaneHalfLength;
vecCheckPosition.y -= vecCameraRight.y * frontPlaneHalfLength;
vecCheckPosition.z -= vecCameraRight.z * frontPlaneHalfLength;
vecOriginalPosition.x -= vecCameraRight.x * frontPlaneHalfLength;
vecOriginalPosition.y -= vecCameraRight.y * frontPlaneHalfLength;
vecOriginalPosition.z -= vecCameraRight.z * frontPlaneHalfLength;
}
// Test the front/near clip plane
C3Vector result = {};
float correction_nearClip = 0.0f;
C3Vector intersectPosition = {};
float intersectDistance = 1.0f;
if (CWorld_Intersect(&vecOriginalPosition, &vecCheckPosition, &intersectPosition, &intersectDistance, vanilla1121_getCameraIntersectFlag())
&& intersectDistance <= 1.0f && intersectDistance >= 0.0f) {
result.x = -((vecCheckPosition.x - vecOriginalPosition.x) * (1.0f - intersectDistance));
result.y = -((vecCheckPosition.y - vecOriginalPosition.y) * (1.0f - intersectDistance));
result.z = 0.0f;
// Try to keep distance from the wall, else revert the translation
C3Vector vecIntersectDelta = {};
vecIntersectDelta.x = (vecCheckPosition.x - vecOriginalPosition.x) * intersectDistance;
vecIntersectDelta.y = (vecCheckPosition.y - vecOriginalPosition.y) * intersectDistance;
vecIntersectDelta.z = 0.0f;
if (vectorLength(vecIntersectDelta) >= keepDistanceFromWall) {
C3Vector vecResultUnit = result;
vectorNormalize(vecResultUnit);
result.x += vecResultUnit.x * keepDistanceFromWall;
result.y += vecResultUnit.y * keepDistanceFromWall;
result.z += vecResultUnit.z * keepDistanceFromWall;
}
else {
result.x = noCollisionCameraPosition.x - couldCollideCameraPosition.x;
result.y = noCollisionCameraPosition.y - couldCollideCameraPosition.y;
result.z = 0.0f;
}
}
return result;
}
static C3Vector nearClipCollisionCheckForVerticalTranslation(const uint32_t camera, const C3Vector& noCollisionCameraPosition, const C3Vector& couldCollideCameraPosition) {
float nearClip = vanilla1121_getCameraNearClip(camera);
C3Vector vecCameraUp = vanilla1121_getCameraUpVector(camera);
C3Vector vecCameraForward = vanilla1121_getCameraForwardVector(camera);
vectorNormalize(vecCameraUp);
vectorNormalize(vecCameraForward);
const float fov = vanilla1121_getCameraFoV(camera) / vanilla1121_getCameraAspectRatio(camera);
const float frontPlaneHalfLength = std::tan(fov / 2.0f) * nearClip;
bool translatedUpward = true;
if (couldCollideCameraPosition.z > noCollisionCameraPosition.z) {
translatedUpward = true;
}
else {
translatedUpward = false;
}
C3Vector vecCheckPosition = couldCollideCameraPosition;
vecCheckPosition.x += vecCameraForward.x * nearClip;
vecCheckPosition.y += vecCameraForward.y * nearClip;
vecCheckPosition.z += vecCameraForward.z * nearClip;
C3Vector vecOriginalPosition = noCollisionCameraPosition;
vecOriginalPosition.x += vecCameraForward.x * nearClip;
vecOriginalPosition.y += vecCameraForward.y * nearClip;
vecOriginalPosition.z += vecCameraForward.z * nearClip;
if (translatedUpward) {
vecCheckPosition.x += vecCameraUp.x * frontPlaneHalfLength;
vecCheckPosition.y += vecCameraUp.y * frontPlaneHalfLength;
vecCheckPosition.z += vecCameraUp.z * frontPlaneHalfLength;
vecOriginalPosition.x += vecCameraUp.x * frontPlaneHalfLength;
vecOriginalPosition.y += vecCameraUp.y * frontPlaneHalfLength;
vecOriginalPosition.z += vecCameraUp.z * frontPlaneHalfLength;
}
else {
vecCheckPosition.x -= vecCameraUp.x * frontPlaneHalfLength;
vecCheckPosition.y -= vecCameraUp.y * frontPlaneHalfLength;
vecCheckPosition.z -= vecCameraUp.z * frontPlaneHalfLength;
vecOriginalPosition.x -= vecCameraUp.x * frontPlaneHalfLength;
vecOriginalPosition.y -= vecCameraUp.y * frontPlaneHalfLength;
vecOriginalPosition.z -= vecCameraUp.z * frontPlaneHalfLength;
}
// Test the front/near clip plane
C3Vector result = {};
float correction_nearClip = 0.0f;
C3Vector intersectPosition = {};
float intersectDistance = 1.0f;
