/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2014 Crytek * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. ******************************************************************************/ using System; using System.Collections.Generic; using System.Runtime.InteropServices; namespace renderdoc { public class Camera { [DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)] private static extern void Maths_CameraArcball(float dist, ref FloatVector rot, IntPtr pos, IntPtr fwd, IntPtr right); [DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)] private static extern void Maths_CameraFPSLook(ref FloatVector lookpos, ref FloatVector rot, IntPtr pos, IntPtr fwd, IntPtr right); public void Arcball(float dist, Vec3f rot) { IntPtr p = CustomMarshal.Alloc(typeof(FloatVector)); IntPtr f = CustomMarshal.Alloc(typeof(FloatVector)); IntPtr r = CustomMarshal.Alloc(typeof(FloatVector)); isarc = true; parampos.x = dist; parampos.y = 0.0f; parampos.z = 0.0f; paramrot = new Vec3f(rot); var rt = new FloatVector(rot); Maths_CameraArcball(dist, ref rt, p, f, r); pos = new Vec3f((FloatVector)CustomMarshal.PtrToStructure(p, typeof(FloatVector), false)); fwd = new Vec3f((FloatVector)CustomMarshal.PtrToStructure(f, typeof(FloatVector), false)); right = new Vec3f((FloatVector)CustomMarshal.PtrToStructure(r, typeof(FloatVector), false)); CustomMarshal.Free(p); CustomMarshal.Free(f); CustomMarshal.Free(r); } public void fpsLook(Vec3f lookpos, Vec3f lookrot) { IntPtr p = CustomMarshal.Alloc(typeof(FloatVector)); IntPtr f = CustomMarshal.Alloc(typeof(FloatVector)); IntPtr r = CustomMarshal.Alloc(typeof(FloatVector)); isarc = false; parampos = new Vec3f(lookpos); paramrot = new Vec3f(lookrot); var ps = new FloatVector(lookpos); var rt = new FloatVector(lookrot); Maths_CameraFPSLook(ref ps, ref rt, p, f, r); pos = new Vec3f((FloatVector)CustomMarshal.PtrToStructure(p, typeof(FloatVector), false)); fwd = new Vec3f((FloatVector)CustomMarshal.PtrToStructure(f, typeof(FloatVector), false)); right = new Vec3f((FloatVector)CustomMarshal.PtrToStructure(r, typeof(FloatVector), false)); CustomMarshal.Free(p); CustomMarshal.Free(f); CustomMarshal.Free(r); } private Vec3f pos = new Vec3f(0.0f, 0.0f, 0.0f); private Vec3f fwd = new Vec3f(0.0f, 0.0f, 1.0f); private Vec3f right = new Vec3f(1.0f, 0.0f, 0.0f); public Vec3f Position { get { return pos; } } public Vec3f Forward { get { return fwd; } } public Vec3f Right { get { return right; } } private bool isarc = false; private Vec3f parampos = new Vec3f(0.0f, 0.0f, 0.0f); private Vec3f paramrot = new Vec3f(0.0f, 0.0f, 0.0f); public bool IsArcball { get { return isarc; } } public Vec3f PositionParam { get { return parampos; } } public Vec3f RotationParam { get { return paramrot; } } } }