diff --git a/main.cpp b/main.cpp index 73c8cc53b..3350c0017 100644 --- a/main.cpp +++ b/main.cpp @@ -38,15 +38,62 @@ constexpr const char* kGameModule = "libil2cpp.so"; constexpr size_t kMaxLogSize = 30; constexpr size_t kMaxPlayers = 10; +// ============================================================================ +// ★ W2S 核心数学引擎 (列优先 Column-Major) +// ============================================================================ +struct Vector2 { float x, y; }; +struct Vector3 { float x, y, z; }; + +// 采用一维数组存储 16 个浮点数,完美契合 Unity 列优先内存布局 +struct Matrix4x4 { + float m[16]; +}; + +// 矩阵乘法:计算 Proj * View +Matrix4x4 MultiplyMatrix(const Matrix4x4& a, const Matrix4x4& b) { + Matrix4x4 res; + for (int c = 0; c < 4; c++) { + for (int r = 0; r < 4; r++) { + res.m[c * 4 + r] = + a.m[0 * 4 + r] * b.m[c * 4 + 0] + + a.m[1 * 4 + r] * b.m[c * 4 + 1] + + a.m[2 * 4 + r] * b.m[c * 4 + 2] + + a.m[3 * 4 + r] * b.m[c * 4 + 3]; + } + } + return res; +} + +// 核心 W2S 算法:世界 3D 坐标转换为屏幕 2D 像素坐标 (严格列优先计算) +bool WorldToScreen(const Vector3& pos, const Matrix4x4& viewProj, Vector2& screenPos, float screenW, float screenH) { + // 1. 计算裁剪空间的 W (深度/Z轴) + float clipW = pos.x * viewProj.m[3] + pos.y * viewProj.m[7] + pos.z * viewProj.m[11] + viewProj.m[15]; + + // 如果 W < 0.1,说明物体在摄像机背面或紧贴镜头,不进行绘制 + if (clipW < 0.1f) return false; + + // 2. 计算裁剪空间的 X 和 Y + float clipX = pos.x * viewProj.m[0] + pos.y * viewProj.m[4] + pos.z * viewProj.m[8] + viewProj.m[12]; + float clipY = pos.x * viewProj.m[1] + pos.y * viewProj.m[5] + pos.z * viewProj.m[9] + viewProj.m[13]; + + // 3. 透视除法,转换为 NDC (标准化设备坐标) [-1.0, 1.0] + float ndcX = clipX / clipW; + float ndcY = clipY / clipW; + + // 4. 映射到屏幕物理像素坐标 + screenPos.x = (screenW / 2.0f) * (ndcX + 1.0f); + // Unity 和大多数引擎中,屏幕 Y 轴向下递增,NDC Y 轴向上递增,所以用 1.0f - ndcY 反转 + screenPos.y = (screenH / 2.0f) * (1.0f - ndcY); + + return true; +} + // ============================================================================ // 日志系统类 // ============================================================================ class Logger { public: - static Logger& GetInstance() { - static Logger instance; - return instance; - } + static Logger& GetInstance() { static Logger instance; return instance; } void Print(const char* level, const char* fmt, ...) { char buf[1024]; @@ -58,9 +105,7 @@ public: __android_log_print(ANDROID_LOG_INFO, kTag, "%s%s", level, buf); std::lock_guard lock(m_mutex); - if (m_logs.size() >= kMaxLogSize) { - m_logs.pop_front(); - } + if (m_logs.size() >= kMaxLogSize) m_logs.pop_front(); m_logs.emplace_back(buf); } @@ -77,18 +122,15 @@ private: #define LOG_ERROR(...) Overlay::Logger::GetInstance().Print("[ERROR] ", __VA_ARGS__) // ============================================================================ -// 内存读取工具类 (mincore 安全方案) +// 内存读取工具类 (Mincore 防闪退方案) // ============================================================================ class MemoryReader { public: static bool IsValidAddress(uintptr_t address) { if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return false; - unsigned char vec[1]; uintptr_t pageStart = address & ~0xFFF; - if (mincore(reinterpret_cast(pageStart), 4096, vec) != 0) { - return false; - } + if (mincore(reinterpret_cast(pageStart), 4096, vec) != 0) return false; return true; } @@ -125,16 +167,15 @@ struct DynamicOffsets { uint32_t addr5ToMana = 0x24; uint32_t addr5ToMaxMana = 0x28; + + // ★ 同步你提供的最新相机矩阵偏移 + uint32_t cameraViewOffset = 0x4C; // WorldToCameraMatrix + uint32_t cameraProjOffset = 0x8C; // ProjectionMatrix }; struct PlayerData { - int32_t hp = 0; - int32_t maxHp = 0; - int32_t mana = 0; - int32_t maxMana = 0; - int32_t gold = 0; - int32_t level = 0; - float worldX = 0.0f, worldY = 0.0f, worldZ = 0.0f; + int32_t hp = 0, maxHp = 0, mana = 0, maxMana = 0, gold = 0, level = 0; + Vector3 worldPos; float mapX = 0.0f, mapY = 0.0f; }; @@ -146,6 +187,9 @@ struct GameSnapshot { DynamicOffsets offsets; DebugChain debug; std::vector players; + Matrix4x4 viewMatrix; + Matrix4x4 rawViewMatrix; // ★ 新增:保存原始 View 矩阵用于格式化打印 + Matrix4x4 rawProjMatrix; // ★ 新增:保存原始 Proj 矩阵用于格式化打印 }; // ============================================================================ @@ -184,7 +228,7 @@ private: }; // ============================================================================ -// 数据引擎 +// 核心数据引擎 // ============================================================================ class EngineCore { public: @@ -198,6 +242,9 @@ public: DynamicOffsets GetOffsets() { std::lock_guard lock(m_offsetMutex); return m_offsets; } void SetActorManager(uintptr_t address) { m_actorManager.store(address); } + void SetCameraMatrixPtr(uintptr_t address) { m_cameraMatrixPtr.store(address); } + uintptr_t GetCameraMatrixPtr() { return m_cameraMatrixPtr.load(); } + std::mutex& GetOffsetMutex() { return m_offsetMutex; } DynamicOffsets& GetOffsetsRef() { return m_offsets; } @@ -205,43 +252,41 @@ private: EngineCore() : m_currentSnapshot(std::make_shared()) {} void DataWorkerLoop() { - static uintptr_t lastLogX0 = 0; - static uintptr_t lastLogAddr1 = 0; - static uintptr_t lastLogAddr2 = 0; - while (true) { auto newSnap = std::make_shared(); newSnap->offsets = GetOffsets(); + // 1. 读取并融合摄像机矩阵 (自动获取) + uintptr_t camBase = m_cameraMatrixPtr.load(); + if (camBase != 0 && MemoryReader::IsValidAddress(camBase)) { + // 根据你提供的偏移读取列优先矩阵 + Matrix4x4 view = MemoryReader::SafeRead(camBase + newSnap->offsets.cameraViewOffset); + Matrix4x4 proj = MemoryReader::SafeRead(camBase + newSnap->offsets.cameraProjOffset); + + // ★ 记录原始矩阵用于 UI 完美复刻截图输出 + newSnap->rawViewMatrix = view; + newSnap->rawProjMatrix = proj; + + // 矩阵乘法:Projection * View + newSnap->viewMatrix = MultiplyMatrix(proj, view); + } else { + memset(&newSnap->viewMatrix, 0, sizeof(Matrix4x4)); + memset(&newSnap->rawViewMatrix, 0, sizeof(Matrix4x4)); + memset(&newSnap->rawProjMatrix, 0, sizeof(Matrix4x4)); + } + + // 2. 