style: apply code-style cleanup (explicit types, this-qualification, switch expressions)

This commit is contained in:
2026-05-28 13:29:13 +02:00
parent 8e3195ca37
commit 70c986529b
9 changed files with 110 additions and 102 deletions

View File

@@ -8,8 +8,8 @@ public sealed class Camera
public Vector3 Position { get; private set; }
public float Yaw { get; private set; } = -90f; // degrees; -90 looks down -Z
public float Pitch { get; private set; } = 0f; // degrees
public float Fov { get; set; } = 60f; // degrees
public float Pitch { get; private set; } // degrees
public float Fov { get; set; } = 60f; // degrees
public float AspectRatio { get; set; }
public Vector3 Front { get; private set; } = -Vector3.UnitZ;
@@ -18,37 +18,37 @@ public sealed class Camera
public Camera(Vector3 position, float aspectRatio)
{
Position = position;
AspectRatio = aspectRatio;
UpdateVectors();
this.Position = position;
this.AspectRatio = aspectRatio;
this.UpdateVectors();
}
public void Move(Vector3 delta) => Position += delta;
public void Move(Vector3 delta) => this.Position += delta;
public void AddRotation(float yawDelta, float pitchDelta)
{
Yaw += yawDelta;
Pitch = MathHelper.Clamp(Pitch + pitchDelta, -89f, 89f);
UpdateVectors();
this.Yaw += yawDelta;
this.Pitch = MathHelper.Clamp(this.Pitch + pitchDelta, -89f, 89f);
this.UpdateVectors();
}
public Matrix4 GetViewMatrix() => Matrix4.LookAt(Position, Position + Front, Up);
public Matrix4 GetViewMatrix() => Matrix4.LookAt(this.Position, this.Position + this.Front, this.Up);
public Matrix4 GetProjectionMatrix() =>
Matrix4.CreatePerspectiveFieldOfView(
MathHelper.DegreesToRadians(Fov), AspectRatio, 0.1f, 100f);
MathHelper.DegreesToRadians(this.Fov), this.AspectRatio, 0.1f, 100f);
private void UpdateVectors()
{
float yaw = MathHelper.DegreesToRadians(Yaw);
float pitch = MathHelper.DegreesToRadians(Pitch);
float yaw = MathHelper.DegreesToRadians(this.Yaw);
float pitch = MathHelper.DegreesToRadians(this.Pitch);
Front = Vector3.Normalize(new Vector3(
this.Front = Vector3.Normalize(new Vector3(
MathF.Cos(yaw) * MathF.Cos(pitch),
MathF.Sin(pitch),
MathF.Sin(yaw) * MathF.Cos(pitch)));
Right = Vector3.Normalize(Vector3.Cross(Front, WorldUp));
Up = Vector3.Normalize(Vector3.Cross(Right, Front));
this.Right = Vector3.Normalize(Vector3.Cross(this.Front, Camera.WorldUp));
this.Up = Vector3.Normalize(Vector3.Cross(this.Right, this.Front));
}
}