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