Going to be lazy here, A method to change views and a camera class.
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| private void ChangeView(bool ortho = false)
{
Matrix4 matrix;
if (ortho)
{
matrix = Matrix4.CreateOrthographic(Width, Height, 1.0f, 100.0f);
}
else
{
matrix = Matrix4.CreatePerspectiveFieldOfView(1.0f, (float)(Width / (double)Height), 1.0f, 10000.0f);
}
GL.MatrixMode(MatrixMode.Projection);
GL.LoadMatrix(ref matrix);
}
|
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| class Camera2D
{
public enum DrawMode
{
Normal,
Wireframe
}
public float X { get; set; }
public float Y { get; set; }
public float Angle { get; set; }
private DrawMode _mode;
public DrawMode Mode
{
get { return _mode; }
set
{
_mode = value;
UpdateDrawMode();
}
}
public Camera2D(float x = 0.0f, float y = 0.0f)
{
X = x;
Y = y;
_mode = DrawMode.Normal;
}
private void UpdateDrawMode()
{
switch (_mode)
{
case DrawMode.Normal:
GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
break;
case DrawMode.Wireframe:
GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
break;
}
}
public void Update()
{
GL.Rotate(Angle, 0, 0, 1);
GL.Translate(-X, -Y, 0);
}
}
|
Also a 3D version RotationZ is ignored on movement, it is just a simple camera.
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71 | class Camera3D
{
public enum Direction
{
Forward,
Backward,
Left,
Right,
Up,
Down
}
public float X { get; set; }
public float Y { get; set; }
public float Z { get; set; }
public float RotationX { get; set; }
public float RotationY { get; set; }
public float RotationZ { get; set; }
public Camera3D(float x = 0.0f, float y = 0.0f, float z = 0.0f)
{
X = x;
Y = y;
Z = z;
}
public void Update()
{
GL.Rotate(RotationX, 1, 0, 0);
GL.Rotate(RotationY, 0, 1, 0);
GL.Rotate(RotationZ, 0, 0, 1);
GL.Translate(-X, -Y, -Z);
}
public void Move(Direction direction, float speed = 1.0f, bool flying = false)
{
float dX = RotationX * (float)(Math.PI / 180);
float dY = RotationY * (float)(Math.PI / 180);
switch (direction)
{
case Direction.Forward:
X += (float)Math.Sin(dY) * speed;
Z += -(float)Math.Cos(dY) * speed;
if (flying)
Y += -(float)Math.Sin(dX) * speed;
break;
case Direction.Backward:
X += -(float)Math.Sin(dY) * speed;
Z += (float)Math.Cos(dY) * speed;
if (flying)
Y += (float)Math.Sin(dX) * speed;
break;
case Direction.Left:
X += -(float)Math.Cos(dY) * speed;
Z += -(float)Math.Sin(dY) * speed;
break;
case Direction.Right:
X += (float)Math.Cos(dY) * speed;
Z += (float)Math.Sin(dY) * speed;
break;
case Direction.Up:
Y += speed;
break;
case Direction.Down:
Y -= speed;
break;
}
}
}
|
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