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