Files
LuaCsForBarotraumaEP/Subsurface/Source/Camera.cs
Regalis 85b0cda4ca v0.1
2015-07-31 21:05:55 +03:00

212 lines
6.4 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace Subsurface
{
public class Camera
{
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;
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;
if (zoom < 0.1f) zoom = 0.1f;
//if (prevZoom == zoom) return;
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,
Game1.GraphicsWidth,
Game1.GraphicsHeight);
resolution = new Point(Game1.GraphicsWidth, Game1.GraphicsHeight);
viewMatrix =
Matrix.CreateTranslation(new Vector3(Game1.GraphicsWidth / 2.0f, Game1.GraphicsHeight / 2.0f, 0));
}
public Vector2 TargetPos
{
get { return targetPos; }
set { targetPos = value; }
}
// Auxiliary function to move the camera
public void Translate(Vector2 amount)
{
position += amount;
Sound.CameraPos = new Vector3(WorldViewCenter.X, WorldViewCenter.Y, 0.0f);
UpdateTransform();
}
private void UpdateTransform()
{
Vector2 interpolatedPosition = position;//Physics.Interpolate(prevPosition,position);
float interpolatedZoom = zoom;// Physics.Interpolate(prevZoom, 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)) *
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;
}
public void MoveCamera(float deltaTime)
{
float moveSpeed = 20.0f/zoom;
Vector2 moveCam = Vector2.Zero;
if (targetPos == Vector2.Zero)
{
if (Keyboard.GetState().IsKeyDown(Keys.A)) moveCam.X -= moveSpeed;
if (Keyboard.GetState().IsKeyDown(Keys.D)) moveCam.X += moveSpeed;
if (Keyboard.GetState().IsKeyDown(Keys.S)) moveCam.Y -= moveSpeed;
if (Keyboard.GetState().IsKeyDown(Keys.W)) moveCam.Y += moveSpeed;
Zoom = MathHelper.Clamp(Zoom + PlayerInput.ScrollWheelSpeed / 1000.0f, 0.1f, 2.0f);
}
else
{
Vector2 mousePos = new Vector2(PlayerInput.GetMouseState.X, PlayerInput.GetMouseState.Y);
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;
moveCam = (targetPos + offset - position) / MoveSmoothness;
}
shakeTargetPosition = Rand.Vector(Shake);
shakePosition = Vector2.Lerp(shakePosition, shakeTargetPosition, 0.5f);
Shake = MathHelper.Lerp(Shake, 0.0f, 0.03f);
Translate((moveCam+shakePosition)*deltaTime*60.0f);
}
public Vector2 Position
{
get { return position; }
}
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);
}
}
}