198 lines
5.3 KiB
C#
198 lines
5.3 KiB
C#
/*
|
|
* 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;
|
|
}
|
|
}
|
|
}
|