P3D-Legacy/P3D/Screens/MapPreview/MapPreviewCamera.vb

154 lines
5.4 KiB
VB.net

Public Class MapPreviewCamera
Inherits Camera
Public oldX, oldY As Single
Public Sub New()
MyBase.New("MapPreview")
Me.Position = MapPreviewScreen.MapViewModePosition
Me.RotationSpeed = 0.002F
Me.FOV = 65
Me.Yaw = 0.0F
If CInt(Me.Yaw) = CInt(MathHelper.TwoPi) Then
Me.Yaw = 0
End If
Pitch = -0.4432F
Me.Speed = 0.2F
Turning = False
View = Matrix.CreateLookAt(Position, Vector3.Zero, Vector3.Up)
Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(FOV), Core.GraphicsDevice.Viewport.AspectRatio, 0.01, Me.FarPlane)
UpdateMatrices()
UpdateFrustum()
createRay()
ResetCursor()
End Sub
Public Overrides Sub Update()
Me.Ray = createRay()
Me.ChangeSpeed()
Me.TurnCamera()
Me.MoveCamera()
UpdateFrustum()
UpdateMatrices()
ResetCursor()
End Sub
Private Sub ChangeSpeed()
If Controls.Up(False, False, True, False, False, False) = True Then
Me.Speed += 0.01F
Me.RotationSpeed += 0.0001F
End If
If Controls.Down(False, False, True, False, False, False) = True Then
Me.Speed -= 0.01F
Me.RotationSpeed -= 0.0001F
End If
Me.Speed = Me.Speed.Clamp(0.0F, 1.0F)
Me.RotationSpeed = Me.RotationSpeed.Clamp(0.001F, 0.007F)
End Sub
Private Sub TurnCamera()
Dim mState As MouseState = Mouse.GetState()
Dim gState As GamePadState = GamePad.GetState(PlayerIndex.One)
Dim dx As Single = mState.X - oldX
If gState.ThumbSticks.Right.X <> 0.0F And Core.GameOptions.GamePadEnabled = True Then
dx = gState.ThumbSticks.Right.X * 50.0F
End If
Dim dy As Single = mState.Y - oldY
If gState.ThumbSticks.Right.Y <> 0.0F And Core.GameOptions.GamePadEnabled = True Then
dy = gState.ThumbSticks.Right.Y * 40.0F * -1.0F
End If
Yaw += -RotationSpeed * 0.75F * dx
While Yaw > MathHelper.TwoPi
Yaw -= MathHelper.TwoPi
End While
While Yaw < 0
Yaw += MathHelper.TwoPi
End While
Pitch += -RotationSpeed * dy
Pitch = MathHelper.Clamp(Pitch, -1.5f, 1.5f)
End Sub
Private Sub MoveCamera()
If Controls.Up(False, False, False, True, True, False) = True Then
Dim rotationM As Matrix = Matrix.CreateFromYawPitchRoll(Yaw, Pitch, 0.0F)
Dim translation As Vector3 = Vector3.Transform(Vector3.Forward, rotationM)
Me.Position += translation * Me.Speed
End If
If Controls.Down(False, False, False, True, True, False) = True Then
Dim rotationM As Matrix = Matrix.CreateFromYawPitchRoll(Yaw, Pitch, 0.0F)
Dim translation As Vector3 = Vector3.Transform(Vector3.Backward, rotationM)
Me.Position += translation * Me.Speed
End If
If Controls.Left(False, False, False, True, True, False) = True Then
Dim rotationM As Matrix = Matrix.CreateFromYawPitchRoll(Yaw, Pitch, 0.0F)
Dim translation As Vector3 = Vector3.Transform(Vector3.Left, rotationM)
Me.Position += translation * Me.Speed
End If
If Controls.Right(False, False, False, True, True, False) = True Then
Dim rotationM As Matrix = Matrix.CreateFromYawPitchRoll(Yaw, Pitch, 0.0F)
Dim translation As Vector3 = Vector3.Transform(Vector3.Right, rotationM)
Me.Position += translation * Me.Speed
End If
End Sub
Public Sub ResetCursor()
If Core.GameInstance.IsActive = True Then
Mouse.SetPosition(CInt(Core.windowSize.Width / 2), CInt(Core.windowSize.Height / 2))
oldX = CInt(Core.windowSize.Width / 2)
oldY = CInt(Core.windowSize.Height / 2)
End If
End Sub
Public Sub UpdateFrustum()
Dim rotation As Matrix = Matrix.CreateRotationX(Pitch) * Matrix.CreateRotationY(Yaw)
Dim fPosition As New Vector3(Me.Position.X, Me.Position.Y, Me.Position.Z)
Dim transformed As Vector3 = Vector3.Transform(New Vector3(0, 0, -1), rotation)
Dim lookAt As Vector3 = fPosition + transformed
Me.BoundingFrustum = New BoundingFrustum(Matrix.CreateLookAt(fPosition, lookAt, Vector3.Up) * Projection)
End Sub
Public Sub UpdateMatrices()
Dim rotation As Matrix = Matrix.CreateRotationX(Pitch) * Matrix.CreateRotationY(Yaw)
Dim transformed As Vector3 = Vector3.Transform(New Vector3(0, 0, -1), rotation)
Dim lookAt As Vector3 = New Vector3(Me.Position.X, Me.Position.Y, Me.Position.Z) + transformed
View = Matrix.CreateLookAt(Position, lookAt, Vector3.Up)
End Sub
Public Function createRay() As Ray
Dim centerX As Integer = CInt(Core.windowSize.Width / 2)
Dim centerY As Integer = CInt(Core.windowSize.Height / 2)
Dim nearSource As Vector3 = New Vector3(centerX, centerY, 0)
Dim farSource As Vector3 = New Vector3(centerX, centerY, 1)
Dim nearPoint As Vector3 = Core.GraphicsDevice.Viewport.Unproject(nearSource, Projection, View, Matrix.Identity)
Dim farPoint As Vector3 = Core.GraphicsDevice.Viewport.Unproject(farSource, Projection, View, Matrix.Identity)
Dim direction As Vector3 = farPoint - nearPoint
direction.Normalize()
Return New Ray(nearPoint, direction)
End Function
End Class