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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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158 lines
4.1 KiB
C#
158 lines
4.1 KiB
C#
#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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#endregion
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namespace CodeImp.DoomBuilder.VisualModes
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{
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public class VisualCamera
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{
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#region ================== Constants
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private const float ANGLE_FROM_MOUSE = 0.0001f;
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public const float MAX_ANGLEZ_LOW = 100f / Angle2D.PIDEG;
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public const float MAX_ANGLEZ_HIGH = (360f - 100f) / Angle2D.PIDEG;
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#endregion
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#region ================== Variables
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// Properties
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private Vector3D position;
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private Vector3D target;
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private Vector3D movemultiplier;
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private float anglexy, anglez;
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private Sector sector;
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#endregion
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#region ================== Properties
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public Vector3D Position { get { return position; } set { position = value; } }
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public Vector3D Target { get { return target; } }
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public float AngleXY { get { return anglexy; } set { anglexy = value; } }
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public float AngleZ { get { return anglez; } set { anglez = value; } }
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public Sector Sector { get { return sector; } internal set { sector = value; } }
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public Vector3D MoveMultiplier { get { return movemultiplier; } set { movemultiplier = value; } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public VisualCamera()
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{
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// Initialize
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this.movemultiplier = new Vector3D(1.0f, 1.0f, 1.0f);
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this.position = position;
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this.anglexy = 0.0f;
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this.anglez = Angle2D.PI;
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this.sector = null;
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PositionAtThing();
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}
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#endregion
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#region ================== Methods
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// Mouse input
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internal void ProcessMouseInput(Vector2D delta)
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{
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// Change camera angles with the mouse changes
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anglexy -= delta.x * ANGLE_FROM_MOUSE;
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if(General.Settings.InvertYAxis)
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anglez -= delta.y * ANGLE_FROM_MOUSE;
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else
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anglez += delta.y * ANGLE_FROM_MOUSE;
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// Normalize angles
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anglexy = Angle2D.Normalized(anglexy);
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anglez = Angle2D.Normalized(anglez);
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// Limit vertical angle
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if(anglez < MAX_ANGLEZ_LOW) anglez = MAX_ANGLEZ_LOW;
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if(anglez > MAX_ANGLEZ_HIGH) anglez = MAX_ANGLEZ_HIGH;
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}
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// Key input
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internal void ProcessMovement(Vector3D deltavec)
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{
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// Calculate camera direction vectors
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Vector3D camvec = Vector3D.FromAngleXYZ(anglexy, anglez);
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// Position the camera
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position += deltavec;
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// Target the camera
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target = position + camvec;
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}
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// This applies the position and angle from the 3D Camera Thing
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// Returns false when it couldn't find a 3D Camera Thing
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public virtual bool PositionAtThing()
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{
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Thing modething = null;
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// Find a 3D Mode thing
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foreach(Thing t in General.Map.Map.Things)
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if(t.Type == General.Map.Config.Start3DModeThingType) modething = t;
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// Found one?
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if(modething != null)
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{
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modething.DetermineSector();
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float z = modething.Position.z;
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if(modething.Sector != null)
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z = modething.Position.z + (float)modething.Sector.FloorHeight;
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// Position camera here
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position = new Vector3D(modething.Position.x, modething.Position.y, z + 41.0f);
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anglexy = modething.Angle + Angle2D.PI;
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anglez = Angle2D.PI;
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return true;
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}
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else
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{
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return false;
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}
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}
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// This applies the camera position and angle to the 3D Camera Thing
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// Returns false when it couldn't find a 3D Camera Thing
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public virtual bool ApplyToThing()
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{
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Thing modething = null;
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// Find a 3D Mode thing
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foreach(Thing t in General.Map.Map.Things)
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if(t.Type == General.Map.Config.Start3DModeThingType) modething = t;
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// Found one?
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if(modething != null)
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{
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int z = 0;
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if(sector != null)
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z = (int)position.z - sector.FloorHeight;
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// Position the thing to match camera
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modething.Move((int)position.x, (int)position.y, z);
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modething.Rotate(anglexy - Angle2D.PI);
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return true;
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}
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else
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{
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return false;
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}
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}
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#endregion
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}
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}
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