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Add screen->world and world->screen functions for 2D; add extended camera2D example (#947)

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arvyy 5 роки тому
committed by Ray
джерело
коміт
97101d1003
3 змінених файлів з 324 додано та 22 видалено
  1. +284
    -0
      examples/core/core_2d_camera_ext.c
  2. +37
    -22
      src/core.c
  3. +3
    -0
      src/raylib.h

+ 284
- 0
examples/core/core_2d_camera_ext.c Переглянути файл

@ -0,0 +1,284 @@
/*******************************************************************************************
*
* raylib [core] example - 2d camera extended
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define G 400
#define PLAYER_JUMP_SPD 350.f
#define PLAYER_HOR_SPD 200.f
typedef struct Player {
Vector2 pos;
float vel;
int canJump;
} Player;
typedef struct EnvItem {
Rectangle rect;
int blocking;
Color color;
} EnvItem;
void updateCameraCenter(
float delta,
Camera2D *camera,
Player *player,
EnvItem *envItems,
int envItemsLength,
int width, int height
) {
camera->offset = (Vector2){ width/2, height/2 };
camera->target = player->pos;
}
void updateCameraCenterInsideMap(
float delta,
Camera2D *camera,
Player *player,
EnvItem *envItems,
int envItemsLength,
int width, int height
) {
camera->target = player->pos;
camera->offset = (Vector2){ width/2, height/2 };
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
for (int i = 0; i < envItemsLength; i++) {
EnvItem *ei = envItems + i;
minX = fminf(ei->rect.x, minX);
maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
minY = fminf(ei->rect.y, minY);
maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
}
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
if (max.x < width) {
camera->offset.x = width - (max.x - width/2);
}
if (max.y < height) {
camera->offset.y = height - (max.y - height/2);
}
if (min.x > 0) {
camera->offset.x = width/2 - min.x;
}
if (min.y > 0) {
camera->offset.y = height/2- min.y;
}
}
void updateCameraCenterSmoothFollow(
float delta,
Camera2D *camera,
Player *player,
EnvItem *envItems,
int envItemsLength,
int width, int height
) {
static float minSpeed = 30;
static float minEffectLength = 10;
static float fractionSpeed = 0.8f;
camera->offset = (Vector2){ width/2, height/2 };
Vector2 diff = Vector2Subtract(player->pos, camera->target);
float length = Vector2Length(diff);
if (length > minEffectLength) {
float speed = fmaxf(fractionSpeed * length, minSpeed);
camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
}
}
void updateCameraEvenOutOnLanding(
float delta,
Camera2D *camera,
Player *player,
EnvItem *envItems,
int envItemsLength,
int width, int height
) {
static float evenOutSpeed = 700;
static int eveningOut = false;
static float evenOutTarget;
camera->offset = (Vector2){ width/2, height/2 };
camera->target.x = player->pos.x;
if (eveningOut) {
if (evenOutTarget > camera->target.y) {
camera->target.y += evenOutSpeed * delta;
if (camera->target.y > evenOutTarget) {
camera->target.y = evenOutTarget;
eveningOut = 0;
}
} else {
camera->target.y -= evenOutSpeed * delta;
if (camera->target.y < evenOutTarget) {
camera->target.y = evenOutTarget;
eveningOut = 0;
}
}
} else {
if (player->canJump &&
player->vel == 0 &&
player->pos.y != camera->target.y
) {
eveningOut = 1;
evenOutTarget = player->pos.y;
}
}
}
void updateCameraPlayerBoundsPush(
float delta,
Camera2D *camera,
Player *player,
EnvItem *envItems,
int envItemsLength,
int width, int height
) {
static Vector2 bbox = { 0.2f, 0.2f };
Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x) * 0.5 * width, (1 - bbox.y) * 0.5 * height }, *camera);
Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x) * 0.5 * width, (1 + bbox.y) * 0.5 * height }, *camera);
camera->offset = (Vector2){ (1 - bbox.x) * 0.5 * width, (1 - bbox.y) * 0.5 * height };
if (player->pos.x < bboxWorldMin.x) {
camera->target.x = player->pos.x;
}
if (player->pos.y < bboxWorldMin.y) {
camera->target.y = player->pos.y;
}
if (player->pos.x > bboxWorldMax.x) {
camera->target.x = bboxWorldMin.x + (player->pos.x - bboxWorldMax.x);
}
if (player->pos.y > bboxWorldMax.y) {
camera->target.y = bboxWorldMin.y + (player->pos.y - bboxWorldMax.y);
}
}
void updatePlayer(float delta, Player *player, EnvItem *envItems, int envItemsLength) {
