Review latest PR

This commit is contained in:
raysan5 2019-08-27 13:15:56 +02:00
parent 97101d1003
commit 4e43192561
2 changed files with 57 additions and 44 deletions

View File

@ -1248,9 +1248,12 @@ void BeginMode2D(Camera2D camera)
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
// Apply screen scaling if required
rlMultMatrixf(MatrixToFloat(GetCamera2DMatrix(camera))); // Apply transformation to modelview rlMultMatrixf(MatrixToFloat(screenScaling));
// Apply 2d camera transformation to modelview
rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera)));
} }
// Ends 2D mode with custom camera // Ends 2D mode with custom camera
@ -1433,6 +1436,40 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
return ray; return ray;
} }
// Get transform matrix for camera
Matrix GetCameraMatrix(Camera camera)
{
return MatrixLookAt(camera.position, camera.target, camera.up);
}
// Returns camera 2d transform matrix
Matrix GetCameraMatrix2D(Camera2D camera)
{
Matrix matTransform = { 0 };
// The camera in world-space is set by
// 1. Move it to target
// 2. Rotate by -rotation and scale by (1/zoom)
// When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
// not for the camera getting bigger, hence the invert. Same deal with rotation.
// 3. Move it by (-offset);
// Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
// we need to do it into opposite direction (inverse transform)
// Having camera transform in world-space, inverse of it gives the modelview transform.
// Since (A*B*C)' = C'*B'*A', the modelview is
// 1. Move to offset
// 2. Rotate and Scale
// 3. Move by -target
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
Matrix matTranslation = MatrixTranslate(camera.offset.x, camera.offset.y, 0.0f);
matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
return matTransform;
}
// Returns the screen space position from a 3d world space position // Returns the screen space position from a 3d world space position
Vector2 GetWorldToScreen(Vector3 position, Camera camera) Vector2 GetWorldToScreen(Vector3 position, Camera camera)
{ {
@ -1475,46 +1512,22 @@ Vector2 GetWorldToScreen(Vector3 position, Camera camera)
return screenPosition; return screenPosition;
} }
// Get transform matrix for camera // Returns the screen space position for a 2d camera world space position
Matrix GetCameraMatrix(Camera camera) Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
{ {
return MatrixLookAt(camera.position, camera.target, camera.up); Matrix matCamera = GetCameraMatrix2D(camera);
Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, matCamera);
return (Vector2){ transform.x, transform.y };
} }
// Returns the world space position for a 2d camera screen space position
Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera) { Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
Matrix m = MatrixInvert(GetCamera2DMatrix(camera)); {
Vector3 transform = Vector3Transform((Vector3){position.x, position.y, 0}, m); Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
return (Vector2){transform.x, transform.y}; Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, invMatCamera);
}
return (Vector2){ transform.x, transform.y };
Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera) {
Matrix m = GetCamera2DMatrix(camera);
Vector3 transform = Vector3Transform((Vector3){position.x, position.y, 0}, m);
return (Vector2){transform.x, transform.y};
}
Matrix GetCamera2DMatrix(Camera2D camera) {
// The camera in world-space is set by
// 1. Move it to target
// 2. Rotate by -rotation and scale by (1/zoom)
// When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
// not for the camera getting bigger, hence the invert. Same deal with rotation.
// 3. Move it by (-offset);
// Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
// we need to do it into opposite direction (inverse transform)
// Having camera transform in world-space, inverse of it gives the modelview transform.
// Since (A*B*C)' = C'*B'*A', the modelview is
// 1. Move to offset
// 2. Rotate and Scale
// 3. Move by -target
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
Matrix matTranslation = MatrixTranslate(camera.offset.x, camera.offset.y, 0.0f);
Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
return matTransform;
} }
// Set target FPS (maximum) // Set target FPS (maximum)

View File

@ -909,11 +909,11 @@ RLAPI void EndScissorMode(void); // End scissor
// Screen-space-related functions // Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
RLAPI Matrix GetCamera2DMatrix(Camera2D camera); RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
// Timing-related functions // Timing-related functions
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)