diff options
author | Kae <80987908+Novaenia@users.noreply.github.com> | 2024-11-07 18:26:31 +1100 |
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committer | Kae <80987908+Novaenia@users.noreply.github.com> | 2024-11-07 18:26:31 +1100 |
commit | 3b40e89b3297a97a833711dbb77734b0412ac1d9 (patch) | |
tree | d1ed453d1aa48868bc6e3de6233b7fce9b8801be /source/game/StarWorldCamera.hpp | |
parent | 9502b05ea4587f2c060608718486d5c8d5bc3ac5 (diff) |
Add camera bindings
override missing, but it's a start
Diffstat (limited to 'source/game/StarWorldCamera.hpp')
-rw-r--r-- | source/game/StarWorldCamera.hpp | 134 |
1 files changed, 134 insertions, 0 deletions
diff --git a/source/game/StarWorldCamera.hpp b/source/game/StarWorldCamera.hpp new file mode 100644 index 0000000..abc018a --- /dev/null +++ b/source/game/StarWorldCamera.hpp @@ -0,0 +1,134 @@ +#pragma once + +#include "StarWorldGeometry.hpp" +#include "StarGameTypes.hpp" +#include "StarInterpolation.hpp" + +namespace Star { + +class WorldCamera { +public: + void setScreenSize(Vec2U screenSize); + Vec2U screenSize() const; + + void setTargetPixelRatio(float targetPixelRatio); + void setPixelRatio(float pixelRatio); + float pixelRatio() const; + + void setWorldGeometry(WorldGeometry geometry); + WorldGeometry worldGeometry() const; + + // Set the camera center position (in world space) to as close to the given + // location as possible while keeping the screen within world bounds. + void setCenterWorldPosition(Vec2F position, bool force = false); + // Returns the actual camera position. + Vec2F centerWorldPosition() const; + + // Transforms world coordinates into one set of screen coordinates. Since + // the world is non-euclidean, one world coordinate can transform to + // potentially an infinite number of screen coordinates. This will retrun + // the closest to the center of the screen. + Vec2F worldToScreen(Vec2F worldCoord) const; + + // Assumes top left corner of screen is (0, 0) in screen coordinates. + Vec2F screenToWorld(Vec2F screen) const; + + // Returns screen dimensions in world space. + RectF worldScreenRect() const; + + // Returns tile dimensions of the tiles that overlap with the screen + RectI worldTileRect() const; + + // Returns the position of the lower left corner of the lower left tile of + // worldTileRect, in screen coordinates. + Vec2F tileMinScreen() const; + + void update(float dt); + +private: + WorldGeometry m_worldGeometry; + Vec2U m_screenSize; + float m_pixelRatio = 1.0f; + float m_targetPixelRatio = 1.0f; + Vec2F m_worldCenter; + Vec2F m_rawWorldCenter; +}; + +inline void WorldCamera::setScreenSize(Vec2U screenSize) { + m_screenSize = screenSize; +} + +inline Vec2U WorldCamera::screenSize() const { + return m_screenSize; +} + +inline void WorldCamera::setTargetPixelRatio(float targetPixelRatio) { + m_targetPixelRatio = targetPixelRatio; +} + +inline void WorldCamera::setPixelRatio(float pixelRatio) { + m_pixelRatio = m_targetPixelRatio = pixelRatio; +} + +inline float WorldCamera::pixelRatio() const { + return m_pixelRatio; +} + +inline void WorldCamera::setWorldGeometry(WorldGeometry geometry) { + m_worldGeometry = std::move(geometry); +} + +inline WorldGeometry WorldCamera::worldGeometry() const { + return m_worldGeometry; +} + +inline Vec2F WorldCamera::centerWorldPosition() const { + return Vec2F(m_worldCenter); +} + +inline Vec2F WorldCamera::worldToScreen(Vec2F worldCoord) const { + Vec2F wrappedCoord = m_worldGeometry.nearestTo(Vec2F(m_worldCenter), worldCoord); + return Vec2F( + (wrappedCoord[0] - m_worldCenter[0]) * (TilePixels * m_pixelRatio) + (float)m_screenSize[0] / 2.0, + (wrappedCoord[1] - m_worldCenter[1]) * (TilePixels * m_pixelRatio) + (float)m_screenSize[1] / 2.0 + ); +} + +inline Vec2F WorldCamera::screenToWorld(Vec2F screen) const { + return Vec2F( + (screen[0] - (float)m_screenSize[0] / 2.0) / (TilePixels * m_pixelRatio) + m_worldCenter[0], + (screen[1] - (float)m_screenSize[1] / 2.0) / (TilePixels * m_pixelRatio) + m_worldCenter[1] + ); +} + +inline RectF WorldCamera::worldScreenRect() const { + // screen dimensions in world space + float w = (float)m_screenSize[0] / (TilePixels * m_pixelRatio); + float h = (float)m_screenSize[1] / (TilePixels * m_pixelRatio); + return RectF::withSize(Vec2F(m_worldCenter[0] - w / 2, m_worldCenter[1] - h / 2), Vec2F(w, h)); +} + +inline RectI WorldCamera::worldTileRect() const { + RectF screen = worldScreenRect(); + Vec2I min = Vec2I::floor(screen.min()); + Vec2I size = Vec2I::ceil(Vec2F(m_screenSize) / (TilePixels * m_pixelRatio) + (screen.min() - Vec2F(min))); + return RectI::withSize(min, size); +} + +inline Vec2F WorldCamera::tileMinScreen() const { + RectF screenRect = worldScreenRect(); + RectI tileRect = worldTileRect(); + return (Vec2F(tileRect.min()) - screenRect.min()) * (TilePixels * m_pixelRatio); +} + +inline void WorldCamera::update(float dt) { + float newPixelRatio = lerp(exp(-20.0f * dt), m_targetPixelRatio, m_pixelRatio); + if (abs(newPixelRatio - m_targetPixelRatio) < 0.0125f) + newPixelRatio = m_targetPixelRatio; + if (m_pixelRatio != newPixelRatio) { + m_pixelRatio = newPixelRatio; + setCenterWorldPosition(m_rawWorldCenter, true); + } +} + +} |