if (CWorld_Intersect(&vecOriginalPosition, &vecCheckPosition, &intersectPosition, &intersectDistance, vanilla1121_getCameraIntersectFlag())
&& intersectDistance <= 1.0f && intersectDistance >= 0.0f) {
result.x = 0.0f;
result.y = 0.0f;
result.z = -((vecCheckPosition.z - vecOriginalPosition.z) * (1.0f - intersectDistance));
// Try to keep distance from the wall, else revert the translation
C3Vector vecIntersectDelta = {};
vecIntersectDelta.x = 0.0f;
vecIntersectDelta.y = 0.0f;
vecIntersectDelta.z = (vecCheckPosition.z - vecOriginalPosition.z) * intersectDistance;
if (vectorLength(vecIntersectDelta) >= keepDistanceFromWall) {
C3Vector vecResultUnit = result;
vectorNormalize(vecResultUnit);
result.x += vecResultUnit.x * keepDistanceFromWall;
result.y += vecResultUnit.y * keepDistanceFromWall;
result.z += vecResultUnit.z * keepDistanceFromWall;
}
else {
result.x = 0.0f;
result.y = 0.0f;
result.z = noCollisionCameraPosition.z - couldCollideCameraPosition.z;
}
}
return result;
}
int __fastcall detoured_CGCamera_updateCallback_0x511bc0(void* unknown1, uint32_t camera) {
int result = p_original_CGCamera_updateCallback_0x511bc0(unknown1, camera);
if (camera > 0 && (camera & 1) == 0) {
cameraOriginalPosition = vanilla1121_getCameraPosition(camera);
cameraOriginalForwardVector = vanilla1121_getCameraForwardVector(camera);
uint32_t u = vanilla1121_getVisiableObject(vanilla1121_getCameraLookingAtGUID(camera));
if (u > 0 &&
(vanilla1121_objectType(u) == OBJECT_TYPE_Player || vanilla1121_objectType(u) == OBJECT_TYPE_Unit)) {
cameraTranslatedPosition = cameraTranslate(camera, cameraHorizontalAddend, cameraVerticalAddend);
if (std::abs(cameraPitchAddend) > std::numeric_limits<float>::epsilon()) {
cameraAddPitch(camera, cameraPitchAddend);
}
// Collision test
if (cameraPinHeight || std::abs(cameraVerticalAddend) > std::numeric_limits<float>::epsilon() || std::abs(cameraHorizontalAddend) > std::numeric_limits<float>::epsilon() || std::abs(cameraPitchAddend) > std::numeric_limits<float>::epsilon()) {
C3Vector verticalNearClipCorrection = {};
C3Vector horizontalNearClipCorrection = {};
C3Vector verticalCameraCollisionCorrection = {};
C3Vector horizontalCameraCollisionCorrection = {};
LARGE_INTEGER now = {};
QueryPerformanceCounter(&now);
if (now.QuadPart - lastCameraCollisionTime.QuadPart > cameraCollisionRefreshInterval.QuadPart) {
if (false == vectorsAreNear(cameraTranslatedPosition, lastCameraTranslatedPosition) || (std::abs(std::abs(lastCameraPitchAddend) - std::abs(cameraPitchAddend)) > std::numeric_limits<float>::epsilon())) {
QueryPerformanceCounter(&lastCameraCollisionTime);
lastCameraTranslatedPosition = cameraTranslatedPosition;
lastCameraPitchAddend = cameraPitchAddend;
if (cameraPinHeight || std::abs(cameraVerticalAddend) > std::numeric_limits<float>::epsilon() || std::abs(cameraPitchAddend) > std::numeric_limits<float>::epsilon()) {
verticalNearClipCorrection = nearClipCollisionCheckForVerticalTranslation(camera, cameraOriginalPosition, cameraTranslatedPosition);
}
lastVerticalNearClipCorrection = verticalNearClipCorrection;
if (std::abs(cameraHorizontalAddend) > std::numeric_limits<float>::epsilon()) {
horizontalNearClipCorrection = nearClipCollisionCheckForHorizontalTranslation(camera, cameraHorizontalAddend, cameraOriginalPosition, cameraTranslatedPosition);
}
lastHorizontalNearClipCorrection = horizontalNearClipCorrection;
if (cameraPinHeight || std::abs(cameraVerticalAddend) > std::numeric_limits<float>::epsilon() || std::abs(cameraHorizontalAddend) > std::numeric_limits<float>::epsilon() || std::abs(cameraPitchAddend) > std::numeric_limits<float>::epsilon()) {
// Check if camera hits a wall
float cameraIntersectDistance = 1.0f;
C3Vector cameraIntersectPoint = {};
if (CWorld_Intersect(&cameraOriginalPosition, &cameraTranslatedPosition, &cameraIntersectPoint, &cameraIntersectDistance, vanilla1121_getCameraIntersectFlag())
