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370 lines
14 KiB
C#
370 lines
14 KiB
C#
using SharpDX;
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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 CodeWalker.World
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{
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public class Camera
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{
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public Vector3 TargetRotation = Vector3.Zero;
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public Vector3 CurrentRotation = Vector3.Zero;
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public float Smoothness;// 10.0f;//0.15f;
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public float Sensitivity;// 0.005f;
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public float TargetDistance = 1.0f;
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public float CurrentDistance = 1.0f;
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public float ZoomCurrentTime = 0.0f;
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public float ZoomTargetTime = 2.0f;
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public float ZoomVelocity = 0.0f;
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public float ZoomSpeed = 0.1f;
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public float Width = 1920.0f;
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public float Height = 1080.0f;
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public float FieldOfView;// 1.0f;
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public float FieldOfViewFactor = 0.5f / (float)Math.Tan(/*FieldOfView*/ 1.0f * 0.5f);
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public float AspectRatio = 1920.0f / 1080.0f;
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public float ZNear = 0.5f;
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public float ZFar = 12000.0f;
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public Entity FollowEntity = null;
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public Vector3 LocalLookAt = Vector3.ForwardLH;
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public float VOffset = 0.0f;
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public bool UpdateProj = true;
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public bool IsMapView = false;
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public bool IsOrthographic = false;
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public float OrthographicSize = 20.0f;
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public float OrthographicTargetSize = 20.0f;
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public Matrix ProjMatrix = Matrix.Identity;
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public Vector3 Position = Vector3.Zero;
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public Vector3 UpDirection = Vector3.Up;
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public Vector3 ViewDirection = Vector3.ForwardLH;
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public Quaternion ViewQuaternion = Quaternion.Identity;
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public Quaternion ViewInvQuaternion = Quaternion.Identity;
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public Matrix ViewMatrix = Matrix.Identity;
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public Matrix ViewInvMatrix = Matrix.Identity;
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public Matrix ViewProjMatrix = Matrix.Identity;
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public Matrix ViewProjInvMatrix = Matrix.Identity;
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public Frustum ViewFrustum = new Frustum();
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public Vector3 MouseRayNear = Vector3.Zero;
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public Vector3 MouseRayFar = Vector3.Zero;
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public Ray MouseRay;
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private float MouseX = 0;
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private float MouseY = 0;
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private object syncRoot = new object();
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public Camera(float smoothness, float sensitivity, float fov)
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{
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Smoothness = smoothness;
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Sensitivity = sensitivity;
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FieldOfView = fov;
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FieldOfViewFactor = 0.5f / (float)Math.Tan(FieldOfView * 0.5f);
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}
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public void SetMousePosition(int x, int y)
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{
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MouseX = (x / Width) * 2.0f - 1.0f;
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MouseY = (y / Height) * -2.0f + 1.0f;
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}
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public void SetFollowEntity(Entity e)
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{
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FollowEntity = e;
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}
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public void Update(float elapsed)
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{
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lock (syncRoot)
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{
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UpdateFollow(elapsed);
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if (UpdateProj) UpdateProjMatrix();
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//float mx = (LastMouseX / Width) * 2.0f;
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//float my = (LastMouseY / Height) * -2.0f;
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////MousedItem = nullptr;
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////MousedThing = nullptr;
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////MousedItemSpace = nullptr;
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UpdateProjection();//, mx, my);
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}
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}
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private void UpdateFollow(float elapsed)
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{
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const float ythresh = 1.55f;
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const float nythresh = -1.55f;
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Vector3 up = Vector3.Up;// new Vector3(0.0f, 1.0f, 0.0f);
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if (TargetRotation.Y > ythresh) TargetRotation.Y = ythresh;
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if (TargetRotation.Y < nythresh) TargetRotation.Y = nythresh;
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float sv = Math.Min(Smoothness * elapsed, 1.0f);
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CurrentRotation = CurrentRotation + ((TargetRotation - CurrentRotation) * sv);
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if (TargetDistance > 11000.0f) TargetDistance = 11000.0f; //11km max zoom dist
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if (TargetDistance < 0.0001f) TargetDistance = 0.0001f; //0.1mm min zoom dist...
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ZoomCurrentTime += elapsed;
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if (ZoomCurrentTime > ZoomTargetTime) ZoomCurrentTime = ZoomTargetTime;
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float currentTime = ZoomCurrentTime / ZoomTargetTime;
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float deltaDist = TargetDistance - CurrentDistance;
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if (currentTime < 1.0f && deltaDist > 0.0f)
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{
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//TODO: when to properly reset ZoomCurrentTime?
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float y = currentTime*currentTime*currentTime; //powf(currentTime, 3.0f);
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deltaDist *= y;
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}
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CurrentDistance = CurrentDistance + deltaDist * ZoomSpeed;
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if (IsOrthographic || IsMapView)
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{
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if (OrthographicTargetSize > 20000.0f) OrthographicTargetSize = 20000.0f;
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if (OrthographicTargetSize < 1.0f) OrthographicTargetSize = 1.0f;
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OrthographicSize = OrthographicSize + ((OrthographicTargetSize - OrthographicSize) * sv);
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UpdateProj = true;
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}
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if (IsMapView)
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{
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//in map view, need a constant view matrix aligned to XY.
