All pastes #1742846 Raw Edit

ChaseCamera

public text v1 · immutable
#1742846 ·published 2010-01-08 15:58 UTC
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#region File Description
//-----------------------------------------------------------------------------
// ChaseCamera.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion

#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
#endregion

namespace Game1
{
    public class ChaseCamera
    {
        private Quaternion q;

        int cameraMode = 2;
        public int Mode
        {
            get { return cameraMode; }
        }
        #region Chased object properties (set externally each frame)

        /// <summary>
        /// Position of object being chased.
        /// </summary>
        public Vector3 ChasePosition
        {
            get { return chasePosition; }
            set { chasePosition = value; }
        }
        private Vector3 chasePosition;

        /// <summary>
        /// Direction the chased object is facing.
        /// </summary>
        public Vector3 ChaseDirection
        {
            get { return chaseDirection; }
            set { chaseDirection = value; }
        }
        private Vector3 chaseDirection;

        /// <summary>
        /// Chased object's Up vector.
        /// </summary>
        public Vector3 Up
        {
            get { return up; }
            set { up = value; }
        }
        private Vector3 up = Vector3.Up;

        #endregion

        #region Desired camera positioning (set when creating camera or changing view)

        /// <summary>
        /// Desired camera position in the chased object's coordinate system.
        /// </summary>
        public Vector3 DesiredPositionOffset
        {
            get { return desiredPositionOffset; }
            set { desiredPositionOffset = value; }
        }
        private Vector3 desiredPositionOffset = new Vector3(0, 2.0f, 2.0f);

        /// <summary>
        /// Desired camera position in world space.
        /// </summary>
        public Vector3 DesiredPosition
        {
            get
            {
                // Ensure correct value even if update has not been called this frame
                UpdateWorldPositions();

                return desiredPosition;
            }
        }
        private Vector3 desiredPosition;

        /// <summary>
        /// Look at point in the chased object's coordinate system.
        /// </summary>
        public Vector3 LookAtOffset
        {
            get { return lookAtOffset; }
            set { lookAtOffset = value; }
        }
        private Vector3 lookAtOffset = new Vector3(0, 2.8f, 0);

        /// <summary>
        /// Look at point in world space.
        /// </summary>
        public Vector3 LookAt
        {
            get
            {
                // Ensure correct value even if update has not been called this frame
                UpdateWorldPositions();

                return lookAt;
            }
        }
        private Vector3 lookAt;

        #endregion

        #region Camera physics (typically set when creating camera)

        /// <summary>
        /// Physics coefficient which controls the influence of the camera's position
        /// over the spring force. The stiffer the spring, the closer it will stay to
        /// the chased object.
        /// </summary>
        public float Stiffness
        {
            get { return stiffness; }
            set { stiffness = value; }
        }
        private float stiffness = 1800.0f;

        /// <summary>
        /// Physics coefficient which approximates internal friction of the spring.
        /// Sufficient damping will prevent the spring from oscillating infinitely.
        /// </summary>
        public float Damping
        {
            get { return damping; }
            set { damping = value; }
        }
        private float damping = 600.0f;

        /// <summary>
        /// Mass of the camera body. Heaver objects require stiffer springs with less
        /// damping to move at the same rate as lighter objects.
        /// </summary>
        public float Mass
        {
            get { return mass; }
            set { mass = value; }
        }
        private float mass = 50.0f;

        #endregion

        #region Current camera properties (updated by camera physics)

        /// <summary>
        /// Position of camera in world space.
        /// </summary>
        public Vector3 Position
        {
            get { return position; }
        }
        private Vector3 position;

        /// <summary>
        /// Velocity of camera.
        /// </summary>
        public Vector3 Velocity
        {
            get { return velocity; }
        }
        private Vector3 velocity;

        #endregion


        #region Perspective properties

        /// <summary>
        /// Perspective aspect ratio. Default value should be overriden by application.
        /// </summary>
        public float AspectRatio
        {
            get { return aspectRatio; }
            set { aspectRatio = value; }
        }
        private float aspectRatio = 4.0f / 3.0f;

        /// <summary>
        /// Perspective field of view.
        /// </summary>
        public float FieldOfView
        {
            get { return fieldOfView; }
            set { fieldOfView = value; }
        }
        private float fieldOfView = MathHelper.ToRadians(45.0f);

        /// <summary>
        /// Distance to the near clipping plane.
        /// </summary>
        public float NearPlaneDistance
        {
            get { return nearPlaneDistance; }
            set { nearPlaneDistance = value; }
        }
        private float nearPlaneDistance = 1.0f;

        /// <summary>
        /// Distance to the far clipping plane.
        /// </summary>
        public float FarPlaneDistance
        {
            get { return farPlaneDistance; }
            set { farPlaneDistance = value; }
        }
        private float farPlaneDistance = 10000.0f;

