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OpenTaiko/FDK19/コード/01.フレームワーク/Utilities/Camera.cs

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/*
* Copyright (c) 2007-2009 SlimDX Group
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using SlimDX;
namespace SampleFramework
{
/// <summary>
/// Represents a view onto a 3D scene.
/// </summary>
public class Camera
{
Vector3 location;
Vector3 target;
float fieldOfView;
float aspectRatio;
float nearPlane;
float farPlane;
Matrix viewMatrix;
Matrix projectionMatrix;
bool viewDirty = true;
bool projectionDirty = true;
/// <summary>
/// Gets or sets the location of the camera eye point.
/// </summary>
/// <value>The location of the camera eye point.</value>
public Vector3 Location
{
get { return location; }
set
{
if (location == value)
return;
location = value;
viewDirty = true;
}
}
/// <summary>
/// Gets or sets the view target point.
/// </summary>
/// <value>The view target point.</value>
public Vector3 Target
{
get { return target; }
set
{
if (target == value)
return;
target = value;
viewDirty = true;
}
}
/// <summary>
/// Gets or sets the field of view.
/// </summary>
/// <value>The field of view.</value>
public float FieldOfView
{
get { return fieldOfView; }
set
{
if (fieldOfView == value)
return;
fieldOfView = value;
projectionDirty = true;
}
}
/// <summary>
/// Gets or sets the aspect ratio.
/// </summary>
/// <value>The aspect ratio.</value>
public float AspectRatio
{
get { return aspectRatio; }
set
{
if (aspectRatio == value)
return;
aspectRatio = value;
projectionDirty = true;
}
}
/// <summary>
/// Gets or sets the near plane.
/// </summary>
/// <value>The near plane.</value>
public float NearPlane
{
get { return nearPlane; }
set
{
if (nearPlane == value)
return;
nearPlane = value;
projectionDirty = true;
}
}
/// <summary>
/// Gets or sets the far plane.
/// </summary>
/// <value>The far plane.</value>
public float FarPlane
{
get { return farPlane; }
set
{
if (farPlane == value)
return;
farPlane = value;
projectionDirty = true;
}
}
/// <summary>
/// Gets the view matrix.
/// </summary>
/// <value>The view matrix.</value>
public Matrix ViewMatrix
{
get
{
if (viewDirty)
RebuildViewMatrix();
return viewMatrix;
}
}
/// <summary>
/// Gets the projection matrix.
/// </summary>
/// <value>The projection matrix.</value>
public Matrix ProjectionMatrix
{
get
{
if (projectionDirty)
RebuildProjectionMatrix();
return projectionMatrix;
}
}
/// <summary>
/// Initializes a new instance of the <see cref="Camera"/> class.
/// </summary>
public Camera()
{
}
/// <summary>
/// Rebuilds the view matrix.
/// </summary>
protected virtual void RebuildViewMatrix()
{
viewMatrix = Matrix.LookAtLH(Location, Target, Vector3.UnitY);
viewDirty = false;
}
/// <summary>
/// Rebuilds the projection matrix.
/// </summary>
protected virtual void RebuildProjectionMatrix()
{
projectionMatrix = Matrix.PerspectiveFovLH(FieldOfView, AspectRatio, NearPlane, FarPlane);
projectionDirty = false;
}
}
}