/*
* PerspectiveCamera2D.cs
* Authors: Bradley Blankenship
* Copyright (c) 2007-2008 Cornell University
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
namespace tAC_Engine.Graphics.Cameras
{
///
/// Creates a perspective camera with a fixed position and look at angle to
/// give an appearence of a 2D scene with depth
///
public class Perspective2DCamera : PerspectiveCamera
{
#region Properties
///
/// Gets/Sets the eye vector
///
public override Vector3 Eye
{
get { return mEye; }
set
{
// Check to see if we need to set values and recalculate
if (mEye != value)
{
mLookAt -= mEye;
mEye = value;
mLookAt += mEye;
CreateView();
}
}
}
///
/// Gets the look at vector
///
public override Vector3 LookAt
{
get { return mLookAt; }
// Do not allow overriding; this must stay the same for
// a proper 2D camera.
set { }
}
///
/// Gets the up vector
///
public override Vector3 Up
{
get { return mUp; }
// Do not allow overriding; this must stay the same for
// a proper 2D camera.
set { }
}
#endregion
#region Constructs
///
/// Default Projection Camera with no values set.
///
public Perspective2DCamera()
{
// Create the projection and view matrixes
CreateView();
CreateProjection();
}
///
/// Paramaterized Constructor for perspective camera.
///
/// The position vector of the camera
/// The field of view, in radians
/// The aspect ratio for the camera
/// The distance to the near plane
/// The distance to the far plane
public Perspective2DCamera(Vector3 eye, float fov, float aspectRatio,
float near, float far)
{
// Set all of the values
mEye.X = eye.X; mEye.Y = eye.Y; mEye.Z = 0;
mLookAt = Vector3.Forward + mEye;
mUp = Vector3.Up;
mFOV = fov;
mAspectRatio = aspectRatio;
mNear = near;
mFar = far;
// Create the view and projection matrixes
CreateView();
CreateProjection();
}
#endregion
#region Helpers
///
/// Creates the projection Matrix for the given camera.
///
protected override void CreateProjection()
{
// Create the projection matrix
mProjection = Matrix.CreatePerspectiveFieldOfView(mFOV,
mAspectRatio, mNear, mFar);
}
#endregion
}
}