if (IsKeyDown(KEY_LEFT)) player->pos.x -= PLAYER_HOR_SPD*delta;
if (IsKeyDown(KEY_RIGHT)) player->pos.x += PLAYER_HOR_SPD*delta;
if (IsKeyDown(KEY_SPACE) && player->canJump) {
player->vel = -PLAYER_JUMP_SPD;
player->canJump = 0;
}
int hitObstacle = 0;
for (int i = 0; i < envItemsLength; i++) {
EnvItem *ei = envItems + i;
Vector2 *p = &(player->pos);
if (ei->blocking &&
ei->rect.x <= p->x &&
ei->rect.x + ei->rect.width >= p->x &&
ei->rect.y >= p->y &&
ei->rect.y < p->y + player->vel * delta)
{
hitObstacle = 1;
player->vel = 0.0f;
p->y = ei->rect.y;
}
}
if (!hitObstacle) {
player->pos.y += player->vel * delta;
player->vel += G * delta;
player->canJump = 0;
} else {
player->canJump = 1;
}
}
void renderWorld(Player *player, EnvItem *envItems, int envItemsLength) {
for (int i = 0; i < envItemsLength; i++) {
DrawRectangleRec(envItems[i].rect, envItems[i].color);
}
Rectangle playerRect = { player->pos.x - 20, player->pos.y - 40, 40, 40 };
DrawRectangleRec(playerRect, RED);
}
int main(void)
{
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
SetTargetFPS(60);
Player player;
player.pos = (Vector2){ 400, 280 };
player.vel = 0;
player.canJump = 0;
EnvItem envItems[] = {
{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
{{ 0, 400, 1000, 200 }, 1, GRAY },
{{ 300, 200, 400, 10 }, 1, GRAY },
{{ 250, 300, 100, 10 }, 1, GRAY },
{{ 650, 300, 100, 10 }, 1, GRAY }
};
int envItemsLength = sizeof(envItems) / sizeof (envItems[0]);
Camera2D camera = { 0 };
camera.target = player.pos;
camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
int cameraOption = 0;
void (*cameraUpdaters[])(float, Camera2D*, Player*, EnvItem*, int, int, int) = {
updateCameraCenter,
updateCameraCenterInsideMap,
updateCameraCenterSmoothFollow,
updateCameraEvenOutOnLanding,
updateCameraPlayerBoundsPush
};
int cameraUpdatersLength = sizeof(cameraUpdaters) / sizeof(cameraUpdaters[0]);
char* cameraDescriptions[] = {
"Follow player center",
"Follow player center, but clamp to map edges",
"Follow player center; smoothed",
"Follow player center horizontally; updateplayer center vertically after landing",
"Player push camera on getting too close to screen edge"
};
while (!WindowShouldClose()) {
float delta = GetFrameTime();
updatePlayer(delta, &player, envItems, envItemsLength);
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
}
if (IsKeyPressed(KEY_C)) {
cameraOption = (cameraOption + 1) % cameraUpdatersLength;
}
cameraUpdaters[cameraOption](delta, &camera, &player, envItems, envItemsLength, screenWidth, screenHeight);
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode2D(camera);
renderWorld(&player, envItems, envItemsLength);
EndMode2D();
DrawText("Controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
DrawText("Current camera mode:", 20, 120, 10, BLACK);
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
EndDrawing();
}
CloseWindow(); // Close window and OpenGL context
return 0;
}

+ 37
- 22
src/core.c Переглянути файл

@ -1250,28 +1250,7 @@ void BeginMode2D(Camera2D camera)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
// 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);
rlMultMatrixf(MatrixToFloat(matTransform)); // Apply transformation to modelview
rlMultMatrixf(MatrixToFloat(GetCamera2DMatrix(camera))); // Apply transformation to modelview
}
// Ends 2D mode with custom camera
@ -1502,6 +1481,42 @@ Matrix GetCameraMatrix(Camera camera)
return MatrixLookAt(camera.position, camera.target, camera.up);
}
Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera) {
Matrix m = MatrixInvert(GetCamera2DMatrix(camera));
Vector3 transform = Vector3Transform((Vector3){position.x, position.y, 0}, m);
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)
void SetTargetFPS(int fps)
{

+ 3
- 0
src/raylib.h Переглянути файл

@ -911,6 +911,9 @@ RLAPI void EndScissorMode(void); // End scissor
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 Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera);
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera);
RLAPI Matrix GetCamera2DMatrix(Camera2D camera);
// Timing-related functions
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)

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