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48
Scripts/Camera/CameraService.cs
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48
Scripts/Camera/CameraService.cs
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using System.Collections.Generic;
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using System.Linq;
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using Godot;
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namespace BITKit;
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/// <summary>
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/// 摄像头服务,该服务需要加载到Camera3D节点中
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/// </summary>
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public partial class CameraService:Camera3D
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{
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/// <summary>
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/// 场景中所有的摄像头
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/// </summary>
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private static readonly List<IVirtualCamera> _cameras=new();
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/// <summary>
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/// 当前已激活的摄像头
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/// </summary>
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public static IVirtualCamera ActiveCamera { get; private set; }
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/// <summary>
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/// 注册摄像头
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/// </summary>
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/// <param name="camera">摄像头</param>
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/// <returns></returns>
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public static bool Register(IVirtualCamera camera) => _cameras.TryAdd(camera);
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/// <summary>
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/// 注销摄像头
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/// </summary>
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/// <param name="camera">摄像头</param>
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/// <returns></returns>
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public static bool UnRegister(IVirtualCamera camera) => _cameras.TryRemove(camera);
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/// <summary>
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/// 处理摄像头的位置
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/// </summary>
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/// <param name="delta"></param>
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public override void _Process(double delta)
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{
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//获取所有已启用的相机并加载一个虚拟相机的数据
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foreach (var x in _cameras.Where(x => x.IsEnabled))
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{
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//应用相机坐标
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Position = x.Position;
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//应用相机角度
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Rotation = x.Rotation.GetEuler();
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//已加载相机位置,退出循环
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break;
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}
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}
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}
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58
Scripts/Camera/VirtualCamera.cs
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58
Scripts/Camera/VirtualCamera.cs
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using Godot;
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namespace BITKit;
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/// <summary>
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/// 虚拟相机接口定义
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/// </summary>
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public interface IVirtualCamera:IActivable
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{
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/// <summary>
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/// 相机的FOV
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/// </summary>
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int FOV { get; }
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/// <summary>
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/// 相机是否已启用
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/// </summary>
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bool IsEnabled { get; }
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/// <summary>
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/// 相机坐标
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/// </summary>
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Vector3 Position { get; }
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/// <summary>
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/// 相机旋转
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/// </summary>
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Quaternion Rotation { get; }
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}
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/// <summary>
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/// 基于Node3D的包括基础功能的虚拟相机
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/// </summary>
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public partial class VirtualCamera : Node3D, IVirtualCamera
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{
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[Export] private int fov;
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[Export] private bool isEnabled;
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public int FOV => fov;
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public bool IsEnabled => isEnabled;
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Vector3 IVirtualCamera.Position => GlobalPosition;
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Quaternion IVirtualCamera.Rotation => Quaternion.FromEuler(GlobalRotation);
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public void SetActive(bool active)
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{
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isEnabled = active;
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}
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public override void _Ready()
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{
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CameraService.Register(this);
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}
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protected override void Dispose(bool disposing)
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{
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if (disposing)
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{
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CameraService.UnRegister(this);
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}
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}
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}
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