Files
renderdoc/renderdocui/Interop/Camera.cs
T

104 lines
4.4 KiB
C#

/******************************************************************************
* 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; } }
}
}