126 lines
3.9 KiB
VB.net
126 lines
3.9 KiB
VB.net
Public Class ViewModelCamera
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Inherits Camera
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Public oldX, oldY As Single
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Public Sub New()
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MyBase.New("ViewModel")
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Me.Position = New Vector3(0, 1.86F, 3.3F)
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Me.RotationSpeed = CSng(Core.Player.startRotationSpeed / 10000)
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Me.FOV = 65
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Me.Yaw = 0.0F
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If CInt(Me.Yaw) = CInt(MathHelper.TwoPi) Then
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Me.Yaw = 0
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End If
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Pitch = -0.4432F
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Turning = False
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View = Matrix.CreateLookAt(Position, Vector3.Zero, Vector3.Up)
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Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(FOV), Core.GraphicsDevice.Viewport.AspectRatio, 0.01, Me.FarPlane)
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UpdateMatrices()
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UpdateFrustum()
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createRay()
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ResetCursor()
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End Sub
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Public Overrides Sub Update()
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Me.Ray = createRay()
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Pitch = MathHelper.Clamp(Pitch, -1.5f, 1.5f)
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ScrollThirdPerson()
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UpdateFrustum()
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UpdateMatrices()
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ResetCursor()
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End Sub
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Private scrollSpeed As Single = 0.0F
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Private multi As Integer = 1
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Private Sub ScrollThirdPerson()
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If Controls.Down(True, False, True, False, False) = True Then
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If scrollSpeed = 0.0F Or multi <> 1 Then
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scrollSpeed = 0.01F
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End If
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multi = 1
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scrollSpeed += scrollSpeed.Clamp(0, 0.01)
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End If
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If Controls.Up(True, False, True, False, False) = True Then
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If scrollSpeed = 0.0F Or multi <> -1 Then
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scrollSpeed = 0.01F
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End If
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multi = -1
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scrollSpeed += scrollSpeed.Clamp(0, 0.01)
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End If
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scrollSpeed = scrollSpeed.Clamp(0, 0.08)
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If scrollSpeed > 0.0F Then
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Me.Position.Y += scrollSpeed * multi
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Me.Position.Z += scrollSpeed * multi
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Me.Position.Y = Me.Position.Y.Clamp(1.0F, 4.7F)
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Me.Position.Z = Me.Position.Z.Clamp(1.0F, 6.0F)
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scrollSpeed -= 0.001F
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If scrollSpeed <= 0.0F Then
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scrollSpeed = 0.0F
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End If
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End If
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End Sub
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Public Sub ResetCursor()
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If Core.GameInstance.IsActive = True Then
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Mouse.SetPosition(CInt(Core.windowSize.Width / 2), CInt(Core.windowSize.Height / 2))
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oldX = CInt(Core.windowSize.Width / 2)
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oldY = CInt(Core.windowSize.Height / 2)
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End If
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End Sub
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Public Sub UpdateFrustum()
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Dim rotation As Matrix = Matrix.CreateRotationX(Pitch) * Matrix.CreateRotationY(Yaw)
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Dim fPosition As New Vector3(Me.Position.X, Me.Position.Y, Me.Position.Z)
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Dim transformed As Vector3 = Vector3.Transform(New Vector3(0, 0, -1), rotation)
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Dim lookAt As Vector3 = fPosition + transformed
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Me.BoundingFrustum = New BoundingFrustum(Matrix.CreateLookAt(fPosition, lookAt, Vector3.Up) * Projection)
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End Sub
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Public Sub UpdateMatrices()
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Dim rotation As Matrix = Matrix.CreateRotationX(Pitch) * Matrix.CreateRotationY(Yaw)
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Dim transformed As Vector3 = Vector3.Transform(New Vector3(0, 0, -1), rotation)
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Dim lookAt As Vector3 = New Vector3(Me.Position.X, Me.Position.Y, Me.Position.Z) + transformed
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View = Matrix.CreateLookAt(Position, lookAt, Vector3.Up)
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End Sub
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Public Function createRay() As Ray
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Dim centerX As Integer = CInt(Core.windowSize.Width / 2)
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Dim centerY As Integer = CInt(Core.windowSize.Height / 2)
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Dim nearSource As Vector3 = New Vector3(centerX, centerY, 0)
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Dim farSource As Vector3 = New Vector3(centerX, centerY, 1)
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Dim nearPoint As Vector3 = Core.GraphicsDevice.Viewport.Unproject(nearSource, Projection, View, Matrix.Identity)
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Dim farPoint As Vector3 = Core.GraphicsDevice.Viewport.Unproject(farSource, Projection, View, Matrix.Identity)
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Dim direction As Vector3 = farPoint - nearPoint
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direction.Normalize()
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Return New Ray(nearPoint, direction)
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End Function
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End Class |