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using Microsoft.Xna.Framework ;
using Microsoft.Xna.Framework.Graphics ;
namespace RecrownedAthenaeum.Camera
{
/// <summary>
/// A generic 3D camera.
/// </summary>
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public class Camera3D
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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>
/// The direction up is for the 3D camera.
/// </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>
/// The graphics device used
/// </summary>
protected GraphicsDevice graphicsDevice ;
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/// <summary>
/// The basic effect that contains the transformations.
/// </summary>
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public BasicEffect BasicEffect { get ; protected set ; }
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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>
/// <param name="graphicsDevice">The graphics device to use. Will use graphics device from <see cref="Configuration"/>'s graphics device manager if this is null which it is by default.</param>
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public Camera3D ( GraphicsDevice graphicsDevice = null )
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{
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graphicsDevice = graphicsDevice ? ? ( Configuration . GraphicsDeviceManager . GraphicsDevice ) ;
this . graphicsDevice = graphicsDevice ;
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worldMatrix = Matrix . Identity ;
lookAt = Vector3 . Forward ;
upDirection = Vector3 . Up ;
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projectionMatrix = Matrix . Identity ;
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BasicEffect = new BasicEffect ( graphicsDevice ) ;
BasicEffect . TextureEnabled = true ;
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BasicEffect . VertexColorEnabled = true ;
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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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BasicEffect . World = worldMatrix ;
BasicEffect . View = ViewMatrix ;
BasicEffect . Projection = projectionMatrix ;
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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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}
}
}