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+#ifndef STAR_WORLD_CAMERA_HPP
+#define STAR_WORLD_CAMERA_HPP
+
+#include "StarWorldGeometry.hpp"
+#include "StarGameTypes.hpp"
+
+namespace Star {
+
+class WorldCamera {
+public:
+ void setScreenSize(Vec2U screenSize);
+ Vec2U screenSize() const;
+
+ void setPixelRatio(unsigned pixelRatio);
+ unsigned 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.
+ // Returns the actual camera position.
+ void setCenterWorldPosition(Vec2F const& 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 const& worldCoord) const;
+
+ // Assumes top left corner of screen is (0, 0) in screen coordinates.
+ Vec2F screenToWorld(Vec2F const& 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;
+
+private:
+ WorldGeometry m_worldGeometry;
+ Vec2U m_screenSize;
+ unsigned m_pixelRatio = 1;
+ Vec2F m_worldCenter;
+};
+
+inline void WorldCamera::setScreenSize(Vec2U screenSize) {
+ m_screenSize = screenSize;
+}
+
+inline Vec2U WorldCamera::screenSize() const {
+ return m_screenSize;
+}
+
+inline void WorldCamera::setPixelRatio(unsigned pixelRatio) {
+ m_pixelRatio = pixelRatio;
+}
+
+inline unsigned WorldCamera::pixelRatio() const {
+ return m_pixelRatio;
+}
+
+inline void WorldCamera::setWorldGeometry(WorldGeometry geometry) {
+ m_worldGeometry = move(geometry);
+}
+
+inline WorldGeometry WorldCamera::worldGeometry() const {
+ return m_worldGeometry;
+}
+
+inline Vec2F WorldCamera::centerWorldPosition() const {
+ return Vec2F(m_worldCenter);
+}
+
+inline Vec2F WorldCamera::worldToScreen(Vec2F const& worldCoord) const {
+ Vec2F wrappedCoord = m_worldGeometry.nearestTo(Vec2F(m_worldCenter), worldCoord);
+ return Vec2F(
+ (wrappedCoord[0] - m_worldCenter[0]) * (TilePixels * m_pixelRatio) + m_screenSize[0] / 2.0,
+ (wrappedCoord[1] - m_worldCenter[1]) * (TilePixels * m_pixelRatio) + m_screenSize[1] / 2.0
+ );
+}
+
+inline Vec2F WorldCamera::screenToWorld(Vec2F const& screen) const {
+ return Vec2F(
+ (screen[0] - m_screenSize[0] / 2.0) / (TilePixels * m_pixelRatio) + m_worldCenter[0],
+ (screen[1] - 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);
+}
+
+}
+
+#endif