Files
RobustToolbox/Robust.Client/Graphics/ClientEye/Eye.cs
T
Pieter-Jan Briers 0187e85700 Eye offset no longer offsets FOV.
This means camera recoil in SS14 won't clip into walls.
2021-11-04 17:37:00 +01:00

82 lines
2.4 KiB
C#

using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.ViewVariables;
#nullable enable
namespace Robust.Client.Graphics
{
/// <inheritdoc />
public class Eye : IEye
{
private Vector2 _scale = Vector2.One/2f;
private Angle _rotation = Angle.Zero;
private MapCoordinates _coords;
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public bool DrawFov { get; set; } = true;
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public virtual MapCoordinates Position
{
get => _coords;
internal set => _coords = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Offset { get; set; }
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public Angle Rotation
{
get => _rotation;
set => _rotation = value;
}
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Zoom
{
get => new(1 / _scale.X, 1 / _scale.Y);
set => _scale = new Vector2(1 / value.X, 1 / value.Y);
}
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Scale
{
get => _scale;
set => _scale = value;
}
/// <inheritdoc />
public void GetViewMatrix(out Matrix3 viewMatrix, Vector2 renderScale)
{
var scaleMat = Matrix3.CreateScale(_scale.X * renderScale.X, _scale.Y * renderScale.Y);
var rotMat = Matrix3.CreateRotation(_rotation);
var transMat = Matrix3.CreateTranslation(-_coords.Position - Offset);
viewMatrix = transMat * rotMat * scaleMat;
}
public void GetViewMatrixNoOffset(out Matrix3 viewMatrix, Vector2 renderScale)
{
var scaleMat = Matrix3.CreateScale(_scale.X * renderScale.X, _scale.Y * renderScale.Y);
var rotMat = Matrix3.CreateRotation(_rotation);
var transMat = Matrix3.CreateTranslation(-_coords.Position);
viewMatrix = transMat * rotMat * scaleMat;
}
/// <inheritdoc />
public void GetViewMatrixInv(out Matrix3 viewMatrixInv, Vector2 renderScale)
{
GetViewMatrix(out var viewMatrix, renderScale);
viewMatrixInv = Matrix3.Invert(viewMatrix);
}
}
}