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https://github.com/ClassiCube/ClassiCube.git
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132 lines
3.8 KiB
C#
132 lines
3.8 KiB
C#
using System;
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using System.Drawing;
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using OpenTK;
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using OpenTK.Input;
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namespace ClassicalSharp {
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public abstract class Camera {
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protected Game game;
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public abstract Matrix4 GetProjection();
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public abstract Matrix4 GetView();
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public abstract bool IsThirdPerson { get; }
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public virtual void Tick( double elapsed ) {
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}
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public virtual bool MouseZoom( MouseWheelEventArgs e ) {
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return false;
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}
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public abstract void RegrabMouse();
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public virtual void GetPickedBlock( PickedPos pos ) {
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}
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}
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public abstract class PerspectiveCamera : Camera {
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protected LocalPlayer player;
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public PerspectiveCamera( Game game ) {
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this.game = game;
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player = game.LocalPlayer;
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}
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public override Matrix4 GetProjection() {
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float fovy = (float)Utils.DegreesToRadians( 70 );
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float aspectRatio = (float)game.Width / game.Height;
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float zNear = game.Graphics.MinZNear;
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return Matrix4.CreatePerspectiveFieldOfView( fovy, aspectRatio, zNear, game.ViewDistance );
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}
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public override void GetPickedBlock( PickedPos pos ) {
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Vector3 dir = Utils.GetDirVector( player.YawRadians, player.PitchRadians );
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Vector3 eyePos = player.EyePosition;
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float reach = game.LocalPlayer.ReachDistance;
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Picking.GetPickedBlockPos( game, eyePos, dir, reach, pos );
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}
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internal Point previous, delta;
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void CentreMousePosition() {
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if( !game.Focused ) return;
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Point current = game.DesktopCursorPos;
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delta = new Point( current.X - previous.X, current.Y - previous.Y );
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Rectangle bounds = game.Bounds;
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int cenX = bounds.Left + bounds.Width / 2;
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int cenY = bounds.Top + bounds.Height / 2;
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game.DesktopCursorPos = new Point( cenX, cenY );
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// Fixes issues with large DPI displays on Windows >= 8.0.
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previous = game.DesktopCursorPos;
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}
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public override void RegrabMouse() {
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Rectangle bounds = game.Bounds;
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int cenX = bounds.Left + bounds.Width / 2;
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int cenY = bounds.Top + bounds.Height / 2;
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game.DesktopCursorPos = new Point( cenX, cenY );
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previous = new Point( cenX, cenY );
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delta = Point.Empty;
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}
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static readonly float sensiFactor = (float)Utils.RadiansToDegrees( 0.0002f );
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private void UpdateMouseRotation() {
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float sensitivity = sensiFactor * game.MouseSensitivity;
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float yaw = player.nextYaw + delta.X * sensitivity;
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float pitch = player.nextPitch + delta.Y * sensitivity;
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LocationUpdate update = LocationUpdate.MakeOri( yaw, pitch );
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// Need to make sure we don't cross the vertical axes, because that gets weird.
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if( update.Pitch >= 90 && update.Pitch <= 270 )
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update.Pitch = player.nextPitch < 180 ? 89.9f : 270.1f;
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game.LocalPlayer.SetLocation( update, true );
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}
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public override void Tick( double elapsed ) {
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if( game.ScreenLockedInput ) return;
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CentreMousePosition();
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UpdateMouseRotation();
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}
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}
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public class ThirdPersonCamera : PerspectiveCamera {
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public ThirdPersonCamera( Game window ) : base( window ) {
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}
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float distance = 3;
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public override bool MouseZoom( MouseWheelEventArgs e ) {
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distance -= e.DeltaPrecise;
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if( distance < 2 ) distance = 2;
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return true;
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}
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public override Matrix4 GetView() {
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Vector3 eyePos = player.EyePosition;
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Vector3 cameraPos = eyePos - Utils.GetDirVector( player.YawRadians, player.PitchRadians ) * distance;
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return Matrix4.LookAt( cameraPos, eyePos, Vector3.UnitY );
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}
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public override bool IsThirdPerson {
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get { return true; }
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}
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}
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public class FirstPersonCamera : PerspectiveCamera {
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public FirstPersonCamera( Game window ) : base( window ) {
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}
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public override Matrix4 GetView() {
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Vector3 eyePos = player.EyePosition;
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Vector3 cameraDir = Utils.GetDirVector( player.YawRadians, player.PitchRadians );
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return Matrix4.LookAt( eyePos, eyePos + cameraDir, Vector3.UnitY );
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}
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public override bool IsThirdPerson {
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get { return false; }
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}
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}
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}
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