using System;
using System.Numerics;
namespace AcDream.App.Rendering;
///
/// Third-person chase camera that follows behind and above a player
/// character. Implements so it plugs into the
/// existing renderer pipeline.
///
public sealed class ChaseCamera : ICamera
{
public Vector3 Position { get; private set; }
public float Aspect { get; set; } = 16f / 9f;
public float FovY { get; set; } = MathF.PI / 3f;
/// Distance behind the player. Clamped to [, ].
public float Distance { get; set; } = 8f;
public const float DistanceMin = 2f;
public const float DistanceMax = 40f;
/// Camera pitch above horizontal (radians). Positive = look down.
public float Pitch { get; set; } = 0.35f; // ~20 degrees
///
/// Additional yaw applied on top of the player's heading when positioning
/// the camera. Used by the hold-RMB "inspect" mode to orbit around the
/// player without rotating the character. Snap to 0 to return the camera
/// to directly behind the player.
///
public float YawOffset { get; set; } = 0f;
/// Vertical offset from the player's feet to the look-at point (eye height).
public float EyeHeight { get; set; } = 1.5f;
// Pitch range: negative values place the camera below the player's Z
// (at distance * sin(Pitch)) so the player can be viewed from a low
// angle. Clamped to -0.7 to avoid pushing the camera deep underground;
// at -0.7 and Distance=8 the camera is ~5m below player-Z which will
// clip terrain on hills but is OK on flat ground. 1.4 ≈ looking
// straight down. Wider than the old [0.05, 1.4] so mouse-Y moves the
// camera in both directions from the neutral [~20°] default.
private const float PitchMin = -0.7f;
private const float PitchMax = 1.4f;
private float _playerYaw;
private Vector3 _lookAt;
public Matrix4x4 View =>
Matrix4x4.CreateLookAt(Position, _lookAt, Vector3.UnitZ);
public Matrix4x4 Projection =>
Matrix4x4.CreatePerspectiveFieldOfView(FovY, Aspect, 1f, 5000f);
///
/// Update the camera position to follow the player.
///
public void Update(Vector3 playerPosition, float playerYaw)
{
_playerYaw = playerYaw;
_lookAt = playerPosition + new Vector3(0f, 0f, EyeHeight);
// Camera offset: behind the player (-forward direction) plus any
// YawOffset for the hold-RMB inspect orbit mode.
float effectiveYaw = playerYaw + YawOffset;
float forwardX = MathF.Cos(effectiveYaw);
float forwardY = MathF.Sin(effectiveYaw);
float horizontalDist = Distance * MathF.Cos(Pitch);
float verticalDist = Distance * MathF.Sin(Pitch);
Position = new Vector3(
playerPosition.X - forwardX * horizontalDist,
playerPosition.Y - forwardY * horizontalDist,
playerPosition.Z + EyeHeight + verticalDist);
}
///
/// Adjust pitch by a delta (from mouse Y movement).
///
public void AdjustPitch(float delta)
{
Pitch = Math.Clamp(Pitch + delta, PitchMin, PitchMax);
}
///
/// Adjust distance (zoom) by a delta, clamped to [DistanceMin, DistanceMax].
///
public void AdjustDistance(float delta)
{
Distance = Math.Clamp(Distance + delta, DistanceMin, DistanceMax);
}
}