&& cameraIntersectDistance >= 0.0f && cameraIntersectDistance <= 1.0f) {
horizontalCameraCollisionCorrection.x = -((cameraTranslatedPosition.x - cameraOriginalPosition.x) * (1.0f - cameraIntersectDistance));
horizontalCameraCollisionCorrection.y = -((cameraTranslatedPosition.y - cameraOriginalPosition.y) * (1.0f - cameraIntersectDistance));
verticalCameraCollisionCorrection.z = -((cameraTranslatedPosition.z - cameraOriginalPosition.z) * (1.0f - cameraIntersectDistance));
}
}
lastVerticalCameraCollisionCorrection = verticalCameraCollisionCorrection;
lastHorizontalCameraCollisionCorrection = horizontalCameraCollisionCorrection;
}
else {
if (cameraPinHeight || std::abs(cameraVerticalAddend) > std::numeric_limits<float>::epsilon() || std::abs(cameraPitchAddend) > std::numeric_limits<float>::epsilon()) {
verticalNearClipCorrection = lastVerticalNearClipCorrection;
}
if (std::abs(cameraHorizontalAddend) > std::numeric_limits<float>::epsilon()) {
horizontalNearClipCorrection = lastHorizontalNearClipCorrection;
}
if (cameraPinHeight || std::abs(cameraVerticalAddend) > std::numeric_limits<float>::epsilon() || std::abs(cameraHorizontalAddend) > std::numeric_limits<float>::epsilon() || std::abs(cameraPitchAddend) > std::numeric_limits<float>::epsilon()) {
horizontalCameraCollisionCorrection = lastHorizontalCameraCollisionCorrection;
verticalCameraCollisionCorrection = lastVerticalCameraCollisionCorrection;
}
}
}
else {
if (cameraPinHeight || std::abs(cameraVerticalAddend) > std::numeric_limits<float>::epsilon() || std::abs(cameraPitchAddend) > std::numeric_limits<float>::epsilon()) {
verticalNearClipCorrection = lastVerticalNearClipCorrection;
}
if (std::abs(cameraHorizontalAddend) > std::numeric_limits<float>::epsilon()) {
horizontalNearClipCorrection = lastHorizontalNearClipCorrection;
}
if (cameraPinHeight || std::abs(cameraVerticalAddend) > std::numeric_limits<float>::epsilon() || std::abs(cameraHorizontalAddend) > std::numeric_limits<float>::epsilon() || std::abs(cameraPitchAddend) > std::numeric_limits<float>::epsilon()) {
horizontalCameraCollisionCorrection = lastHorizontalCameraCollisionCorrection;
verticalCameraCollisionCorrection = lastVerticalCameraCollisionCorrection;
}
}
// Final result of collision check
if (vectorLength(verticalCameraCollisionCorrection) > vectorLength(verticalNearClipCorrection)) {
cameraTranslatedPosition.z += verticalCameraCollisionCorrection.z;
}
else {
cameraTranslatedPosition.z += verticalNearClipCorrection.z;
}
if (vectorLength(horizontalCameraCollisionCorrection) > vectorLength(horizontalNearClipCorrection)) {
cameraTranslatedPosition.x += horizontalCameraCollisionCorrection.x;
cameraTranslatedPosition.y += horizontalCameraCollisionCorrection.y;
}
else {
cameraTranslatedPosition.x += horizontalNearClipCorrection.x;
cameraTranslatedPosition.y += horizontalNearClipCorrection.y;
}
}
float* editPtr = reinterpret_cast<float*>(camera + 0x8);
editPtr[0] = cameraTranslatedPosition.x;
editPtr[1] = cameraTranslatedPosition.y;
editPtr[2] = cameraTranslatedPosition.z;
if (cameraFollowTarget) {
uint64_t targetGUID = UnitGUID("target");
if (targetGUID > 0) {
uint32_t t = vanilla1121_getVisiableObject(targetGUID);
if (t > 0 &&
((vanilla1121_objectType(t) == OBJECT_TYPE_Player && vanilla1121_unitCanBeAttacked(t) == 0) || (vanilla1121_objectType(t) == OBJECT_TYPE_Unit && vanilla1121_unitIsControlledByPlayer(t) == 0))) {
if (UnitXP_distanceBetween("player", "target", METER_RANGED) < 50.0f
&& UnitXP_inSight("player", "target")) {
C3Vector targetPosition = vanilla1121_unitPosition(t);
targetPosition.z += vanilla1121_unitCollisionBoxHeight(t);
cameraFollowPosition(camera, targetPosition);
}
}
}
}
cameraRotatedForwardVector = vanilla1121_getCameraForwardVector(camera);
}
}
return result;
}