feat(ui): add CGCamera

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fallenoak 2026-02-18 17:00:56 -06:00
parent c6e18336de
commit 7682dba2c9
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7 changed files with 172 additions and 5 deletions

@ -1 +1 @@
Subproject commit 1f8bf1370dc1cf13da5965be99803633d82a524f
Subproject commit 1e5366bbc6935e3363abf5921f0be12f902e790a

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src/ui/game/CGCamera.cpp Normal file
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#include "ui/game/CGCamera.hpp"
#include "ui/game/Types.hpp"
#include "console/CVar.hpp"
#include "world/World.hpp"
#include <storm/String.hpp>
#include <tempest/Math.hpp>
#include <algorithm>
static CVar* s_cameraView;
CGCamera::CameraViewData CGCamera::s_cameraViewDataDefault[MAX_CAMERA_VIEWS] = {
{ "0.0", "0.0", "0.0" }, // VIEW_FIRST_PERSON
{ "0.0", "0.0", "0.0" }, // VIEW_THIRD_PERSON_A
{ "5.55", "10.0", "0.0" }, // VIEW_THIRD_PERSON_B
{ "5.55", "20.0", "0.0" }, // VIEW_THIRD_PERSON_C
{ "13.88", "30.0", "0.0" }, // VIEW_THIRD_PERSON_D
{ "13.88", "10.0", "0.0" }, // VIEW_THIRD_PERSON_E
{ "0.0", "0.0", "0.0" }, // VIEW_COMMENTATOR
{ "5.0", "10.0", "0.0" }, // VIEW_BARBER_SHOP
};
namespace {
bool ValidateCameraView(CVar* var, const char* oldValue, const char* value, void* arg) {
auto view = SStrToFloat(value);
auto min = static_cast<float>(VIEW_FIRST_PERSON);
auto max = static_cast<float>(VIEW_BARBER_SHOP);
if (view >= min && view <= max) {
return true;
}
// TODO ConsoleWriteA("Value out of range (%f - %f)\n", DEFAULT_COLOR, min, max);
return false;
}
}
CGCamera::CGCamera() : CSimpleCamera(CWorld::GetNearClip(), CWorld::GetFarClip(), 90.0f * CMath::DEG2RAD) {
this->m_relativeTo = 0;
this->m_view = s_cameraView->GetInt();
this->m_distance = SStrToFloat(CGCamera::s_cameraViewDataDefault[this->m_view].m_distance);
this->m_yaw = 0.0f;
this->m_pitch = SStrToFloat(CGCamera::s_cameraViewDataDefault[this->m_view].m_pitch);
this->m_roll = 0.0f;
this->m_fovOffset = 0.0f;
}
float CGCamera::FOV() const {
// Clamp offset-adjusted FOV between 0pi and 1pi
return std::min(std::max(this->m_fov + this->m_fovOffset, 0.0f), CMath::PI);
}
C3Vector CGCamera::Forward() const {
if (this->m_relativeTo) {
return this->CSimpleCamera::Forward() * this->ParentToWorld();
}
return this->CSimpleCamera::Forward();
}
C33Matrix CGCamera::ParentToWorld() const {
// TODO
return {};
}
C3Vector CGCamera::Right() const {
if (this->m_relativeTo) {
return this->CSimpleCamera::Right() * this->ParentToWorld();
}
return this->CSimpleCamera::Right();
}
void CGCamera::SetupWorldProjection(const CRect& projRect) {
this->SetGxProjectionAndView(projRect);
}
C3Vector CGCamera::Up() const {
if (this->m_relativeTo) {
return this->CSimpleCamera::Up() * this->ParentToWorld();
}
return this->CSimpleCamera::Up();
}
void CameraRegisterCVars() {
// TODO
s_cameraView = CVar::Register("cameraView", nullptr, 0x10, "2", &ValidateCameraView, DEFAULT);
// TODO
}

48
src/ui/game/CGCamera.hpp Normal file
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#ifndef UI_GAME_C_G_CAMERA_HPP
#define UI_GAME_C_G_CAMERA_HPP
#include "ui/simple/CSimpleCamera.hpp"
#include "util/GUID.hpp"
class CGCamera : public CSimpleCamera {
public:
// Public structs
struct CameraViewData {
const char* m_distance;
const char* m_pitch;
const char* m_yaw;
};
// Public static variables
static CameraViewData s_cameraViewDataDefault[];
// Virtual public member functions
virtual ~CGCamera() = default;
virtual float FOV() const;
virtual C3Vector Forward() const;
virtual C3Vector Right() const;
virtual C3Vector Up() const;
// Public member functions
CGCamera();
C33Matrix ParentToWorld() const;
void SetupWorldProjection(const CRect& projRect);
private:
// Private member variables
// TODO
WOWGUID m_relativeTo;
// TODO
int32_t m_view;
// TODO
float m_distance;
float m_yaw;
float m_pitch;
float m_roll;
// TODO
float m_fovOffset;
};
void CameraRegisterCVars();
#endif

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@ -8,6 +8,7 @@
#include "ui/game/ActionBarScript.hpp"
#include "ui/game/BattlefieldInfoScript.hpp"
#include "ui/game/BattlenetUI.hpp"
#include "ui/game/CGCamera.hpp"
#include "ui/game/CGCharacterModelBase.hpp"
#include "ui/game/CGCooldown.hpp"
#include "ui/game/CGDressUpModelFrame.hpp"
@ -284,4 +285,8 @@ void CGGameUI::RegisterGameCVars() {
CVar::Register("fullSizeFocusFrame", "Increases the size of the focus frame to that of the target frame", 0x20, "0", nullptr, GAME);
// TODO
CameraRegisterCVars();
// TODO
}

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@ -13,4 +13,16 @@ enum SCRIPTEVENT {
// TODO
};
enum CAMERA_VIEW {
VIEW_FIRST_PERSON = 0,
VIEW_THIRD_PERSON_A = 1,
VIEW_THIRD_PERSON_B = 2,
VIEW_THIRD_PERSON_C = 3,
VIEW_THIRD_PERSON_D = 4,
VIEW_THIRD_PERSON_E = 5,
VIEW_COMMENTATOR = 6,
VIEW_BARBER_SHOP = 7,
MAX_CAMERA_VIEWS,
};
#endif

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@ -104,10 +104,6 @@ void CSimpleCamera::SetFieldOfView(float fov) {
this->m_fov = fov;
}
void CSimpleCamera::SetNearZ(float nearZ) {
this->m_nearZ = nearZ;
}
void CSimpleCamera::SetGxProjectionAndView(const CRect& projRect) {
// Projection
@ -127,6 +123,14 @@ void CSimpleCamera::SetGxProjectionAndView(const CRect& projRect) {
GxXformSetView(viewMat);
}
void CSimpleCamera::SetNearZ(float nearZ) {
this->m_nearZ = nearZ;
}
void CSimpleCamera::SetScreenAspect(const CRect& screenRect) {
this->m_aspect = (screenRect.maxX - screenRect.minX) / (screenRect.maxY - screenRect.minY);
}
C3Vector CSimpleCamera::Up() const {
return { this->m_facing.c0, this->m_facing.c1, this->m_facing.c2 };
}

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@ -25,6 +25,7 @@ class CSimpleCamera {
void SetFieldOfView(float fov);
void SetGxProjectionAndView(const CRect& projRect);
void SetNearZ(float nearZ);
void SetScreenAspect(const CRect& screenRect);
protected:
// Protected member variables