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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<byte> ClearColor { get; set; }
public Rectangle<int> Viewport { get; set; }
}
[Component]
public struct CameraController
{
public float MouseSensitivity { get; set; }
public Vector2D<float>? 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<float> 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<float>(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;
}
}
}