using Barotrauma.Networking; using Lidgren.Network; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; using System; namespace Barotrauma { public class Camera { public static bool FollowSub = true; private float? defaultZoom; public float DefaultZoom { get { return defaultZoom ?? (GameMain.Config == null || GameMain.Config.EnableMouseLook ? 1.3f : 1.0f); } set { defaultZoom = MathHelper.Clamp(value, 0.5f, 2.0f); } } private float zoomSmoothness = 8.0f; public float ZoomSmoothness { get { return zoomSmoothness; } set { zoomSmoothness = Math.Max(value, 0.01f); } } private float moveSmoothness = 8.0f; public float MoveSmoothness { get { return moveSmoothness; } set { moveSmoothness = Math.Max(value, 0.01f); } } private float minZoom = 0.1f; public float MinZoom { get { return minZoom;} set { minZoom = MathHelper.Clamp(value, 0.01f, 10.0f); } } private float maxZoom = 2.0f; public float MaxZoom { get { return maxZoom; } set { maxZoom = MathHelper.Clamp(value, 1.0f, 10.0f); } } public float FreeCamMoveSpeed = 1.0f; private float zoom; private float offsetAmount; private Matrix transform, shaderTransform, viewMatrix; private Vector2 position; private float rotation; private float angularVelocity; private float angularDamping; private float angularSpring; private Vector2 prevPosition; private float prevZoom; public float Shake; private Vector2 shakePosition; private float shakeTimer; //the area of the world inside the camera view private Rectangle worldView; private float globalZoomScale = 1.0f; private Point resolution; private Vector2 targetPos; //used to smooth out the movement when in freecam private float targetZoom; private Vector2 velocity; public float Zoom { get { return zoom; } set { zoom = MathHelper.Clamp(value, GameMain.DebugDraw ? 0.01f : MinZoom, MaxZoom); Vector2 center = WorldViewCenter; float newWidth = resolution.X / zoom; float newHeight = resolution.Y / zoom; worldView = new Rectangle( (int)(center.X - newWidth / 2.0f), (int)(center.Y + newHeight / 2.0f), (int)newWidth, (int)newHeight); //UpdateTransform(); } } public float Rotation { get { return rotation; } set { if (!MathUtils.IsValid(value)) return; rotation = value; } } public float AngularVelocity { get { return angularVelocity; } set { if (!MathUtils.IsValid(value)) return; angularVelocity = value; } } public float OffsetAmount { get { return offsetAmount; } set { offsetAmount = value; } } public Point Resolution { get { return resolution; } } public Rectangle WorldView { get { return worldView; } } public Vector2 WorldViewCenter { get { return new Vector2( worldView.X + worldView.Width / 2.0f, worldView.Y - worldView.Height / 2.0f); } } public Matrix Transform { get { return transform; } } public Matrix ShaderTransform { get { return shaderTransform; } } public Camera() { zoom = prevZoom = targetZoom = 1.0f; rotation = 0.0f; position = Vector2.Zero; CreateMatrices(); // TODO: Needs to unregister if ever destroy cameras. GameMain.Instance.ResolutionChanged += CreateMatrices; UpdateTransform(false); } public Vector2 TargetPos { get { return targetPos; } set { targetPos = value; } } public Vector2 GetPosition() { return position; } // Auxiliary function to move the camera public void Translate(Vector2 amount) { position += amount; } public void ClientWrite(IWriteMessage msg) { if (Character.Controlled != null && !Character.Controlled.IsDead) { return; } msg.Write((byte)ClientNetObject.SPECTATING_POS); msg.Write(position.X); msg.Write(position.Y); } private