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Vector.h
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#pragma once
#include "include.h"
/* Resolution */
int Width = 1920;
int Height = 1080;
/* Resolution */
/* PI */
#define M_PI 3.141592
double PI = 3.1415926535897931;
#define DEG2RAD(x) x * M_PI / 180.0
/* PI */
class Vector3
{
public:
float x, y, z;
Vector3() :x(0.0f), y(0.0f), z(0.0f) {}
Vector3(float _x, float _y, float _z) :x(_x), y(_y), z(_z) {}
//Vector(const FVector& v) :x(v.X), y(v.Y), z(v.Z) {}
float InnerProduct(const Vector3& v) const {
return (x * v.x) + (y * v.y) + (z * v.z);
}
Vector3 OuterProduct(const Vector3& v) const {
Vector3 output;
output.x = (y * v.z) - (z * v.y);
output.y = (z * v.x) - (x * v.z);
output.z = (x * v.y) - (y * v.x);
return output;
}
Vector3 Min(const Vector3& v) const {
Vector3 output;
output.x = x < v.x ? x : v.x;
output.y = y < v.y ? y : v.y;
output.z = z < v.z ? z : v.z;
return output;
}
Vector3 Max(const Vector3& v) const {
Vector3 output;
output.x = x > v.x ? x : v.x;
output.y = y > v.y ? y : v.y;
output.z = z > v.z ? z : v.z;
return output;
}
bool operator == (const Vector3& v) const {
return x == v.x && y == v.y && z == v.z;
}
bool operator != (const Vector3& v) const {
return !(*this == v);
}
Vector3 operator - () const {
return Vector3(-x, -y, -z);
}
Vector3 operator + (const Vector3& v) const {
return Vector3(x + v.x, y + v.y, z + v.z);
}
Vector3 operator - (const Vector3& v) const {
return Vector3(x - v.x, y - v.y, z - v.z);
}
Vector3 operator * (const float fValue) const {
return Vector3(x * fValue, y * fValue, z * fValue);
}
void Normalize() {
float factor = 1.0f / sqrtf(x * x + y * y + z * z);
(*this) = (*this) * factor;
}
float Length() const {
return sqrtf(x * x + y * y + z * z);
}
float Distance(const Vector3& v) const {
return (v - *this).Length();
}
Vector3 operator ^ (const Vector3& v) const {
return OuterProduct(v);
}
float operator * (const Vector3& v) const {
return InnerProduct(v);
}
};
struct FVector
{
float X; // 0x0000(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_SaveGame, CPF_IsPlainOldData)
float Y; // 0x0004(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_SaveGame, CPF_IsPlainOldData)
float Z; // 0x0008(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_SaveGame, CPF_IsPlainOldData)
operator Vector3() { return Vector3(X, Y, Z); }
};
struct FQuat
{
float x;
float y;
float z;
float w;
};
D3DXMATRIX Matrix(Vector3 rot, Vector3 origin = Vector3(0, 0, 0))
{
float radPitch = (rot.x * float(M_PI) / 180.f);
float radYaw = (rot.y * float(M_PI) / 180.f);
float radRoll = (rot.z * float(M_PI) / 180.f);
float SP = sinf(radPitch);
float CP = cosf(radPitch);
float SY = sinf(radYaw);
float CY = cosf(radYaw);
float SR = sinf(radRoll);
float CR = cosf(radRoll);
D3DMATRIX matrix;
matrix.m[0][0] = CP * CY;
matrix.m[0][1] = CP * SY;
matrix.m[0][2] = SP;
matrix.m[0][3] = 0.f;
matrix.m[1][0] = SR * SP * CY - CR * SY;
matrix.m[1][1] = SR * SP * SY + CR * CY;
matrix.m[1][2] = -SR * CP;
matrix.m[1][3] = 0.f;
matrix.m[2][0] = -(CR * SP * CY + SR * SY);
matrix.m[2][1] = CY * SR - CR * SP * SY;
matrix.m[2][2] = CR * CP;
matrix.m[2][3] = 0.f;
matrix.m[3][0] = origin.x;
matrix.m[3][1] = origin.y;
matrix.m[3][2] = origin.z;
matrix.m[3][3] = 1.f;
return matrix;
}
struct FTransform
{
FQuat rot;
Vector3 translation;
char pad[4];
Vector3 scale;
char pad1[4];
D3DMATRIX ToMatrixWithScale()
{
D3DMATRIX m;
m._41 = translation.x;
m._42 = translation.y;
m._43 = translation.z;
float x2 = rot.x + rot.x;
float y2 = rot.y + rot.y;
float z2 = rot.z + rot.z;
float xx2 = rot.x * x2;
float yy2 = rot.y * y2;
float zz2 = rot.z * z2;
m._11 = (1.0f - (yy2 + zz2)) * scale.x;
m._22 = (1.0f - (xx2 + zz2)) * scale.y;
m._33 = (1.0f - (xx2 + yy2)) * scale.z;
float yz2 = rot.y * z2;
float wx2 = rot.w * x2;
m._32 = (yz2 - wx2) * scale.z;
m._23 = (yz2 + wx2) * scale.y;
float xy2 = rot.x * y2;
float wz2 = rot.w * z2;
m._21 = (xy2 - wz2) * scale.y;