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Vector3 cpos = new Vector3();
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if (FollowEntity != null)
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{
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cpos = FollowEntity.Position;
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}
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LocalLookAt = Vector3.Zero;
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Position = cpos;
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//Position.Z = 1000.0f;
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ViewDirection = -Vector3.UnitZ;
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UpDirection = Vector3.UnitY;
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}
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else
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{
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//normal view mode
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Vector3 rdir = new Vector3();
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float cryd = (float)Math.Cos(CurrentRotation.Y);
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rdir.X = -(float)Math.Sin(-CurrentRotation.X) * cryd;
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rdir.Z = -(float)Math.Cos(-CurrentRotation.X) * cryd;
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rdir.Y = (float)Math.Sin(CurrentRotation.Y);
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Vector3 lookat = new Vector3(0.0f, VOffset, 0.0f);
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Vector3 cpos = new Vector3();
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if (FollowEntity != null)
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{
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up = FollowEntity.Orientation.Multiply(up);
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lookat = FollowEntity.Orientation.Multiply(lookat);
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rdir = FollowEntity.Orientation.Multiply(rdir);
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cpos = FollowEntity.Position;
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}
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LocalLookAt = (rdir * CurrentDistance) + lookat;
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Position = cpos + LocalLookAt;
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ViewDirection = Vector3.Normalize(-rdir);
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UpDirection = up;
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}
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//M16FLookAt(LocalProjection.ViewMatrix, V3F(0.0f, 0.0f, 0.0f), LocalProjection.ViewDirection, LocalProjection.UpDirection);
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ViewQuaternion = Quaternion.LookAtRH(Vector3.Zero, ViewDirection, UpDirection);
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ViewInvQuaternion = Quaternion.Invert(ViewQuaternion);
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ViewMatrix = ViewQuaternion.ToMatrix();
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ViewInvMatrix = Matrix.Invert(ViewMatrix);
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}
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private void UpdateProjMatrix()
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{
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if (IsMapView)
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{
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ProjMatrix = Matrix.OrthoRH(AspectRatio * OrthographicSize, OrthographicSize, 1.0f, 3000.0f);
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}
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else if (IsOrthographic)
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{
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ProjMatrix = Matrix.OrthoRH(AspectRatio * OrthographicSize, OrthographicSize, ZNear, ZFar);
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}
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else
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{
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ProjMatrix = Matrix.PerspectiveFovRH(FieldOfView, AspectRatio, ZNear, ZFar);
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}
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//ProjMatrix._33/=ZFar;
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//ProjMatrix._43/=ZFar;
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UpdateProj = false;
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}
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private void UpdateProjection() //CameraSpaceProjection& p, float mx, float my)
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{
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float mx = MouseX;
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float my = MouseY;
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ViewProjMatrix = Matrix.Multiply(ViewMatrix, ProjMatrix);
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ViewProjInvMatrix = Matrix.Invert(ViewProjMatrix);
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MouseRayNear = ViewProjInvMatrix.MultiplyW(new Vector3(mx, my, 0.0f));
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MouseRayFar = ViewProjInvMatrix.MultiplyW(new Vector3(mx, my, 1.0f));
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MouseRay.Position = Vector3.Zero;
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MouseRay.Direction = Vector3.Normalize(MouseRayFar - MouseRayNear);
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if (IsMapView || IsOrthographic)
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{
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MouseRay.Position = MouseRayNear;
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}
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ViewFrustum.Update(ref ViewProjMatrix);
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ViewFrustum.Position = Position;
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}
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private void UpdateMousedItem()
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{
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//////MousedItem = nullptr;
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//////MousedThing = nullptr;
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//////MousedItemSpace = nullptr;
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////int i = 0;
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//////var cp = &SpaceProjections[i++];
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//////auto item = cp->MousedItem;
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//////auto thing = cp->MousedThing;
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////auto count = cp->MouseTestedItems;
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//////while((item==nullptr) && (thing==nullptr) && (i<SpaceProjections.size()))
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////Moused.Clear();
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////if (cp->Moused.HasValue) Moused.Set(cp->Moused);
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////while (!Moused.HasValue && (i < SpaceProjections.size()))
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////{
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//// cp = &SpaceProjections[i++];
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//// //item = cp->MousedItem;
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//// //thing = cp->MousedThing;
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//// if (cp->Moused.HasValue)
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//// {
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//// Moused.Set(cp->Moused);
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//// }
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//// count += cp->MouseTestedItems;
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////}
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//////if((item!=nullptr) || (thing!=nullptr))
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//////{
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////// MousedItem = item;
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////// MousedThing = thing;
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////// MousedItemSpace = cp->MousedItemSpace;
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//////}
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}
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public void OnWindowResize(int w, int h)
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{
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lock (syncRoot)
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{
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Width = (float)w;
