Files
INF6B/simulations/fluids/fluidsC#/Camera.cs

50 lines
1.2 KiB
C#

using OpenTK.Mathematics;
namespace fluidsC_;
public class Camera
{
public Vector3 Position;
public float AspectRatio;
public Vector3 Front = -Vector3.UnitZ;
public Vector3 Up = Vector3.UnitY;
public Vector3 Right = Vector3.UnitX;
public float Pitch;
public float Yaw = -MathHelper.PiOver2;
public float Speed = 2.5f;
public float Sensitivity = 0.002f;
public Camera(Vector3 position, float aspectRatio)
{
Position = position;
AspectRatio = aspectRatio;
UpdateVectors();
}
public Matrix4 GetViewMatrix()
{
return Matrix4.LookAt(Position, Position + Front, Up);
}
public Matrix4 GetProjectionMatrix()
{
return Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, AspectRatio, 0.01f, 100.0f);
}
public void UpdateVectors()
{
// Calculate the new Front vector
Front.X = MathF.Cos(Yaw) * MathF.Cos(Pitch);
Front.Y = MathF.Sin(Pitch);
Front.Z = MathF.Sin(Yaw) * MathF.Cos(Pitch);
Front = Vector3.Normalize(Front);
// Also re-calculate the Right and Up vector
Right = Vector3.Normalize(Vector3.Cross(Front, Vector3.UnitY));
Up = Vector3.Normalize(Vector3.Cross(Right, Front));
}
}