        #endregion

        #region Matrix properties

        /// <summary>
        /// View transform matrix.
        /// </summary>
        public Matrix View
        {
            get { return view; }
        }
        private Matrix view;

        /// <summary>
        /// Projecton transform matrix.
        /// </summary>
        public Matrix Projection
        {
            get { return projection; }
        }
        private Matrix projection;

        #endregion


        #region Methods

        /// <summary>
        /// Rebuilds object space values in world space. Invoke before publicly
        /// returning or privately accessing world space values.
        /// </summary>
        private void UpdateWorldPositions()
        {
            // Construct a matrix to transform from object space to worldspace
            Matrix transform = Matrix.Identity;
            transform.Forward = ChaseDirection;
            transform.Up = Up;
            transform.Right = Vector3.Cross(Up, ChaseDirection);

            // Calculate desired camera properties in world space
            if (cameraMode == 0)
            {
            desiredPosition = ChasePosition +
                Vector3.TransformNormal(DesiredPositionOffset, transform);
            lookAt = ChasePosition +
                Vector3.TransformNormal(LookAtOffset, transform);
            }
            if (cameraMode == 2)
            {
                desiredPosition = ChasePosition +
                     Vector3.TransformNormal(DesiredPositionOffset, transform);

                lookAt = ChasePosition + 10000 * ChaseDirection;
            }
        }
        public void UpdateNewCamera(float xFac, float yFac)
        {

            if (cameraMode != 1)
                return;
            Matrix transform = Matrix.Identity;
            transform.Forward = ChaseDirection;
            transform.Up = Up;

            transform.Right = Vector3.Cross(Up, ChaseDirection);
            Vector3 o = ChasePosition +
                            Vector3.TransformNormal(DesiredPositionOffset, transform);


            Vector3 d = ChasePosition +
                Vector3.TransformNormal(LookAtOffset, transform);

            view = Matrix.CreateLookAt(o, d, this.Up);
            projection = Matrix.CreatePerspectiveFieldOfView(FieldOfView,
                AspectRatio, NearPlaneDistance, FarPlaneDistance);

            BoundingFrustum f = new BoundingFrustum(this.view * this.projection);

            Vector3[] fcorners = new Vector3[8];
            f.GetCorners(fcorners);
            Vector3 fnx = fcorners[1] - fcorners[0];
            Vector3 fny = fcorners[3] - fcorners[0];

            Vector3 mousePos = fcorners[0] + (xFac * fnx) + (yFac * fny);
            Vector3 mouseDir = mousePos - o;
            //mouseDir.Normalize();

            desiredPosition = o; // correct, I guess
            lookAt = d;
            //return;

            // plane normal = ChasePosition - o

            Vector3 v, v2 = (d - o);
            Vector3.Normalize(ref v2, out v);

            Plane p = new Plane(v, -Vector3.Dot(v, d));

            Ray r = new Ray(o, mouseDir);

            float? t = r.Intersects(p);
            if (t != null)
            {

                v = o + (float)t * mouseDir;
                v = (v - d);

                lookAt = d + v / 2;
                //lookAt = ChasePosition + mouseDir;
                //lookAt = d;
            }
            //camera.ChasePosition = ship.Position
        }
        /// <summary>
        /// Rebuilds camera's view and projection matricies.
        /// </summary>
        private void UpdateMatrices()
        {
            view = Matrix.CreateLookAt(this.Position, this.LookAt, this.Up);
            projection = Matrix.CreatePerspectiveFieldOfView(FieldOfView,
                AspectRatio, NearPlaneDistance, FarPlaneDistance);
        }

        /// <summary>
        /// Forces camera to be at desired position and to stop moving. The is useful
        /// when the chased object is first created or after it has been teleported.
        /// Failing to call this after a large change to the chased object's position
        /// will result in the camera quickly flying across the world.
        /// </summary>
        public void Reset()
        {
            UpdateWorldPositions();

            // Stop motion
            velocity = Vector3.Zero;

            // Force desired position
            position = desiredPosition;

            UpdateMatrices();
        }

        /// <summary>
        /// Animates the camera from its current position towards the desired offset
        /// behind the chased object. The camera's animation is controlled by a simple
        /// physical spring attached to the camera and anchored to the desired position.
        /// </summary>
        public void Update(GameTime gameTime)
        {
            if (gameTime == null)
                throw new ArgumentNullException("gameTime");

            UpdateWorldPositions();

            float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;

            // Calculate spring force
            Vector3 stretch = position - desiredPosition;
            Vector3 force = -stiffness * stretch - damping * velocity;

            // Apply acceleration
            Vector3 acceleration = force / mass;
            velocity += acceleration * elapsed;

            // Apply velocity
            position += velocity * elapsed;

            UpdateMatrices();
        }

        #endregion
    }
}