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use ::{cgmath};
use ::{graphics};
pub struct Camera2d {
pub position : cgmath::Point2 <f32>,
pub yaw : cgmath::Rad <f32>,
pub orientation : cgmath::Basis2 <f32>,
pub transform_mat_world_to_view : cgmath::Matrix4 <f32>,
pub viewport_width : u16,
pub viewport_height : u16,
pub zoom : f32,
pub ortho : cgmath::Ortho <f32>,
pub projection_mat_ortho : cgmath::Matrix4 <f32>
}
impl Camera2d {
pub fn new (viewport_width : u16, viewport_height : u16) -> Self {
use cgmath::{One, EuclideanSpace};
let position = cgmath::Point2::origin();
let yaw = cgmath::Rad (0.0);
let orientation = cgmath::Basis2::one();
let transform_mat_world_to_view
= transform_mat_world_to_view (&position, &orientation);
let zoom = 1.0;
let ortho = Self::ortho_from_viewport_zoom (
viewport_width, viewport_height, zoom);
let projection_mat_ortho = graphics::projection_mat_orthographic (&ortho);
Camera2d {
position,
yaw,
orientation,
transform_mat_world_to_view,
viewport_width,
viewport_height,
zoom,
ortho,
projection_mat_ortho
}
}
pub fn set_viewport_dimensions (&mut self,
viewport_width : u16, viewport_height : u16
) {
assert!(0 < viewport_width);
assert!(0 < viewport_height);
self.viewport_width = viewport_width;
self.viewport_height = viewport_height;
self.compute_ortho();
}
pub fn set_zoom (&mut self, zoom : f32) {
assert!(0.0 < zoom);
if self.zoom != zoom {
self.zoom = zoom;
self.compute_ortho();
}
}
pub fn rotate (&mut self, delta_yaw : cgmath::Rad <f32>) {
use std::f32::consts::PI;
use cgmath::Zero;
if !delta_yaw.is_zero() {
self.yaw += delta_yaw;
if self.yaw < cgmath::Rad (0.0) {
self.yaw += cgmath::Rad (2.0*PI);
}
if cgmath::Rad (2.0*PI) <= self.yaw {
self.yaw -= cgmath::Rad (2.0*PI);
}
self.compute_orientation();
}
}
pub fn move_local (&mut self, delta_x : f32, delta_y : f32) {
self.position += (delta_x * self.orientation.as_ref().x)
+ (delta_y * self.orientation.as_ref().y);
self.compute_transform();
}
pub fn scale_zoom (&mut self, scale : f32) {
assert!(0.0 < scale);
self.zoom *= scale;
self.compute_ortho();
}
#[inline]
pub fn view_ortho_mats (&self) -> (&[[f32; 4]; 4], &[[f32; 4]; 4]) {
(
self.transform_mat_world_to_view.as_ref(),
self.projection_mat_ortho.as_ref()
)
}
#[inline]
fn compute_orientation (&mut self) {
use cgmath::Rotation2;
self.orientation = cgmath::Basis2::from_angle (self.yaw);
self.compute_transform();
}
#[inline]
fn compute_transform (&mut self) {
self.transform_mat_world_to_view
= transform_mat_world_to_view (&self.position, &self.orientation);
}
fn compute_ortho (&mut self) {
self.ortho = Self::ortho_from_viewport_zoom (
self.viewport_width, self.viewport_height, self.zoom);
self.compute_projection();
}
#[inline]
fn compute_projection (&mut self) {
self.projection_mat_ortho
= graphics::projection_mat_orthographic (&self.ortho);
}
fn ortho_from_viewport_zoom (
viewport_width : u16, viewport_height : u16, zoom : f32
) -> cgmath::Ortho <f32> {
let half_scaled_width = 0.5 * (
(viewport_width - viewport_width % 2) as f32 / zoom);
let half_scaled_height = 0.5 * (
(viewport_height - viewport_height % 2) as f32 / zoom);
cgmath::Ortho {
left: -half_scaled_width,
right: half_scaled_width,
bottom: -half_scaled_height,
top: half_scaled_height,
near: -1.0,
far: 1.0
}
}
}
pub fn transform_mat_world_to_view (
view_position : &cgmath::Point2 <f32>,
view_orientation : &cgmath::Basis2 <f32>
) -> cgmath::Matrix4 <f32> {
let eye = cgmath::Point3::new (view_position.x, view_position.y, 0.0);
let center = eye - cgmath::Vector3::unit_z();
let up = view_orientation.as_ref().y.extend (0.0);
cgmath::Matrix4::<f32>::look_at (eye, center, up)
}
pub fn ndc_2d_to_screen_2d (
screen_dimensions : cgmath::Vector2 <u16>,
ndc_coord : cgmath::Point2 <f32>
) -> cgmath::Point2 <i16> {
cgmath::Point2::new (
(0.5 * (screen_dimensions.x as f32) * (1.0 + ndc_coord.x)) as i16,
(0.5 * (screen_dimensions.y as f32) * (1.0 + ndc_coord.y)) as i16)
}
pub fn screen_2d_to_ndc_2d (
screen_dimensions : cgmath::Vector2 <u16>,
screen_coord : cgmath::Point2 <i16>
) -> cgmath::Point2 <f32> {
cgmath::Point2::new (
screen_coord.x as f32 / (0.5 * screen_dimensions.x as f32) - 1.0,
screen_coord.y as f32 / (0.5 * screen_dimensions.y as f32) - 1.0
)
}