using System.Numerics;
using Roboto.Memory;
using WdStruct = Roboto.GameOffsets.States.WorldData;
namespace Roboto.Memory.Objects;
///
/// Reads WorldData struct (168B, 1 RPM) and resolves the camera matrix.
/// Primary camera source: WorldData.CameraPtr. Fallback: InGameState.CameraPtr (set via FallbackCameraPtr).
///
public sealed class WorldData : RemoteObject
{
private WdStruct _data;
/// Camera pointer from InGameState, set by InGameState before Update() is called.
public nint FallbackCameraPtr { get; set; }
public Matrix4x4? CameraMatrix { get; private set; }
/// Resolved address of the camera matrix for hot-path caching.
public nint CameraMatrixAddress { get; private set; }
public WorldData(MemoryContext ctx) : base(ctx) { }
protected override bool ReadData()
{
var mem = Ctx.Memory;
var offsets = Ctx.Offsets;
// Read the full WorldData struct (0xA8 = 168 bytes, 1 RPM)
_data = mem.Read(Address);
// Resolve camera: primary from WorldData, fallback from InGameState
if (offsets.CameraMatrixOffset <= 0)
return true;
var camPtr = _data.CameraPtr;
if (camPtr == 0)
camPtr = FallbackCameraPtr;
if (camPtr == 0)
return true;
var matrixAddr = camPtr + offsets.CameraMatrixOffset;
CameraMatrixAddress = matrixAddr;
var m = mem.Read(matrixAddr);
if (float.IsNaN(m.M11) || float.IsInfinity(m.M11))
return true;
CameraMatrix = m;
return true;
}
protected override void Clear()
{
_data = default;
FallbackCameraPtr = 0;
CameraMatrix = null;
CameraMatrixAddress = 0;
}
}