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Camera.cpp
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Camera.cpp
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/**
* Rainbow Six: Siege SDK
* Copyright (C) 2017 RangeMachine
*/
#include "Camera.h"
#include "Offsets.h"
#include "Memory.h"
#include "Helpers.h"
#include "ImGui/imgui.h"
namespace Engine
{
Vector3& Camera::GetViewRight()
{
if (!Memory::IsValidPtr<Camera>(this))
return *(new Vector3());
return *Memory::Ptr<Vector3*>(this, OFFSET_CAMERA_VIEWRIGHT);
}
Vector3& Camera::GetViewUp()
{
if (!Memory::IsValidPtr<Camera>(this))
return *(new Vector3());
return *Memory::Ptr<Vector3*>(this, OFFSET_CAMERA_VIEWUP);
}
Vector3& Camera::GetViewForward()
{
if (!Memory::IsValidPtr<Camera>(this))
return *(new Vector3());
return *Memory::Ptr<Vector3*>(this, OFFSET_CAMERA_VIEFORWARD);
}
Vector3& Camera::GetViewTranslation()
{
if (!Memory::IsValidPtr<Camera>(this))
return *(new Vector3());
return *Memory::Ptr<Vector3*>(this, OFFSET_CAMERA_VIEWTRANSLATION);
}
float Camera::GetViewFovX()
{
if (!Memory::IsValidPtr<Camera>(this))
return 0.0f;
return *Memory::Ptr<float*>(this, OFFSET_CAMERA_VIEWFOVX);
}
float Camera::GetViewFovY()
{
if (!Memory::IsValidPtr<Camera>(this))
return 0.0f;
return *Memory::Ptr<float*>(this, OFFSET_CAMERA_VIEWFOVY);
}
Vector3 Camera::WorldToScreen(Vector3& position)
{
if (!Memory::IsValidPtr<Camera>(this))
return *(new Vector3());
Vector3 temp = position - GetViewTranslation();
float x = temp.Dot(GetViewRight());
float y = temp.Dot(GetViewUp());
float z = temp.Dot(GetViewForward() * -1);
ImGuiIO& io = ImGui::GetIO();
return *(new Vector3(
(io.DisplaySize.x / 2) * (1 + x / GetViewFovX() / z),
(io.DisplaySize.y / 2) * (1 - y / GetViewFovY() / z),
z));
}
}