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using Microsoft.Xna.Framework ;
using Microsoft.Xna.Framework.Graphics ;
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namespace RecrownedAthenaeum.Render
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{
/// <summary>
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/// A generic camera. Functions in 3D.
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/// </summary>
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public class BasicCamera
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{
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/// <summary>
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/// The scale for the world.
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/// </summary>
public float worldScale = 1f ;
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/// <summary>
/// Current position in the world.
/// </summary>
public Vector3 position ;
/// <summary>
/// The place the 3D camera is looking at.
/// </summary>
public Vector3 lookAt ;
/// <summary>
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/// The direction up is for the camera.
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/// </summary>
public Vector3 upDirection ;
/// <summary>
/// The transform matrix representing the world (rotation and translations of the original world).
/// </summary>
public Matrix worldMatrix ;
/// <summary>
/// The view matrix that describes where the camera looks.
/// </summary>
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public Matrix ViewMatrix { get ; protected set ; }
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/// <summary>
/// The projection matrix.
/// </summary>
public Matrix projectionMatrix ;
/// <summary>
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/// A basic effect that will be updated with the correct matrice information everytime <see cref="Apply"/> is called. Can be null and thus will not be used.
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/// </summary>
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public BasicEffect basicEffect ;
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/// <summary>
/// Constructs 3D camera with an orthographic projection matrix with dimensions of graphics devices viewport. All changes to matrices should have apply called after changes.
/// </summary>
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/// <param name="basicEffect">A basic effect that will be updated with the correct matrice information everytime <see cref="Apply"/> is called. Can be null and thus will not be used.</param>
public BasicCamera ( BasicEffect basicEffect = null )
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{
worldMatrix = Matrix . Identity ;
lookAt = Vector3 . Forward ;
upDirection = Vector3 . Up ;
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projectionMatrix = Matrix . Identity ;
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this . basicEffect = basicEffect ;
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Apply ( ) ;
}
/// <summary>
/// Applies the changes to the fields and properties of the camera.
/// </summary>
public virtual void Apply ( )
{
ViewMatrix = Matrix . CreateLookAt ( position , lookAt , upDirection ) ;
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worldMatrix * = Matrix . CreateScale ( worldScale ) ;
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if ( basicEffect ! = null )
{
basicEffect . World = worldMatrix ;
basicEffect . Projection = projectionMatrix ;
basicEffect . View = ViewMatrix ;
}
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}
/// <summary>
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/// Moves camera by the given amount.
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/// </summary>
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/// <param name="move">A <see cref="Vector3"/> that contains how much in each direction to move.</param>
public void MoveCamera ( Vector3 move )
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{
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position + = move ;
Apply ( ) ;
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}
}
}