Files
LuaCsForBarotraumaEP/BarotraumaServer/Source/Camera.cs
juanjp600 7bc535780c Reducing usage of #if CLIENT / #elif SERVER
The server will implement some classes it probably shouldn't need because certain items or game states depend on them.
2017-06-14 17:30:40 -03:00

236 lines
6.7 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using System.Linq;
//TODO: this class still does things that the server doesn't need, cleanup
namespace Barotrauma
{
public class 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; }
}
// 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)
{
prevPosition = position;
prevZoom = zoom;
float moveSpeed = 20.0f/zoom;
Vector2 moveCam = Vector2.Zero;
if (targetPos == Vector2.Zero)
{
}
else
{
Vector2 mousePos = PlayerInput.MousePosition;
Vector2 offset = mousePos - new Vector2(resolution.X / 2.0f, resolution.Y / 2.0f);
offset.X = offset.X / (resolution.X * 0.4f);
offset.Y = -offset.Y / (resolution.Y * 0.3f);
if (offset.Length() > 1.0f) offset.Normalize();
offset = offset * offsetAmount;
float newZoom = Math.Min(DefaultZoom - Math.Min(offset.Length() / resolution.Y, 1.0f),1.0f);
Zoom += (newZoom - zoom) / ZoomSmoothness;
Vector2 diff = (targetPos + offset) - position;
moveCam = diff / MoveSmoothness;
}
shakeTargetPosition = Rand.Vector(Shake);
shakePosition = Vector2.Lerp(shakePosition, shakeTargetPosition, 0.5f);
Shake = MathHelper.Lerp(Shake, 0.0f, deltaTime * 2.0f);
Translate(moveCam + shakePosition);
}
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);
}
}
}