Camera2D now tested to work. Probably.
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@ -15,13 +15,30 @@ namespace RecrownedAthenaeum.Camera
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/// </summary>
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/// </summary>
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public Vector2 Position { get { return new Vector2(position.X, position.Y); } set { position.X = value.X; position.Y = value.Y; } }
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public Vector2 Position { get { return new Vector2(position.X, position.Y); } set { position.X = value.X; position.Y = value.Y; } }
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/// <summary>
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/// Places camera in the center given the corner position.
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/// </summary>
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public Vector2 CenterPosition { set { position.X = value.X + graphicsDevice.Viewport.Width / 2f; position.Y = value.Y + graphicsDevice.Viewport.Height / 2f; } }
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/// <summary>
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/// <summary>
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/// A 2D camera from the generic <see cref="Camera3D"/>.
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/// A 2D camera from the generic <see cref="Camera3D"/>.
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/// </summary>
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/// </summary>
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/// <param name="graphicsDevice">The graphics device to use if not using the one in <see cref="Configuration"/>.</param>
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/// <param name="graphicsDevice">The graphics device to use if not using the one in <see cref="Configuration"/>.</param>
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public Camera2D(GraphicsDevice graphicsDevice = null) : base(graphicsDevice)
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public Camera2D(GraphicsDevice graphicsDevice = null) : base(graphicsDevice)
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{
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{
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projectionMatrix = Matrix.CreateOrthographic(this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, 1);
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CenterPosition = new Vector2(0, 0);
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Apply();
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}
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/// <summary>
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/// Applies for 2D.
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/// Sets where the camera is looking for the view matrix to the position of the camera.
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/// </summary>
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public override void Apply()
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{
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lookAt = new Vector3(Position, 1f);
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base.Apply();
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}
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}
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/// <summary>
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/// <summary>
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@ -38,13 +55,18 @@ namespace RecrownedAthenaeum.Camera
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distance *= (float)(1.0f - Math.Pow(1 - alpha, delta / 0.02f));
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distance *= (float)(1.0f - Math.Pow(1 - alpha, delta / 0.02f));
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Position += distance;
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Position += distance;
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Apply();
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}
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}
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private Matrix BasicOrthographic()
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/// <summary>
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/// Moves the camera.
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/// Apply needs to be called.
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/// </summary>
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/// <param name="move">Magnitude of how much to move per axis.</param>
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public void MoveCamera(Vector2 move)
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{
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{
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return Matrix.CreateOrthographic(graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, 0, 1);
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Console.WriteLine(move);
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Position += move;
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Console.WriteLine(Position);
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}
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}
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}
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}
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}
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}
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@ -64,8 +64,9 @@ namespace RecrownedAthenaeum.Camera
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worldMatrix = Matrix.Identity;
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worldMatrix = Matrix.Identity;
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lookAt = Vector3.Forward;
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lookAt = Vector3.Forward;
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upDirection = Vector3.Up;
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upDirection = Vector3.Up;
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Center();
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projectionMatrix = Matrix.CreateOrthographic(this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, 1);
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GraphicsDevice gDevice = this.graphicsDevice;
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projectionMatrix = Matrix.Identity;
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Apply();
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Apply();
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}
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}
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@ -75,17 +76,17 @@ namespace RecrownedAthenaeum.Camera
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public virtual void Apply()
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public virtual void Apply()
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{
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{
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ViewMatrix = Matrix.CreateLookAt(position, lookAt, upDirection);
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ViewMatrix = Matrix.CreateLookAt(position, lookAt, upDirection);
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TransformationMatrix = projectionMatrix * ViewMatrix * worldMatrix;
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TransformationMatrix = worldMatrix * ViewMatrix * projectionMatrix;
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}
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}
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/// <summary>
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/// <summary>
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/// Centers the camera to middle of width and height of game window.
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/// Moves camera by the given amount.
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/// </summary>
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/// </summary>
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public void Center()
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/// <param name="move">A <see cref="Vector3"/> that contains how much in each direction to move.</param>
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public void MoveCamera(Vector3 move)
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{
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{
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position.Z = 0;
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position += move;
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position.X = this.graphicsDevice.Viewport.Width * 0.5f;
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Apply();
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position.Y = this.graphicsDevice.Viewport.Height * 0.5f;
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}
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}
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}
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}
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}
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}
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