m._12 = (xy2 + wz2) * scale.x;
float xz2 = rot.x * z2;
float wy2 = rot.w * y2;
m._31 = (xz2 + wy2) * scale.z;
m._13 = (xz2 - wy2) * scale.x;
m._14 = 0.0f;
m._24 = 0.0f;
m._34 = 0.0f;
m._44 = 1.0f;
return m;
}
};
struct FMinimalViewInfo
{
class Vector3 Location; // 0x0000(0x000C) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
class Vector3 Rotation; // 0x000C(0x000C) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
float FOV; // 0x0018(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
float OrthoWidth; // 0x001C(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
float OrthoNearClipPlane; // 0x0020(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
float OrthoFarClipPlane; // 0x0024(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
float AspectRatio; // 0x0028(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
};
struct FCameraCacheEntry
{
float TimeStamp; // 0x0000(0x0004) (CPF_ZeroConstructor, CPF_IsPlainOldData)
unsigned char UnknownData00[0xC]; // 0x0004(0x000C) MISSED OFFSET
struct FMinimalViewInfo POV; // 0x0010(0x0530)
};
class Rotator
{
public:
float yaw;
float pitch;
float roll;
Rotator() : yaw(0.f), pitch(0.f), roll(0.f)
{
}
Rotator(float _x, float _y, float _z) : yaw(_x), pitch(_y), roll(_z)
{
}
~Rotator()
{
}
};
Vector3 WorldToScreen(Vector3 WorldLocation, FCameraCacheEntry CameraCacheL)
{
Vector3 Screenlocation = Vector3(0, 0, 0);
auto POV = CameraCacheL.POV;
Vector3 Rotation = POV.Rotation; // FRotator
D3DMATRIX tempMatrix = Matrix(Rotation); // Matrix
Vector3 vAxisX, vAxisY, vAxisZ;
vAxisX = Vector3(tempMatrix.m[0][0], tempMatrix.m[0][1], tempMatrix.m[0][2]);
vAxisY = Vector3(tempMatrix.m[1][0], tempMatrix.m[1][1], tempMatrix.m[1][2]);
vAxisZ = Vector3(tempMatrix.m[2][0], tempMatrix.m[2][1], tempMatrix.m[2][2]);
Vector3 vDelta = WorldLocation - POV.Location;
Vector3 vTransformed = Vector3(vDelta * vAxisY, vDelta * vAxisZ, vDelta * vAxisX);
if (vTransformed.z < 1.f)
vTransformed.z = 1.f;
float FovAngle = POV.FOV;
float ScreenCenterX = Width / 2.0f;
float ScreenCenterY = Height / 2.0f;
Screenlocation.x = ScreenCenterX + vTransformed.x * (ScreenCenterX / tanf(FovAngle * (float)M_PI / 360.f)) / vTransformed.z;
Screenlocation.y = ScreenCenterY - vTransformed.y * (ScreenCenterX / tanf(FovAngle * (float)M_PI / 360.f)) / vTransformed.z;
return Screenlocation;
}
D3DMATRIX MatrixMultiplication(D3DMATRIX pM1, D3DMATRIX pM2)
{
D3DMATRIX pOut;
pOut._11 = pM1._11 * pM2._11 + pM1._12 * pM2._21 + pM1._13 * pM2._31 + pM1._14 * pM2._41;
pOut._12 = pM1._11 * pM2._12 + pM1._12 * pM2._22 + pM1._13 * pM2._32 + pM1._14 * pM2._42;
pOut._13 = pM1._11 * pM2._13 + pM1._12 * pM2._23 + pM1._13 * pM2._33 + pM1._14 * pM2._43;
pOut._14 = pM1._11 * pM2._14 + pM1._12 * pM2._24 + pM1._13 * pM2._34 + pM1._14 * pM2._44;
pOut._21 = pM1._21 * pM2._11 + pM1._22 * pM2._21 + pM1._23 * pM2._31 + pM1._24 * pM2._41;
pOut._22 = pM1._21 * pM2._12 + pM1._22 * pM2._22 + pM1._23 * pM2._32 + pM1._24 * pM2._42;
pOut._23 = pM1._21 * pM2._13 + pM1._22 * pM2._23 + pM1._23 * pM2._33 + pM1._24 * pM2._43;
pOut._24 = pM1._21 * pM2._14 + pM1._22 * pM2._24 + pM1._23 * pM2._34 + pM1._24 * pM2._44;
pOut._31 = pM1._31 * pM2._11 + pM1._32 * pM2._21 + pM1._33 * pM2._31 + pM1._34 * pM2._41;
pOut._32 = pM1._31 * pM2._12 + pM1._32 * pM2._22 + pM1._33 * pM2._32 + pM1._34 * pM2._42;
pOut._33 = pM1._31 * pM2._13 + pM1._32 * pM2._23 + pM1._33 * pM2._33 + pM1._34 * pM2._43;
pOut._34 = pM1._31 * pM2._14 + pM1._32 * pM2._24 + pM1._33 * pM2._34 + pM1._34 * pM2._44;
pOut._41 = pM1._41 * pM2._11 + pM1._42 * pM2._21 + pM1._43 * pM2._31 + pM1._44 * pM2._41;
pOut._42 = pM1._41 * pM2._12 + pM1._42 * pM2._22 + pM1._43 * pM2._32 + pM1._44 * pM2._42;
pOut._43 = pM1._41 * pM2._13 + pM1._42 * pM2._23 + pM1._43 * pM2._33 + pM1._44 * pM2._43;
pOut._44 = pM1._41 * pM2._14 + pM1._42 * pM2._24 + pM1._43 * pM2._34 + pM1._44 * pM2._44;
return pOut;
}
struct BoneArrayStruct {
FTransform BoneArray[198]; //198
};