#region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Map; #endregion namespace CodeImp.DoomBuilder.VisualModes { public class VisualCamera { #region ================== Constants private const float ANGLE_FROM_MOUSE = 0.0001f; public const float MAX_ANGLEZ_LOW = 100f / Angle2D.PIDEG; public const float MAX_ANGLEZ_HIGH = (360f - 100f) / Angle2D.PIDEG; #endregion #region ================== Variables // Properties private Vector3D position; private Vector3D target; private Vector3D movemultiplier; private float anglexy, anglez; private Sector sector; #endregion #region ================== Properties public Vector3D Position { get { return position; } set { position = value; } } public Vector3D Target { get { return target; } } public float AngleXY { get { return anglexy; } set { anglexy = value; } } public float AngleZ { get { return anglez; } set { anglez = value; } } public Sector Sector { get { return sector; } internal set { sector = value; } } public Vector3D MoveMultiplier { get { return movemultiplier; } set { movemultiplier = value; } } #endregion #region ================== Constructor / Destructor // Constructor public VisualCamera() { // Initialize this.movemultiplier = new Vector3D(1.0f, 1.0f, 1.0f); this.position = position; this.anglexy = 0.0f; this.anglez = Angle2D.PI; this.sector = null; PositionAtThing(); } #endregion #region ================== Methods // Mouse input internal void ProcessMouseInput(Vector2D delta) { // Change camera angles with the mouse changes anglexy -= delta.x * ANGLE_FROM_MOUSE; if(General.Settings.InvertYAxis) anglez -= delta.y * ANGLE_FROM_MOUSE; else anglez += delta.y * ANGLE_FROM_MOUSE; // Normalize angles anglexy = Angle2D.Normalized(anglexy); anglez = Angle2D.Normalized(anglez); // Limit vertical angle if(anglez < MAX_ANGLEZ_LOW) anglez = MAX_ANGLEZ_LOW; if(anglez > MAX_ANGLEZ_HIGH) anglez = MAX_ANGLEZ_HIGH; } // Key input internal void ProcessMovement(Vector3D deltavec) { // Calculate camera direction vectors Vector3D camvec = Vector3D.FromAngleXYZ(anglexy, anglez); // Position the camera position += deltavec; // Target the camera target = position + camvec; } // This applies the position and angle from the 3D Camera Thing // Returns false when it couldn't find a 3D Camera Thing public virtual bool PositionAtThing() { Thing modething = null; // Find a 3D Mode thing foreach(Thing t in General.Map.Map.Things) if(t.Type == General.Map.Config.Start3DModeThingType) modething = t; // Found one? if(modething != null) { modething.DetermineSector(); float z = modething.Position.z; if(modething.Sector != null) z = modething.Position.z + (float)modething.Sector.FloorHeight; // Position camera here position = new Vector3D(modething.Position.x, modething.Position.y, z + 41.0f); anglexy = modething.Angle + Angle2D.PI; anglez = Angle2D.PI; return true; } else { return false; } } // This applies the camera position and angle to the 3D Camera Thing // Returns false when it couldn't find a 3D Camera Thing public virtual bool ApplyToThing() { Thing modething = null; // Find a 3D Mode thing foreach(Thing t in General.Map.Map.Things) if(t.Type == General.Map.Config.Start3DModeThingType) modething = t; // Found one? if(modething != null) { int z = 0; if(sector != null) z = (int)position.z - sector.FloorHeight; // Position the thing to match camera modething.Move((int)position.x, (int)position.y, z); modething.Rotate(anglexy - Angle2D.PI); return true; } else { return false; } } #endregion } }