01.10.2020
+ Time controls (Stopwatch, Timers, Intervals) + Added smmeries to everything in SM.Base ~ Renamed Vectors to CVectors.
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44 changed files with 1092 additions and 289 deletions
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@ -2,25 +2,62 @@
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Controller for a camera
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/// </summary>
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public abstract class GenericCamera
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{
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/// <summary>
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/// The matrix for the orthographic world.
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/// </summary>
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public static Matrix4 OrthographicWorld { get; protected set; }
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/// <summary>
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/// The matrix for the perspective world.
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/// </summary>
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public static Matrix4 PerspectiveWorld { get; protected set; }
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/// <summary>
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/// This defines what is up. (Normalized)
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/// <para>Default: <see cref="Vector3.UnitY"/></para>
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/// </summary>
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public static Vector3 UpVector { get; set; } = Vector3.UnitY;
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public Matrix4 ViewMatrix { get; protected set; }
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/// <summary>
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/// Contains the view matrix of this camera.
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/// <para>Default: <see cref="Matrix4.Identity"/></para>
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/// </summary>
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public Matrix4 ViewMatrix { get; protected set; } = Matrix4.Identity;
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/// <summary>
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/// Returns the world matrix that is connected to this camera.
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/// </summary>
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public Matrix4 World => Orthographic ? OrthographicWorld : PerspectiveWorld;
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/// <summary>
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/// Calculates the view matrix.
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/// </summary>
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/// <returns>The calculated view matrix. Same as <see cref="ViewMatrix"/></returns>
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internal Matrix4 CalculateViewMatrix()
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{
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ViewMatrix = ViewCalculation();
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return ViewMatrix;
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}
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/// <summary>
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/// This calculates the view matrix.
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/// </summary>
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/// <returns>The new view matrix. This is the returns for <see cref="CalculateViewMatrix"/> and the next value for <see cref="ViewMatrix"/>. </returns>
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protected abstract Matrix4 ViewCalculation();
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/// <summary>
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/// Represents if the camera is orthographic.
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/// </summary>
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public abstract bool Orthographic { get; }
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/// <summary>
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/// This will calculate the world.
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/// <para>This is called on <see cref="GenericWindow{TScene,TItem,TCamera}.ViewportCamera"/> to calculate the world.</para>
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/// </summary>
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/// <param name="world">The world scale</param>
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/// <param name="aspect">The aspect ratio from the window.</param>
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public abstract void RecalculateWorld(Vector2 world, float aspect);
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}
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}
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