feat: 3D camera added
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@@ -0,0 +1,131 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Engine.Core;
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namespace Engine.Integration.MonoGame;
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public class MonoGameCamera3D : BehaviourBase, ICamera3D, IFirstFrameUpdate, IPreDraw
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{
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public Event<MonoGameCamera3D, ViewChangedArguments> OnViewChanged { get; } = new();
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public Event<MonoGameCamera3D, ProjectionChangedArguments> OnProjectionChanged { get; } = new();
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public Event<MonoGameCamera3D, ViewportChangedArguments> OnViewportChanged { get; } = new();
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public Event<MonoGameCamera3D, FieldOfViewChangedArguments> OnFieldOfViewChanged { get; } = new();
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private Matrix _view = Matrix.Identity;
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private Matrix _projection = Matrix.Identity;
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private Viewport _viewport = default;
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private float _fieldOfView = 1f;
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public GraphicsDeviceManager Graphics { get; private set; } = null!;
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public ITransform3D Transform { get; private set; } = null!;
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public Matrix View
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{
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get => _view;
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set
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{
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if (_view == value)
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return;
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Matrix previousView = _view;
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_view = value;
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OnViewChanged.Invoke(this, new(previousView));
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}
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}
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public Matrix Projection
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{
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get => _projection;
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set
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{
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if (_projection == value)
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return;
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Matrix previousProjection = _projection;
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_projection = value;
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OnProjectionChanged.Invoke(this, new(previousProjection));
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}
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}
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public Vector3D Position
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{
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get => Transform.Position;
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set => Transform.Position = value;
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}
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public Viewport Viewport
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{
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get => _viewport;
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set
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{
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if (_viewport.Equals(value))
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return;
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Viewport previousViewport = _viewport;
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_viewport = value;
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OnViewportChanged.Invoke(this, new(previousViewport));
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}
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}
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public float FieldOfView
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{
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get => _fieldOfView;
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set
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{
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float newValue = Math.Max(0.1f, value);
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if (_fieldOfView == newValue)
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return;
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float previousFieldOfView = _fieldOfView;
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_fieldOfView = newValue;
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OnFieldOfViewChanged.Invoke(this, new(previousFieldOfView));
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}
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}
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public Engine.Core.Quaternion Rotation
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{
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get => Transform.Rotation;
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set => Transform.Rotation = value;
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}
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// TODO This causes delay since OnPreDraw calls assuming this is called in in Update
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public Ray3D ScreenToWorldRay(Vector2D screenPosition)
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{
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Vector3 nearPoint = new(screenPosition.X, screenPosition.Y, 0f);
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Vector3 farPoint = new(screenPosition.X, screenPosition.Y, 1f);
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Vector3 worldNear = Viewport.Unproject(nearPoint, _projection, _view, Matrix.Identity);
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Vector3 worldFar = Viewport.Unproject(farPoint, _projection, _view, Matrix.Identity);
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Vector3 direction = Vector3.Normalize(worldFar - worldNear);
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return new(worldNear.ToVector3D(), direction.ToVector3D());
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}
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public Vector2D WorldToScreenPosition(Vector3D worldPosition) => Viewport.Project(worldPosition.ToVector3(), _projection, _view, Matrix.Identity).ToVector3D();
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public void FirstActiveFrame()
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{
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Graphics = BehaviourController.UniverseObject.Universe.FindRequiredBehaviour<MonoGameWindowContainer>().Window.Graphics;
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Viewport = Graphics.GraphicsDevice.Viewport;
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}
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public void PreDraw()
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{
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Vector3 cameraPosition = Position.ToVector3();
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View = Matrix.CreateLookAt(
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cameraPosition,
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Transform.Forward.ToVector3() + cameraPosition,
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Transform.Up.ToVector3()
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);
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Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Viewport.AspectRatio, 0.1f, 100f);
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}
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protected sealed override void InitializeInternal() => Transform = BehaviourController.GetRequiredBehaviour<ITransform3D>();
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protected sealed override void FinalizeInternal() => Transform = null!;
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public readonly record struct ViewChangedArguments(Matrix PreviousView);
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public readonly record struct ProjectionChangedArguments(Matrix PreviousProjection);
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public readonly record struct ViewportChangedArguments(Viewport PreviousViewport);
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public readonly record struct FieldOfViewChangedArguments(float PreviousFieldOfView);
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}
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