Files
VoxelEngine/Rendering/Camera.cs

55 lines
1.7 KiB
C#

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));
}
}