92 lines
3.0 KiB
C#
92 lines
3.0 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace RecrownedAthenaeum.Camera
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{
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/// <summary>
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/// A generic 3D camera.
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/// </summary>
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public class Camera
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{
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/// <summary>
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/// Current position in the world.
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/// </summary>
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public Vector3 position;
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/// <summary>
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/// The place the 3D camera is looking at.
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/// </summary>
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public Vector3 lookAt;
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/// <summary>
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/// The direction up is for the 3D camera.
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/// </summary>
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public Vector3 upDirection;
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/// <summary>
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/// The transform matrix representing the world (rotation and translations of the original world).
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/// </summary>
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public Matrix worldMatrix;
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/// <summary>
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/// The view matrix that describes where the camera looks.
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/// </summary>
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public Matrix ViewMatrix { get; private set; }
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/// <summary>
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/// The projection matrix.
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/// </summary>
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public Matrix projectionMatrix;
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/// <summary>
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/// The final transformation matrix.
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/// </summary>
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public Matrix TransformationMatrix { get; private set; }
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/// <summary>
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/// The graphics device used
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/// </summary>
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protected GraphicsDevice graphicsDevice;
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/// <summary>
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/// Constructs 3D camera with an orthographic projection matrix with dimensions of graphics devices viewport. All changes to matrices should have apply called after changes.
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/// </summary>
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/// <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 Camera(GraphicsDevice graphicsDevice = null)
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{
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this.graphicsDevice = graphicsDevice ?? (Configuration.GraphicsDeviceManager.GraphicsDevice);
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position.Z = 0;
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worldMatrix = Matrix.Identity;
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lookAt = Vector3.Forward;
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upDirection = Vector3.Up;
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Center();
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projectionMatrix = Matrix.CreateOrthographic(graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, 0, 1);
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Apply();
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}
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/// <summary>
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/// Applies the changes to the fields and properties of the camera.
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/// </summary>
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public virtual void Apply()
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{
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ViewMatrix = Matrix.CreateLookAt(position, lookAt, upDirection);
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TransformationMatrix = worldMatrix * ViewMatrix * projectionMatrix;
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}
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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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/// </summary>
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public void Center()
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{
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position.X = this.graphicsDevice.Viewport.Width * 0.5f;
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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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