void CreateMatrices() { SetResolution(new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight)); } public void SetResolution(Point res) { resolution = res; worldView = new Rectangle(0, 0, res.X, res.Y); viewMatrix = Matrix.CreateTranslation(new Vector3(res.X / 2.0f, res.Y / 2.0f, 0)); globalZoomScale = (float)Math.Pow(new Vector2(GUI.UIWidth, resolution.Y).Length() / GUI.ReferenceResolution.Length(), 2); } public void UpdateTransform(bool interpolate = true) { Vector2 interpolatedPosition = interpolate ? Timing.Interpolate(prevPosition, position) : position; float interpolatedZoom = interpolate ? Timing.Interpolate(prevZoom, zoom) : zoom; worldView.X = (int)(interpolatedPosition.X - worldView.Width / 2.0); worldView.Y = (int)(interpolatedPosition.Y + worldView.Height / 2.0); transform = Matrix.CreateTranslation( new Vector3(-interpolatedPosition.X, interpolatedPosition.Y, 0)) * Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) * Matrix.CreateRotationZ(rotation) * viewMatrix; shaderTransform = Matrix.CreateTranslation( new Vector3( -interpolatedPosition.X - resolution.X / interpolatedZoom / 2.0f, -interpolatedPosition.Y - resolution.Y / interpolatedZoom / 2.0f, 0)) * Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) * viewMatrix * Matrix.CreateRotationZ(-rotation); if (Character.Controlled == null) { GameMain.SoundManager.ListenerPosition = new Vector3(WorldViewCenter.X, WorldViewCenter.Y, -(100.0f / zoom)); } else { GameMain.SoundManager.ListenerPosition = new Vector3(Character.Controlled.WorldPosition.X, Character.Controlled.WorldPosition.Y, -(100.0f / zoom)); } if (!interpolate) { prevPosition = position; prevZoom = zoom; } } private Vector2 previousOffset; /// /// Resets to false each time the MoveCamera method is called. /// public bool Freeze { get; set; } public void MoveCamera(float deltaTime, bool allowMove = true, bool allowZoom = true) { prevPosition = position; prevZoom = zoom; float moveSpeed = 20.0f / zoom; Vector2 moveCam = Vector2.Zero; if (targetPos == Vector2.Zero) { Vector2 moveInput = Vector2.Zero; if (allowMove && !Freeze) { if (GUI.KeyboardDispatcher.Subscriber == null) { if (PlayerInput.KeyDown(Keys.LeftShift)) { moveSpeed *= 2.0f; } if (PlayerInput.KeyDown(Keys.LeftControl)) { moveSpeed *= 0.5f; } if (GameMain.Config.KeyBind(InputType.Left).IsDown()) { moveInput.X -= 1.0f; } if (GameMain.Config.KeyBind(InputType.Right).IsDown()) { moveInput.X += 1.0f; } if (GameMain.Config.KeyBind(InputType.Down).IsDown()) { moveInput.Y -= 1.0f; } if (GameMain.Config.KeyBind(InputType.Up).IsDown()) { moveInput.Y += 1.0f; } } velocity = Vector2.Lerp(velocity, moveInput, deltaTime * 10.0f); moveCam = velocity * moveSpeed * deltaTime * FreeCamMoveSpeed * 60.0f; if (Screen.Selected == GameMain.GameScreen && FollowSub) { var closestSub = Submarine.FindClosest(WorldViewCenter); if (closestSub != null) { moveCam += FarseerPhysics.ConvertUnits.ToDisplayUnits(closestSub.Velocity * deltaTime); } } } if (allowZoom && GUI.MouseOn == null) { Vector2 mouseInWorld = ScreenToWorld(PlayerInput.MousePosition); Vector2 diffViewCenter; diffViewCenter = (mouseInWorld - Position) * Zoom; targetZoom = MathHelper.Clamp( targetZoom + PlayerInput.ScrollWheelSpeed / 1000.0f * zoom, GameMain.DebugDraw ? MinZoom * 0.1f : MinZoom, MaxZoom); if (PlayerInput.KeyDown(Keys.LeftControl)) { Zoom += (targetZoom - zoom) / (ZoomSmoothness * 10.0f); } else { Zoom = MathHelper.Lerp(Zoom, targetZoom, deltaTime * 10.0f); } if (!PlayerInput.KeyDown(Keys.F)) { Position = mouseInWorld - (diffViewCenter / Zoom); } } } else if (allowMove) { Vector2 mousePos = PlayerInput.MousePosition; Vector2 offset = mousePos - resolution.ToVector2() / 2; offset.X = offset.X / (resolution.X * 0.4f); offset.Y = -offset.Y / (resolution.Y * 0.3f); if (offset.LengthSquared() > 1.0f) offset.Normalize(); offset *= offsetAmount; // Freeze the camera movement by default, when the cursor is on top of an ui element. // Setting a positive value to the OffsetAmount, will override this behaviour. if (GUI.MouseOn != null && offsetAmount > 0) { Freeze = true; } if (CharacterHealth.OpenHealthWindow != null || CrewManager.IsCommandInterfaceOpen || ConversationAction.IsDialogOpen) { offset *= 0; Freeze = false; } if (Freeze) { offset = previousOffset; } else { previousOffset = offset; } //how much to zoom out (zoom completely out when offset is 1000) float zoomOutAmount = GetZoomAmount(offset); //zoom amount when resolution is not taken into account float unscaledZoom = MathHelper.Lerp(DefaultZoom, MinZoom, zoomOutAmount); //zoom with resolution taken into account (zoom further out on smaller resolutions) float scaledZoom = unscaledZoom * globalZoomScale; //an ad-hoc way of allowing the players to have roughly the same maximum view distance regardless of the resolution, //while still keeping the zoom around 1.0 when not looking further away (because otherwise we'd always be downsampling //on lower resolutions, which doesn't look that good) float newZoom = MathHelper.Lerp(unscaledZoom, scaledZoom, (GameMain.Config == null || GameMain.Config.EnableMouseLook) ? (float)Math.Sqrt(zoomOutAmount) : 0.3f); Zoom += (newZoom - zoom) / ZoomSmoothness; //force targetzoom to the current zoom value, so the camera stays at the same zoom when switching to freecam targetZoom = Zoom; Vector2 diff = (targetPos + offset) - position; moveCam = diff / MoveSmoothness; } rotation += angularVelocity * deltaTime; angularVelocity *= (1.0f - angularDamping); angularVelocity += -rotation * angularSpring; angularDamping = 0.05f; angularSpring = 0.2f; if (Shake < 0.01f) { shakePosition = Vector2.Zero; shakeTimer = 0.0f; } else { shakeTimer += deltaTime * 5.0f; Vector2 noisePos = new Vector2((float)PerlinNoise.CalculatePerlin(shakeTimer, shakeTimer, 0) - 0.5f, (float)PerlinNoise.CalculatePerlin(shakeTimer, shakeTimer, 0.5f) - 0.5f); shakePosition = noisePos * Shake * 2.0f; Shake = MathHelper.Lerp(Shake, 0.0f, deltaTime * 2.0f); } Translate(moveCam + shakePosition); Freeze = false; } public void StopMovement() { targetZoom = zoom; velocity = Vector2.Zero; angularVelocity = 0.0f; rotation = 0.0f; } public Vector2 Position { get { return position; } set { if (!MathUtils.IsValid(value)) { return; } position = value; } } public Vector2 ScreenToWorld(Vector2 coords) { Vector2 worldCoords = Vector2.Transform(coords, Matrix.Invert(transform)); return new Vector2(worldCoords.X, -worldCoords.Y); } public Vector2 WorldToScreen(Vector2 coords) { coords.Y = -coords.Y; //Vector2 screenCoords = Vector2.Transform(coords, transform); return Vector2.Transform(coords, transform); } private float GetZoomAmount(Vector2 offset) { return Math.Min(offset.Length() / 1000.0f, 1.0f); } public float GetZoomAmountFromPrevious() { return GetZoomAmount(previousOffset); } } }