mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
187 lines
3.4 KiB
Beef
187 lines
3.4 KiB
Beef
using System;
|
|
using GlitchyEngine.Events;
|
|
using GlitchyEngine.Math;
|
|
using GlitchyEngine.Renderer;
|
|
|
|
namespace GlitchyEngine
|
|
{
|
|
/// A simple controller for a perspective camera
|
|
public class PerspectiveCameraController
|
|
{
|
|
private PerspectiveCamera _camera ~ delete _;
|
|
private float _aspectRatio;
|
|
private float _fovY = Math.PI_f / 4;
|
|
|
|
private Vector3 _cameraPosition;
|
|
private Vector3 _cameraRotation;
|
|
|
|
private float _cameraTranslationSpeed = 1.0f;
|
|
private float _cameraRotationSpeedX = 0.001f;
|
|
private float _cameraRotationSpeedY = 0.001f;
|
|
|
|
public PerspectiveCamera Camera => _camera;
|
|
|
|
public float TranslationSpeed
|
|
{
|
|
get => _cameraTranslationSpeed;
|
|
set => _cameraTranslationSpeed = value;
|
|
}
|
|
|
|
public Vector2 RotationSpeed
|
|
{
|
|
get => .(_cameraRotationSpeedX, _cameraRotationSpeedY);
|
|
set
|
|
{
|
|
_cameraRotationSpeedX = value.X;
|
|
_cameraRotationSpeedY = value.Y;
|
|
}
|
|
}
|
|
|
|
public Vector3 CameraPosition
|
|
{
|
|
get => _cameraPosition;
|
|
set
|
|
{
|
|
_cameraPosition = value;
|
|
|
|
UpdateCamera();
|
|
}
|
|
}
|
|
|
|
public Vector3 CameraRotation
|
|
{
|
|
get => _cameraRotation;
|
|
set
|
|
{
|
|
_cameraRotation = value;
|
|
|
|
UpdateCamera();
|
|
}
|
|
}
|
|
|
|
public float FovY
|
|
{
|
|
get => _fovY;
|
|
set
|
|
{
|
|
_fovY = value;
|
|
|
|
UpdateCamera();
|
|
}
|
|
}
|
|
|
|
public float AspectRatio
|
|
{
|
|
get => _aspectRatio;
|
|
set
|
|
{
|
|
_aspectRatio = value;
|
|
|
|
UpdateCamera();
|
|
}
|
|
}
|
|
|
|
public this(float aspectRatio)
|
|
{
|
|
Debug.Profiler.ProfileFunction!();
|
|
|
|
_aspectRatio = aspectRatio;
|
|
|
|
_camera = new PerspectiveCamera();
|
|
_camera.ProjectionType = .Infinite;
|
|
_camera.NearPlane = 0.01f;
|
|
|
|
UpdateCamera();
|
|
}
|
|
|
|
public void Update(GameTime gameTime)
|
|
{
|
|
Debug.Profiler.ProfileFunction!();
|
|
|
|
if(Application.Get().Window.IsActive)
|
|
{
|
|
Vector3 movement = .();
|
|
|
|
if(Input.IsKeyPressed(Key.W))
|
|
{
|
|
movement.Z += 1;
|
|
}
|
|
if(Input.IsKeyPressed(Key.S))
|
|
{
|
|
movement.Z -= 1;
|
|
}
|
|
|
|
if(Input.IsKeyPressed(Key.A))
|
|
{
|
|
movement.X -= 1;
|
|
}
|
|
if(Input.IsKeyPressed(Key.D))
|
|
{
|
|
movement.X += 1;
|
|
}
|
|
|
|
if(Input.IsKeyPressed(Key.Space))
|
|
{
|
|
movement.Y += 1;
|
|
}
|
|
if(Input.IsKeyPressed(Key.Control))
|
|
{
|
|
movement.Y -= 1;
|
|
}
|
|
|
|
if(movement != .Zero)
|
|
movement.Normalize();
|
|
|
|
movement *= (float)(gameTime.FrameTime.TotalSeconds) * _cameraTranslationSpeed;
|
|
|
|
Vector4 delta = Vector4(movement, 1.0f) * _camera.View;
|
|
|
|
_cameraPosition += Vector3(delta.X, delta.Y, delta.Z);
|
|
//_cameraPosition += movement;
|
|
|
|
// Camera rotation
|
|
var mouseDelta = Input.GetMouseMovement();
|
|
|
|
float rotY = mouseDelta.X * _cameraRotationSpeedX;
|
|
float rotX = mouseDelta.Y * _cameraRotationSpeedY;
|
|
|
|
_cameraRotation.X += rotX;
|
|
_cameraRotation.Y += rotY;
|
|
|
|
UpdateCamera();
|
|
}
|
|
}
|
|
|
|
public void OnEvent(Event e)
|
|
{
|
|
Debug.Profiler.ProfileFunction!();
|
|
|
|
EventDispatcher dispatcher = EventDispatcher(e);
|
|
dispatcher.Dispatch<WindowResizeEvent>(scope => OnWindowResized);
|
|
}
|
|
|
|
private bool OnWindowResized(WindowResizeEvent e)
|
|
{
|
|
Debug.Profiler.ProfileFunction!();
|
|
|
|
_aspectRatio = (float)e.Width / (float)e.Height;
|
|
|
|
UpdateCamera();
|
|
|
|
return false;
|
|
}
|
|
|
|
private void UpdateCamera()
|
|
{
|
|
Debug.Profiler.ProfileFunction!();
|
|
|
|
_camera.AspectRatio = _aspectRatio;
|
|
_camera.FovY = _fovY;
|
|
_camera.Rotation = _cameraRotation;
|
|
_camera.Position = _cameraPosition;
|
|
|
|
_camera.Update();
|
|
}
|
|
}
|
|
}
|