读取游戏英雄数据 uintptr_t baseX0 = m_actorManager.load(); if (baseX0 != 0 && MemoryReader::IsValidAddress(baseX0)) { newSnap->inMatch = true; newSnap->debug.baseX0 = baseX0; - // 实时输出获取到的基址和偏移数据 - if (baseX0 != lastLogX0) { - LOG_INFO("数据更新 -> 捕获到新基址 x0: 0x%lx", baseX0); - lastLogX0 = baseX0; - } - uintptr_t addr1 = MemoryReader::SafeRead(baseX0 + newSnap->offsets.x0ToAddr1); newSnap->debug.addr1 = addr1; - if (addr1) { - if (addr1 != lastLogAddr1) { - LOG_INFO("数据解引用 -> addr1: 0x%lx (偏移: 0x%X)", addr1, newSnap->offsets.x0ToAddr1); - lastLogAddr1 = addr1; - } - uintptr_t addr2 = MemoryReader::SafeRead(addr1 + newSnap->offsets.addr1ToAddr2); newSnap->debug.addr2 = addr2; - if (addr2) { - if (addr2 != lastLogAddr2) { - LOG_INFO("数据解引用 -> addr2[英雄数组]: 0x%lx (偏移: 0x%X)", addr2, newSnap->offsets.addr1ToAddr2); - lastLogAddr2 = addr2; - } - ParsePlayers(newSnap, addr2); - } + if (addr2) ParsePlayers(newSnap, addr2); } } @@ -249,7 +294,7 @@ private: std::lock_guard lock(m_snapshotMutex); m_currentSnapshot = newSnap; } - std::this_thread::sleep_for(std::chrono::milliseconds(16)); + std::this_thread::sleep_for(std::chrono::milliseconds(16)); // 60Hz 刷新率 } } @@ -263,15 +308,11 @@ private: if (!addr3) continue; PlayerData p; + p.worldPos.x = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x0); + p.worldPos.y = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x4); + p.worldPos.z = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x8); - // 按要求读取并输出 3 个坐标: X, Y, Z - p.worldX = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x0); - p.worldY = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x4); - p.worldZ = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x8); - - // 映射到雷达的2D平面坐标 - p.mapX = p.worldX; - p.mapY = p.worldZ; + p.mapX = p.worldPos.x; p.mapY = p.worldPos.z; uintptr_t addr4 = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToAddr4); snap->debug.items[i].addr4 = addr4; @@ -289,10 +330,7 @@ private: p.maxMana = MemoryReader::FastRead(addr5 + snap->offsets.addr5ToMaxMana); } } - - if (p.maxHp > 0 && p.maxHp < 50000) { - snap->players.push_back(p); - } + if (p.maxHp > 0 && p.maxHp < 50000) snap->players.push_back(p); } } @@ -300,11 +338,13 @@ private: std::mutex m_snapshotMutex; DynamicOffsets m_offsets; std::mutex m_offsetMutex; + std::atomic m_actorManager{0}; + std::atomic m_cameraMatrixPtr{0}; }; // ============================================================================ -// UI 渲染引擎 (专业科技风修复版) +// UI 渲染引擎 // ============================================================================ class UIRenderer { public: @@ -332,13 +372,19 @@ public: ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); + // === 3D 屏幕透视绘制引擎 (Draw ESP) === + // m[15] (第四行第四列) 不为0说明矩阵已经成功读取并融合 + if (m_showESP && snap->inMatch && snap->viewMatrix.m[15] != 0.0f) { + DrawESP(w, h, snap, finalScale); + } + if (touch.IsDown()) { ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 15.0f * finalScale, IM_COL32(0, 255, 255, 120)); ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 22.0f * finalScale, IM_COL32(0, 255, 255, 200), 0, 2.0f); } - DrawMainWindow(w, h, snap, finalScale); - if (m_showDebugger) DrawDebugger(w, h, snap); + if (m_showMenu) DrawMainWindow(w, h, snap, finalScale); + if (m_showDebugger) DrawDebugger(w, h, snap, finalScale); if (m_showRadar && snap->inMatch) DrawRadar(w, h, snap, finalScale); ImGui::Render(); @@ -352,6 +398,8 @@ private: static ImGuiStyle m_defaultStyle; static bool m_showDebugger; static bool m_showRadar; + static bool m_showESP; + static bool m_showMenu; static void ApplyTechStyle(ImGuiStyle& style) { ImVec4* colors = style.Colors; @@ -414,12 +462,59 @@ private: for (const char* fontPath : systemFonts) { if (access(fontPath, R_OK) == 0) { io.Fonts->AddFontFromFileTTF(fontPath, 24.0f, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); - fontLoaded = true; - break; + fontLoaded = true; break; } } - if (!fontLoaded) { - io.Fonts->AddFontDefault(); + if (!fontLoaded) io.Fonts->AddFontDefault(); + } + + static void DrawESP(float w, float h, std::shared_ptr& snap, float scale) { + ImDrawList* drawList = ImGui::GetBackgroundDrawList(); + ImVec2 screenBottomCenter(w / 2.0f, h); + + for (const auto& p : snap->players) { + if (p.hp <= 0 || p.maxHp <= 0) continue; + + // 1. 底端坐标转换为屏幕坐标 + Vector2 screenFoot; + if (!WorldToScreen(p.worldPos, snap->viewMatrix, screenFoot, w, h)) continue; + + // 2. 头部坐标转换 (此处假设人物高度是 2.0f,你可以根据游戏实际模型适当调整) + Vector3 headPos = { p.worldPos.x, p.worldPos.y + 2.0f, p.worldPos.z }; + Vector2 screenHead; + if (!WorldToScreen(headPos, snap->viewMatrix, screenHead, w, h)) continue; + + // 3. 计算方框大小 + float boxHeight = screenFoot.y - screenHead.y; + float boxWidth = boxHeight / 1.5f; // 高宽比 1.5:1 + + if (screenFoot.y < 0 || screenHead.y > h || screenFoot.x + boxWidth/2 < 0 || screenFoot.x - boxWidth/2 > w) continue; + + ImVec2 topLeft(screenHead.x - boxWidth / 2, screenHead.y); + ImVec2 bottomRight(screenFoot.x + boxWidth / 2, screenFoot.y); + + // 绘制科幻青色边框 + drawList->AddRect(topLeft, bottomRight, IM_COL32(0, 255, 255, 200), 0.0f, 0, 1.5f * scale); + drawList->AddRect(topLeft, bottomRight, IM_COL32(0, 0, 0, 255), 0.0f, 0, 3.0f * scale); // 外阴影 + + // 射线连线 + drawList->AddLine(screenBottomCenter, ImVec2(screenFoot.x, screenFoot.y), IM_COL32(255, 255, 255, 80), 1.0f * scale); + + // 血条渲染 + float hpRatio = (float)p.hp / (float)p.maxHp; + ImVec2 hpTopLeft(topLeft.x - 10.0f * scale, bottomRight.y - boxHeight * hpRatio); + ImVec2 hpBottomRight(topLeft.x - 4.0f * scale, bottomRight.y); + + drawList->AddRectFilled(ImVec2(topLeft.x - 10.0f * scale, topLeft.y), ImVec2(topLeft.x - 4.0f * scale, bottomRight.y), IM_COL32(0, 0, 0, 180)); + ImU32 hpColor = hpRatio > 0.5f ? IM_COL32(0, 255, 0, 255) : (hpRatio > 0.2f ? IM_COL32(255, 255, 0, 255) : IM_COL32(255, 0, 0, 255)); + drawList->AddRectFilled(hpTopLeft, hpBottomRight, hpColor); + + // 顶部信息 + char info[64]; + snprintf(info, sizeof(info), "Lv.%d | G:%d", p.level, p.gold); + ImVec2 textSize = ImGui::CalcTextSize(info); + drawList->AddRectFilled(ImVec2(screenHead.x - textSize.x/2 - 4, screenHead.y - textSize.y - 6), ImVec2(screenHead.x + textSize.x/2 + 4, screenHead.y - 2), IM_COL32(0, 0, 0, 180)); + drawList->AddText(ImVec2(screenHead.x - textSize.x / 2, screenHead.y - textSize.y - 4), IM_COL32(255, 255, 255, 255), info); } } @@ -427,7 +522,7 @@ private: ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.50f, h * 0.55f), ImGuiCond_FirstUseEver); - if (ImGui::Begin("CYBER-CORE // 战术数据终端", nullptr, ImGuiWindowFlags_NoCollapse)) { + if (ImGui::Begin("CYBER-CORE // 战术数据终端", &m_showMenu, ImGuiWindowFlags_NoCollapse)) { float footerHeight = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing() + 5.0f; ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footerHeight), false, ImGuiWindowFlags_HorizontalScrollbar); @@ -437,42 +532,36 @@ private: ImGui::Separator(); if (!m_isHookInstalled) { ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.8f, 0.15f, 0.25f, 1.0f)); - ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.9f, 0.2f, 0.35f, 1.0f)); - if (ImGui::Button("[ ⚠ ] 建立核心态神经链路 (Kernel Hook)", ImVec2(-1, 0))) { - extern void InstallHooks(); - InstallHooks(); - } - ImGui::PopStyleColor(2); + if (ImGui::Button("[ ⚠ ] 建立核心态神经链路 (Kernel Hook)", ImVec2(-1, 0))) { extern void InstallHooks(); InstallHooks(); } + ImGui::PopStyleColor(1); } else { - ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.1f, 0.6f, 0.2f, 0.4f)); - ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.1f, 0.6f, 0.2f, 0.4f)); - ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.1f, 0.6f, 0.2f, 0.4f)); - ImGui::Button("✅ [ ONLINE ] 链路已建立", ImVec2(-1, 0)); - ImGui::PopStyleColor(3); + ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.4f, 1.0f), "✅ [ ONLINE ] 核心链路稳定连接中..."); } ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "LOG: %s", m_hookStatusMsg.c_str()); ImGui::EndChild(); if (ImGui::CollapsingHeader("TACTICAL_CALIBRATION // 模块校准", ImGuiTreeNodeFlags_DefaultOpen)) { - ImGui::Checkbox("HUD 全息雷达", &m_showRadar); ImGui::SameLine(0, 30.0f * finalScale); + ImGui::Checkbox("屏幕 ESP 透视", &m_showESP); ImGui::SameLine(0, 30.0f * finalScale); + ImGui::Checkbox("HUD 小雷达", &m_showRadar); ImGui::SameLine(0, 30.0f * finalScale); ImGui::Checkbox("DBG 内存探针", &m_showDebugger); + + // 动态显示相机矩阵挂载状态 + if (snap->viewMatrix.m[15] == 0.0f) { + ImGui::TextColored(ImVec4(1, 0.4f, 0.4f, 1), "[!] 警告: ESP 等待相机矩阵抓取 (等待15秒自动同步)..."); + } else { + ImGui::TextColored(ImVec4(0, 1.0f, 0, 1), "[√] 相机矩阵已自动链接,W2S (ESP透视) 在线。"); + } } ImGui::Spacing(); ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "DATA_STREAM // 实战数据解析"); - if (!snap->inMatch || snap->players.empty()) { ImGui::TextColored(ImVec4(1, 0.5f, 0, 1), ">> 等待战场实体同步..."); } else { - if (ImGui::BeginTable("PlayersTable", 5, - ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingStretchProp)) - { + if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingStretchProp)) { ImGui::TableSetupColumn("LVL", ImGuiTableColumnFlags_WidthFixed); - ImGui::TableSetupColumn("HP"); - ImGui::TableSetupColumn("MP"); - ImGui::TableSetupColumn("GOLD"); - // 修改表头,按要求输出 3 个坐标 - ImGui::TableSetupColumn("POS(X, Y, Z)"); + ImGui::TableSetupColumn("HP"); ImGui::TableSetupColumn("MP"); + ImGui::TableSetupColumn("GOLD"); ImGui::TableSetupColumn("POS(X, Y, Z)"); ImGui::TableHeadersRow(); for (const auto& p : snap->players) { @@ -481,8 +570,7 @@ private: ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp); ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0, 0.8f, 1, 1), "%d/%d", p.mana, p.maxMana); ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.9f, 0.9f, 0.9f, 1), "%d", p.gold); - // 输出按原先的3个坐标(X, Y, Z) - ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.8f, 1), "%.1f, %.1f, %.1f", p.worldX, p.worldY, p.worldZ); + ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.8f, 1), "%.1f, %.1f, %.1f", p.worldPos.x, p.worldPos.y, p.worldPos.z); } ImGui::EndTable(); } @@ -493,10 +581,7 @@ private: ImGui::Separator(); ImGui::AlignTextToFramePadding(); ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.8f, 1.0f), "[ STABLE ]"); - - ImGui::SameLine(); - ImGui::TextDisabled("|"); - ImGui::SameLine(); + ImGui::SameLine(); ImGui::TextDisabled("|"); ImGui::SameLine(); ImGui::PushItemWidth(-1); ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.0f, 0.4f, 0.6f, 0.4f)); @@ -544,11 +629,11 @@ private: ImGui::PopStyleColor(2); } - static void DrawDebugger(float w, float h, std::shared_ptr& snap) { + static void DrawDebugger(float w, float h, std::shared_ptr& snap, float finalScale) { ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(w * 0.45f, h * 0.7f), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(w * 0.50f, h * 0.7f), ImGuiCond_FirstUseEver); - if (ImGui::Begin("MEMORY_PROBE // 内存深度探查")) { + if (ImGui::Begin("MEMORY_PROBE // 内存深度探查", &m_showDebugger)) { auto& engine = EngineCore::GetInstance(); std::lock_guard lock(engine.GetOffsetMutex()); auto& offsets = engine.GetOffsetsRef(); @@ -562,20 +647,39 @@ private: ImGui::PopID(); }; - ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "当前 x0 基址: 0x%lx", snap->debug.baseX0); + if (ImGui::CollapsingHeader("OFFSET_MATRIX // 数据指针树", ImGuiTreeNodeFlags_DefaultOpen)) { + ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "当前 x0 基址: 0x%lx", snap->debug.baseX0); + drawOffsetBtn("x0_to_addr1", offsets.x0ToAddr1); + drawOffsetBtn("addr1_to_addr2", offsets.addr1ToAddr2); + drawOffsetBtn("arrayStart", offsets.arrayStart); + drawOffsetBtn("item_to_addr3", offsets.itemToAddr3); + drawOffsetBtn("addr3ToAddr4", offsets.addr3ToAddr4); + drawOffsetBtn("addr4ToAddr5", offsets.addr4ToAddr5); + + ImGui::Separator(); + ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "当前 Camera 基址: 0x%lx", engine.GetCameraMatrixPtr()); + drawOffsetBtn("cameraViewOffset", offsets.cameraViewOffset); + drawOffsetBtn("cameraProjOffset", offsets.cameraProjOffset); + } + + // ★ 新增:完全还原截图里的矩阵格式化输出 + if (ImGui::CollapsingHeader("MATRIX_DUMP // 内存矩阵专项测试输出", ImGuiTreeNodeFlags_DefaultOpen)) { + auto drawMatrix = [](const char* title, const Matrix4x4& mat, uint32_t offset) { + ImGui::TextColored(ImVec4(0.4f, 0.9f, 1.0f, 1.0f), "[专项测试] 偏移 0x%X (疑似 %s)", offset, title); + // 按内存顺序(每4个浮点数一行)输出,完美复刻截图日志格式 + for (int i = 0; i < 4; ++i) { + ImGui::Text(" %9.5f %9.5f %9.5f %9.5f", + mat.m[i*4 + 0], mat.m[i*4 + 1], mat.m[i*4 + 2], mat.m[i*4 + 