using System; using gaemstone.ECS; using Silk.NET.Input; using Silk.NET.Maths; using static gaemstone.Client.Input; namespace gaemstone.Client; [Module] [DependsOn(typeof(Input))] public class CameraModule { [Component] public struct Camera { public static readonly Camera Default2D = Create2D(); public static readonly Camera Default3D = Create3D(80.0F); public static Camera Create2D(float nearPlane = -100.0F, float farPlane = 100.0F) => new() { NearPlane = nearPlane, FarPlane = farPlane }; public static Camera Create3D(float fieldOfView, float nearPlane = 0.1F, float farPlane = 200.0F) => new() { FieldOfView = fieldOfView, NearPlane = nearPlane, FarPlane = farPlane }; public float FieldOfView { get; set; } public float NearPlane { get; set; } public float FarPlane { get; set; } public bool IsOrthographic => (FieldOfView == 0.0F); } [Component] public struct CameraViewport { public Vector4D ClearColor { get; set; } public Rectangle Viewport { get; set; } } [Component] public struct CameraController { public float MouseSensitivity { get; set; } public Vector2D? MouseGrabbedAt { get; set; } } [System] public static void UpdateCamera(TimeSpan delta, in Camera camera, ref GlobalTransform transform, ref CameraController controller, [Source(typeof(Game))] RawInput input) { var isMouseDown = input.IsDown(MouseButton.Right); var isMouseGrabbed = controller.MouseGrabbedAt != null; if (isMouseDown != isMouseGrabbed) { if (isMouseDown) controller.MouseGrabbedAt = input.MousePosition; else controller.MouseGrabbedAt = null; } if (controller.MouseGrabbedAt is not Vector2D pos) return; var mouseMoved = input.MousePosition - pos; input.Context!.Mice[0].Position = pos.ToSystem(); var dt = (float)delta.TotalSeconds; var xMovement = mouseMoved.X * dt * controller.MouseSensitivity; var yMovement = mouseMoved.Y * dt * controller.MouseSensitivity; if (camera.IsOrthographic) { transform *= Matrix4X4.CreateTranslation(-xMovement, -yMovement, 0); } else { var speed = dt * (input.IsDown(Key.ShiftLeft) ? 12 : 4); var forwardMovement = ((input.IsDown(Key.W) ? -1 : 0) + (input.IsDown(Key.S) ? 1 : 0)) * speed; var sideMovement = ((input.IsDown(Key.A) ? -1 : 0) + (input.IsDown(Key.D) ? 1 : 0)) * speed; var curTranslation = new Vector3D(transform.Value.M41, transform.Value.M42, transform.Value.M43); var yawRotation = Matrix4X4.CreateRotationY(-xMovement / 100, curTranslation); var pitchRotation = Matrix4X4.CreateRotationX(-yMovement / 100); var translation = Matrix4X4.CreateTranslation(sideMovement, 0, forwardMovement); transform = translation * pitchRotation * transform * yawRotation; } } }