This commit is contained in:
CortexCore
2023-06-19 00:41:44 +08:00
parent 073996ce6c
commit bf122c66dc
48 changed files with 683 additions and 84 deletions

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using System.Collections.Generic;
using System.Linq;
using Godot;
namespace BITKit;
/// <summary>
/// 摄像头服务该服务需要加载到Camera3D节点中
/// </summary>
public partial class CameraService:Camera3D
{
public static CameraService Singleton { get; private set; }
/// <summary>
/// 场景中所有的摄像头
/// </summary>
private static readonly List<IVirtualCamera> _cameras=new();
/// <summary>
/// 当前已激活的摄像头
/// </summary>
public static IVirtualCamera ActiveCamera { get; private set; }
/// <summary>
/// 注册摄像头
/// </summary>
/// <param name="camera">摄像头</param>
/// <returns></returns>
public static bool Register(IVirtualCamera camera) => _cameras.TryAdd(camera);
/// <summary>
/// 注销摄像头
/// </summary>
/// <param name="camera">摄像头</param>
/// <returns></returns>
public static bool UnRegister(IVirtualCamera camera) => _cameras.TryRemove(camera);
public override void _Ready()
{
Singleton = this;
}
/// <summary>
/// 处理摄像头的位置
/// </summary>
/// <param name="delta"></param>
public override void _Process(double delta)
{
//获取所有已启用的相机并加载一个虚拟相机的数据
foreach (var x in _cameras.Where(x => x.IsEnabled))
{
//应用相机坐标
Position = x.Position;
//应用相机角度
Rotation = x.Rotation;
//已加载相机位置,退出循环
break;
}
}
}

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using System;
using Godot;
namespace BITKit;
public partial class FreeLookCamera : Node3D,IVirtualCamera
{
[Export]
private int fov;
[Export]
private bool isEnabled;
[Export]
private Curve wheelCurve;
[Export(PropertyHint.Range,"0.32,8")]
private float distance;
[Export] private float maxDistance;
private Vector3 rotation;
private Vector3 position;
void IActivable.SetActive(bool active) => isEnabled = active;
int IVirtualCamera.FOV => fov;
bool IVirtualCamera.IsEnabled => isEnabled;
// ReSharper disable once ConvertToAutoProperty
Vector3 IVirtualCamera.Rotation =>rotation ;
// ReSharper disable once ConvertToAutoProperty
Vector3 IVirtualCamera.Position => position;
private Vector3 euler;
private bool isMoving;
public override void _Ready()
{
euler = Rotation;
position = Position;
CameraService.Register(this);
}
protected override void Dispose(bool disposing)
{
CameraService.UnRegister(this);
}
public override void _Process(double delta)
{
var _rot = Quaternion.FromEuler(euler);
var _dir = _rot * Vector3.Forward * distance;
var newPos = Position - _dir;
position = position.Lerp(newPos, 1);
rotation = rotation.Lerp(euler, 1);
BITAppForGodot.AllowCursor.SetDisableElements(this,Input.IsMouseButtonPressed(MouseButton.Middle));
isMoving = Input.IsKeyPressed(Key.Shift);
SetMeta("CurrentRot",_rot);
}
public override void _Input(InputEvent @event)
{
switch (@event)
{
case InputEventMouseMotion mouseMotion:
if(Input.IsMouseButtonPressed(MouseButton.Middle) is false)break;
if (isMoving)
{
var velocity = mouseMotion.Relative;
Position +=
Quaternion.FromEuler(euler) *
new Vector3()
{
X= -velocity.X,
Y = velocity.Y
} * (float)GetProcessDeltaTime();
}
else
{
var mouseVelocity = mouseMotion.Relative /* 0.022f*/ * 1.81f * (float)GetProcessDeltaTime();
euler.X -= mouseVelocity.Y;
euler.Y -= mouseVelocity.X;
euler.Y %= 360;
euler.X = Math.Clamp(euler.X, -80, 80);
}
break;
case InputEventMouseButton mouseButton:
var delta =(float) GetProcessDeltaTime() * (wheelCurve?.Sample(distance*0.1f) ?? 32);
switch (mouseButton.ButtonIndex)
{
case MouseButton.WheelUp:
distance -= delta;
break;
case MouseButton.WheelDown:
distance += delta;
break;
}
distance = Math.Clamp(distance,0, maxDistance);
break;
}
}
}

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using Godot;
namespace BITKit;
/// <summary>
/// 虚拟相机接口定义
/// </summary>
public interface IVirtualCamera:IActivable
{
/// <summary>
/// 相机的FOV
/// </summary>
int FOV { get; }
/// <summary>
/// 相机是否已启用
/// </summary>
bool IsEnabled { get; }
/// <summary>
/// 相机坐标
/// </summary>
Vector3 Position { get; }
/// <summary>
/// 相机旋转
/// </summary>
Vector3 Rotation { get; }
}
/// <summary>
/// 基于Node3D的包括基础功能的虚拟相机
/// </summary>
public partial class VirtualCamera : Node3D, IVirtualCamera
{
[Export] private int fov;
[Export] private bool isEnabled;
public int FOV => fov;
public bool IsEnabled => isEnabled;
Vector3 IVirtualCamera.Position => GlobalPosition;
Vector3 IVirtualCamera.Rotation => Rotation;
public void SetActive(bool active)
{
isEnabled = active;
}
public override void _Ready()
{
CameraService.Register(this);
}
protected override void Dispose(bool disposing)
{
if (disposing)
{
CameraService.UnRegister(this);
}
}
}