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change Camera2D behavior (#945)

pull/946/head
arvyy 5 years ago
committed by Ray
parent
commit
d8b8c0f3fc
2 changed files with 17 additions and 6 deletions
  1. +2
    -4
      examples/core/core_2d_camera.c
  2. +15
    -2
      src/core.c

+ 2
- 4
examples/core/core_2d_camera.c View File

@ -42,7 +42,7 @@ int main(void)
Camera2D camera = { 0 }; Camera2D camera = { 0 };
camera.target = (Vector2){ player.x + 20, player.y + 20 }; camera.target = (Vector2){ player.x + 20, player.y + 20 };
camera.offset = (Vector2){ mi">0, 0 };
camera.offset = (Vector2){ n">screenWidth / 2, screenHeight / 2 };
camera.rotation = 0.0f; camera.rotation = 0.0f;
camera.zoom = 1.0f; camera.zoom = 1.0f;
@ -57,12 +57,10 @@ int main(void)
if (IsKeyDown(KEY_RIGHT)) if (IsKeyDown(KEY_RIGHT))
{ {
player.x += 2; // Player movement player.x += 2; // Player movement
camera.offset.x -= 2; // Camera displacement with player movement
} }
else if (IsKeyDown(KEY_LEFT)) else if (IsKeyDown(KEY_LEFT))
{ {
player.x -= 2; // Player movement player.x -= 2; // Player movement
camera.offset.x += 2; // Camera displacement with player movement
} }
// Camera target follows player // Camera target follows player
@ -135,4 +133,4 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
}
}

+ 15
- 2
src/core.c View File

@ -1251,11 +1251,24 @@ void BeginMode2D(Camera2D camera)
rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
// Camera rotation and scaling is always relative to target
//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 matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
Matrix matTranslation = MatrixTranslate(camera.offset.x, camera.offset.y, 0.0f);
Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation); Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);

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