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Height = (float)h;
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AspectRatio = Width / Height;
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UpdateProj = true;
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}
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}
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public void ControllerRotate(float x, float y)
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{
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lock (syncRoot)
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{
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TargetRotation.X += x;
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TargetRotation.Y += y;
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}
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}
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public void ControllerZoom(float z)
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{
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lock (syncRoot)
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{
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float v = (z < 0) ? (1.0f - z) : (z > 0) ? (1.0f / (1.0f + z)) : 1.0f;
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TargetDistance *= v;
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OrthographicTargetSize *= v;
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}
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}
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public void MouseRotate(int x, int y)
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{
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lock (syncRoot)
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{
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TargetRotation.X += x * Sensitivity;
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TargetRotation.Y += y * Sensitivity;
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}
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}
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public void MouseZoom(int z)
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{
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lock (syncRoot)
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{
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float v = (z < 0) ? 1.1f : (z > 0) ? 1.0f / 1.1f : 1.0f;
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TargetDistance *= v;
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OrthographicTargetSize *= v;
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}
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}
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}
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public class Frustum
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{
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public Plane[] Planes = new Plane[6];
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public Vector3 Position;
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public void Update(ref Matrix vp)
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{
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//left, right, top, bottom, near, far
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Planes[0] = Plane.Normalize(new Plane((vp.M14 + vp.M11), (vp.M24 + vp.M21), (vp.M34 + vp.M31), (vp.M44 + vp.M41)));
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Planes[1] = Plane.Normalize(new Plane((vp.M14 - vp.M11), (vp.M24 - vp.M21), (vp.M34 - vp.M31), (vp.M44 - vp.M41)));
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Planes[2] = Plane.Normalize(new Plane((vp.M14 - vp.M12), (vp.M24 - vp.M22), (vp.M34 - vp.M32), (vp.M44 - vp.M42)));
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Planes[3] = Plane.Normalize(new Plane((vp.M14 + vp.M12), (vp.M24 + vp.M22), (vp.M34 + vp.M32), (vp.M44 + vp.M42)));
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Planes[4] = Plane.Normalize(new Plane((vp.M13), (vp.M23), (vp.M33), 0.0f));//(vp.M43));
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Planes[5] = Plane.Normalize(new Plane((vp.M14 - vp.M13), (vp.M24 - vp.M23), (vp.M34 - vp.M33), (vp.M44 - vp.M43)));
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}
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//public bool ContainsSphere(ref Vector3 c, float cls, float r)
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//{
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// //cls = c length squared, for optimization
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// if (cls < (r * r))
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// {
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// return true; //frustrum center is in the sphere
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// }
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// float nr = -r;
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// for (int i = 0; i < 6; i++)
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// {
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// if (Plane.DotCoordinate(Planes[i], c) < nr)
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// {
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// return false;
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// }
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// }
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// return true;
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//}
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public bool ContainsSphereNoClipNoOpt(ref Vector3 c, float r)
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{
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float nr = -r;
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for (int i = 0; i < 5; i++)
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{
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if (Plane.DotCoordinate(Planes[i], c) < nr)
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{
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return false;
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}
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}
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return true;
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}
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public bool ContainsAABBNoClipNoOpt(ref Vector3 bmin, ref Vector3 bmax)
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{
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var c = (bmax + bmin) * 0.5f - Position;
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var e = (bmax - bmin) * 0.5f;
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for (int i = 0; i < 5; i++)
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{
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var pd = Planes[i].D;
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var pn = Planes[i].Normal;
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var d = (c.X * pn.X) + (c.Y * pn.Y) + (c.Z * pn.Z);
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var r = (e.X * (pn.X > 0 ? pn.X : -pn.X)) + (e.Y * (pn.Y > 0 ? pn.Y : -pn.Y)) + (e.Z * (pn.Z > 0 ? pn.Z : -pn.Z));
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if ((d + r) < -pd) return false;
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//if ((d - r) < -pd) ; //intersecting
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}
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return true;
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}
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public bool ContainsAABBNoFrontClipNoOpt(ref Vector3 bmin, ref Vector3 bmax)
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{
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var c = (bmax + bmin) * 0.5f - Position;
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var e = (bmax - bmin) * 0.5f;
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for (int i = 0; i < 4; i++)
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{
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var pd = Planes[i].D;
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var pn = Planes[i].Normal;
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var d = (c.X * pn.X) + (c.Y * pn.Y) + (c.Z * pn.Z);
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var r = (e.X * (pn.X > 0 ? pn.X : -pn.X)) + (e.Y * (pn.Y > 0 ? pn.Y : -pn.Y)) + (e.Z * (pn.Z > 0 ? pn.Z : -pn.Z));
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if ((d + r) < -pd) return false;
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//if ((d - r) < -pd) ; //intersecting
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}
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return true;
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}
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}
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}
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