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