3]); + } + ImGui::Spacing(); + }; + + drawMatrix("m_prevWorldToCameraMatrix", snap->rawViewMatrix, offsets.cameraViewOffset); + drawMatrix("m_prevProjectionMatrix", snap->rawProjMatrix, offsets.cameraProjOffset); + } + ImGui::Separator(); - - drawOffsetBtn("x0_to_addr1", offsets.x0ToAddr1); - drawOffsetBtn("addr1_to_addr2", offsets.addr1ToAddr2); - drawOffsetBtn("arrayStart", offsets.arrayStart); - drawOffsetBtn("item_to_addr3", offsets.itemToAddr3); - drawOffsetBtn("addr3ToAddr4", offsets.addr3ToAddr4); - drawOffsetBtn("addr4ToAddr5", offsets.addr4ToAddr5); - - ImGui::Separator(); - - // 展示所有获取到的关键指针日志 - ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "SYS_LOG // 终端底层回执 (显示Hook与解引用详情)"); + ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "SYS_LOG // 终端底层回执"); auto& logger = Logger::GetInstance(); std::lock_guard logLock(logger.GetMutex()); @@ -594,6 +698,8 @@ float UIRenderer::m_userScale = 1.0f; ImGuiStyle UIRenderer::m_defaultStyle; bool UIRenderer::m_showDebugger = false; bool UIRenderer::m_showRadar = true; +bool UIRenderer::m_showESP = true; +bool UIRenderer::m_showMenu = true; bool UIRenderer::m_isHookInstalled = false; std::string UIRenderer::m_hookStatusMsg = "等待用户指令..."; @@ -629,20 +735,57 @@ uintptr_t GetModuleBase(const char* moduleName) { return info.base; } +// === 核心数据 Hook === typedef void (*InitActorParamsFunc)(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7); static InitActorParamsFunc g_oldInitActorParams = nullptr; void HookInitActorParams(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7) { if (x0 != nullptr && reinterpret_cast(x0) > 0x10000000) { EngineCore::GetInstance().SetActorManager(reinterpret_cast(x0)); - // 将获取到的 x0 实时抛送进日志系统,在UI排错器中展现 - LOG_INFO("Hook 触发! 成功捕获实体生成 x0: 0x%lx", reinterpret_cast(x0)); } if (g_oldInitActorParams) { g_oldInitActorParams(x0, x1, x2, x3, x4, x5, x6, x7); } } +// === 【新增】相机矩阵抓取 Hook === +typedef void (*CameraUpdateFunc)(void* x0); +static CameraUpdateFunc g_oldCameraUpdate = nullptr; + +void HookCameraUpdate(void* x0) { + if (x0 != nullptr && reinterpret_cast(x0) > 0x10000000) { + EngineCore::GetInstance().SetCameraMatrixPtr(reinterpret_cast(x0)); + } + if (g_oldCameraUpdate) { + g_oldCameraUpdate(x0); + } +} + +// === 延时 15 秒后自动挂载相机矩阵 === +void DelayedCameraHookTask() { + LOG_INFO("等待 15 秒后执行相机 (0xC4B5CD4) 拦截..."); + sleep(15); + + uintptr_t base = GetModuleBase(kGameModule); + if (!base) return; + + uintptr_t targetAddr = base + 0xC4B5CD4; + LOG_INFO("开始挂载 CameraData: 0x%lx", targetAddr); + + void* pageStart = reinterpret_cast(targetAddr & ~0xFFF); + mprotect(pageStart, 0x2000, PROT_READ | PROT_WRITE | PROT_EXEC); + + int ret = DobbyHook(reinterpret_cast(targetAddr), + reinterpret_cast(HookCameraUpdate), + reinterpret_cast(&g_oldCameraUpdate)); + + if (ret == 0) { + LOG_INFO("CameraData Hook 挂载成功!(15秒等待完成)"); + } else { + LOG_ERROR("CameraData Hook 挂载失败!"); + } +} + void InstallHooks() { if (UIRenderer::m_isHookInstalled) return; @@ -667,7 +810,11 @@ void InstallHooks() { if (ret == 0) { UIRenderer::m_isHookInstalled = true; UIRenderer::m_hookStatusMsg = "OK: 神经链路挂载完毕。"; - LOG_INFO("手动安装 Hook 成功!"); + LOG_INFO("核心数据 Hook 成功!"); + + // ★ 核心 Hook 成功后,启动 15 秒倒计时去勾取相机矩阵 + std::thread(DelayedCameraHookTask).detach(); + } else { UIRenderer::m_hookStatusMsg = "FATAL: 挂载被拒绝(SELinux限制)"; LOG_ERROR("挂钩失败, 返回码: %d", ret);