feat: add fly-camera with view/projection matrices

This commit is contained in:
2026-05-28 12:04:30 +02:00
parent ecae0d4ce4
commit d7ecf019cb
2 changed files with 97 additions and 0 deletions

54
Rendering/Camera.cs Normal file
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using OpenTK.Mathematics;
namespace VoxelEngine.Rendering;
public sealed class Camera
{
private static readonly Vector3 WorldUp = Vector3.UnitY;
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 AspectRatio { get; set; }
public Vector3 Front { get; private set; } = -Vector3.UnitZ;
public Vector3 Right { get; private set; } = Vector3.UnitX;
public Vector3 Up { get; private set; } = Vector3.UnitY;
public Camera(Vector3 position, float aspectRatio)
{
Position = position;
AspectRatio = aspectRatio;
UpdateVectors();
}
public void Move(Vector3 delta) => Position += delta;
public void AddRotation(float yawDelta, float pitchDelta)
{
Yaw += yawDelta;
Pitch = MathHelper.Clamp(Pitch + pitchDelta, -89f, 89f);
UpdateVectors();
}
public Matrix4 GetViewMatrix() => Matrix4.LookAt(Position, Position + Front, Up);
public Matrix4 GetProjectionMatrix() =>
Matrix4.CreatePerspectiveFieldOfView(
MathHelper.DegreesToRadians(Fov), AspectRatio, 0.1f, 100f);
private void UpdateVectors()
{
float yaw = MathHelper.DegreesToRadians(Yaw);
float pitch = MathHelper.DegreesToRadians(Pitch);
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));
}
}

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using OpenTK.Mathematics;
using VoxelEngine.Rendering;
using Xunit;
namespace VoxelEngine.Tests;
public class CameraTests
{
[Fact]
public void DefaultFront_PointsTowardNegativeZ()
{
var camera = new Camera(Vector3.Zero, 16f / 9f);
Assert.Equal(0f, camera.Front.X, 3);
Assert.Equal(0f, camera.Front.Y, 3);
Assert.Equal(-1f, camera.Front.Z, 3);
}
[Fact]
public void Move_TranslatesPosition()
{
var camera = new Camera(Vector3.Zero, 1f);
camera.Move(new Vector3(1f, 2f, 3f));
Assert.Equal(new Vector3(1f, 2f, 3f), camera.Position);
}
[Fact]
public void AddRotation_ClampsPitchTo89Degrees()
{
var camera = new Camera(Vector3.Zero, 1f);
camera.AddRotation(0f, 200f); // try to over-rotate up
Assert.True(camera.Pitch <= 89.0001f);
camera.AddRotation(0f, -400f);
Assert.True(camera.Pitch >= -89.0001f);
}
[Fact]
public void ProjectionMatrix_IsNotIdentity()
{
var camera = new Camera(Vector3.Zero, 1.5f);
Assert.NotEqual(Matrix4.Identity, camera.GetProjectionMatrix());
}
}