131 lines
4.0 KiB
C++
131 lines
4.0 KiB
C++
#ifndef STAR_WORLD_CAMERA_HPP
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#define STAR_WORLD_CAMERA_HPP
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#include "StarWorldGeometry.hpp"
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#include "StarGameTypes.hpp"
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#include "StarInterpolation.hpp"
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namespace Star {
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class WorldCamera {
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public:
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void setScreenSize(Vec2U screenSize);
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Vec2U screenSize() const;
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void setTargetPixelRatio(float targetPixelRatio);
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void setPixelRatio(float pixelRatio);
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float pixelRatio() const;
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void setWorldGeometry(WorldGeometry geometry);
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WorldGeometry worldGeometry() const;
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// Set the camera center position (in world space) to as close to the given
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// location as possible while keeping the screen within world bounds.
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// Returns the actual camera position.
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void setCenterWorldPosition(Vec2F const& position);
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Vec2F centerWorldPosition() const;
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// Transforms world coordinates into one set of screen coordinates. Since
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// the world is non-euclidean, one world coordinate can transform to
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// potentially an infinite number of screen coordinates. This will retrun
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// the closest to the center of the screen.
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Vec2F worldToScreen(Vec2F const& worldCoord) const;
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// Assumes top left corner of screen is (0, 0) in screen coordinates.
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Vec2F screenToWorld(Vec2F const& screen) const;
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// Returns screen dimensions in world space.
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RectF worldScreenRect() const;
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// Returns tile dimensions of the tiles that overlap with the screen
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RectI worldTileRect() const;
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// Returns the position of the lower left corner of the lower left tile of
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// worldTileRect, in screen coordinates.
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Vec2F tileMinScreen() const;
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void update(float dt);
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private:
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WorldGeometry m_worldGeometry;
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Vec2U m_screenSize;
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float m_pixelRatio = 1.0f;
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float m_targetPixelRatio = 1.0f;
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Vec2F m_worldCenter;
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};
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inline void WorldCamera::setScreenSize(Vec2U screenSize) {
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m_screenSize = screenSize;
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}
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inline Vec2U WorldCamera::screenSize() const {
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return m_screenSize;
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}
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inline void WorldCamera::setTargetPixelRatio(float targetPixelRatio) {
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m_targetPixelRatio = targetPixelRatio;
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}
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inline void WorldCamera::setPixelRatio(float pixelRatio) {
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m_pixelRatio = m_targetPixelRatio = pixelRatio;
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}
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inline float WorldCamera::pixelRatio() const {
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return m_pixelRatio;
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}
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inline void WorldCamera::setWorldGeometry(WorldGeometry geometry) {
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m_worldGeometry = move(geometry);
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}
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inline WorldGeometry WorldCamera::worldGeometry() const {
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return m_worldGeometry;
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}
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inline Vec2F WorldCamera::centerWorldPosition() const {
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return Vec2F(m_worldCenter);
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}
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inline Vec2F WorldCamera::worldToScreen(Vec2F const& worldCoord) const {
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Vec2F wrappedCoord = m_worldGeometry.nearestTo(Vec2F(m_worldCenter), worldCoord);
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return Vec2F(
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(wrappedCoord[0] - m_worldCenter[0]) * (TilePixels * m_pixelRatio) + m_screenSize[0] / 2.0,
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(wrappedCoord[1] - m_worldCenter[1]) * (TilePixels * m_pixelRatio) + m_screenSize[1] / 2.0
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);
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}
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inline Vec2F WorldCamera::screenToWorld(Vec2F const& screen) const {
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return Vec2F(
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(screen[0] - m_screenSize[0] / 2.0) / (TilePixels * m_pixelRatio) + m_worldCenter[0],
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(screen[1] - m_screenSize[1] / 2.0) / (TilePixels * m_pixelRatio) + m_worldCenter[1]
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);
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}
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inline RectF WorldCamera::worldScreenRect() const {
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// screen dimensions in world space
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float w = (float)m_screenSize[0] / (TilePixels * m_pixelRatio);
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float h = (float)m_screenSize[1] / (TilePixels * m_pixelRatio);
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return RectF::withSize(Vec2F(m_worldCenter[0] - w / 2, m_worldCenter[1] - h / 2), Vec2F(w, h));
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}
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inline RectI WorldCamera::worldTileRect() const {
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RectF screen = worldScreenRect();
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Vec2I min = Vec2I::floor(screen.min());
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Vec2I size = Vec2I::ceil(Vec2F(m_screenSize) / (TilePixels * m_pixelRatio) + (screen.min() - Vec2F(min)));
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return RectI::withSize(min, size);
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}
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inline Vec2F WorldCamera::tileMinScreen() const {
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RectF screenRect = worldScreenRect();
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RectI tileRect = worldTileRect();
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return (Vec2F(tileRect.min()) - screenRect.min()) * (TilePixels * m_pixelRatio);
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}
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inline void WorldCamera::update(float dt) {
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m_pixelRatio = lerp(exp(-20.0f * dt), m_targetPixelRatio, m_pixelRatio);
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}
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}
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#endif
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