using Microsoft.Xna.Framework; using System; //TODO: this class still does things that the server doesn't need, cleanup namespace Barotrauma { public class Camera { public static Camera Instance = new Camera(); public static bool FollowSub = true; const float DefaultZoom = 1.0f; const float ZoomSmoothness = 8.0f; const float MoveSmoothness = 8.0f; private float zoom; private float offsetAmount; private Matrix transform, shaderTransform, viewMatrix; private Vector2 position; private float rotation; private Vector2 prevPosition; private float prevZoom; public float Shake; private Vector2 shakePosition; private Vector2 shakeTargetPosition; //the area of the world inside the camera view private Rectangle worldView; private Point resolution; private Vector2 targetPos; public float Zoom { get { return zoom; } set { zoom = value; 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 { rotation = 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 = 1.0f; rotation = 0.0f; position = Vector2.Zero; worldView = new Rectangle(0,0, 1, 1); resolution = new Point(1,1); viewMatrix = Matrix.CreateTranslation(new Vector3(0.5f, 0.5f, 0)); UpdateTransform(); } 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 UpdateTransform(bool interpolate = true, bool clampPos = false) { 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); if (Level.Loaded != null && clampPos) { position.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f); interpolatedPosition.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f); worldView.Y = Math.Min((int)Level.Loaded.Size.Y, worldView.Y); } transform = Matrix.CreateTranslation( new Vector3(-interpolatedPosition.X, interpolatedPosition.Y, 0)) * Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) * 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; if (!interpolate) { prevPosition = position; prevZoom = zoom; } } public void MoveCamera(float deltaTime, bool allowMove = true, bool allowZoom = true) { return; } 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); } } }