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MLEM/MLEM/Cameras/Camera.cs
2022-06-24 14:01:26 +02:00

184 lines
8.6 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Misc;
namespace MLEM.Cameras {
/// <summary>
/// Represents a simple, orthographic 2-dimensional camera that can be moved, scaled and that supports automatic viewport sizing.
/// To draw with the camera's positioning and scaling applied, use <see cref="ViewMatrix"/>.
/// </summary>
public class Camera {
/// <summary>
/// This field holds an epsilon value used in some camera calculations to mitigate floating point rounding inaccuracies.
/// If camera <see cref="Position"/> or <see cref="Viewport"/> size are extremely small or extremely big, this value can be reduced or increased.
/// </summary>
public static float Epsilon = 0.01F;
/// <summary>
/// The top-left corner of the camera's viewport.
/// <seealso cref="LookingPosition"/>
/// </summary>
public Vector2 Position;
/// <summary>
/// The scale that this camera's <see cref="ViewMatrix"/> should have.
/// </summary>
public float Scale {
get => this.scale;
set => this.scale = MathHelper.Clamp(value, this.MinScale, this.MaxScale);
}
/// <summary>
/// The minimum <see cref="Scale"/> that the camera can have
/// </summary>
public float MinScale = 0;
/// <summary>
/// The maximum <see cref="Scale"/> that the camera can have
/// </summary>
public float MaxScale = float.MaxValue;
/// <summary>
/// If this is true, the camera will automatically adapt to changed screen sizes.
/// You can use <see cref="AutoScaleReferenceSize"/> to determine the initial screen size that this camera should base its calculations on.
/// </summary>
public bool AutoScaleWithScreen;
/// <summary>
/// <seealso cref="AutoScaleWithScreen"/>
/// </summary>
public Point AutoScaleReferenceSize;
/// <summary>
/// The scale that this camera currently has, based on <see cref="Scale"/> and <see cref="AutoScaleReferenceSize"/> if <see cref="AutoScaleWithScreen"/> is true.
/// </summary>
public float ActualScale {
get {
if (!this.AutoScaleWithScreen)
return this.Scale;
return Math.Min(this.Viewport.Width / (float) this.AutoScaleReferenceSize.X, this.Viewport.Height / (float) this.AutoScaleReferenceSize.Y) * this.Scale;
}
}
/// <summary>
/// The matrix that this camera "sees", based on its position and scale.
/// Use this in your <c>SpriteBatch.Begin</c> calls to render based on the camera's viewport.
/// </summary>
public Matrix ViewMatrix {
get {
var sc = this.ActualScale;
var pos = -this.Position * sc;
if (this.RoundPosition)
pos = pos.FloorCopy();
return Matrix.CreateScale(sc, sc, 1) * Matrix.CreateTranslation(new Vector3(pos, 0));
}
}
/// <summary>
/// The bottom-right corner of the camera's viewport
/// <seealso cref="LookingPosition"/>
/// </summary>
public Vector2 Max {
get => this.Position + this.ScaledViewport;
set => this.Position = value - this.ScaledViewport;
}
/// <summary>
/// The center of the camera's viewport, or the position that the camera is looking at.
/// </summary>
public Vector2 LookingPosition {
get => this.Position + this.ScaledViewport / 2;
set => this.Position = value - this.ScaledViewport / 2;
}
/// <summary>
/// The viewport of this camera, based on the game's <see cref="GraphicsDevice.Viewport"/> and this camera's <see cref="ActualScale"/>
/// </summary>
public Vector2 ScaledViewport => new Vector2(this.Viewport.Width, this.Viewport.Height) / this.ActualScale;
/// <summary>
/// Whether the camera's <see cref="Position"/> should be rounded to full integers when calculating the <see cref="ViewMatrix"/>.
/// If this value is true, the occurence of rendering fragments due to floating point rounding might be reduced.
/// </summary>
public bool RoundPosition;
private Rectangle Viewport => this.graphicsDevice.Viewport.Bounds;
private readonly GraphicsDevice graphicsDevice;
private float scale = 1;
/// <summary>
/// Creates a new camera.
/// </summary>
/// <param name="graphicsDevice">The game's graphics device</param>
/// <param name="roundPosition">Whether the camera's <see cref="Position"/> should be rounded to full integers when calculating the <see cref="ViewMatrix"/></param>
public Camera(GraphicsDevice graphicsDevice, bool roundPosition = true) {
this.graphicsDevice = graphicsDevice;
this.AutoScaleReferenceSize = new Point(this.Viewport.Width, this.Viewport.Height);
this.RoundPosition = roundPosition;
}
/// <summary>
/// Converts a given position in screen space to world space
/// </summary>
/// <param name="pos">The position in screen space</param>
/// <returns>The position in world space</returns>
public Vector2 ToWorldPos(Vector2 pos) {
return Vector2.Transform(pos, Matrix.Invert(this.ViewMatrix));
}
/// <summary>
/// Converts a given position in world space to screen space
/// </summary>
/// <param name="pos">The position in world space</param>
/// <returns>The position in camera space</returns>
public Vector2 ToCameraPos(Vector2 pos) {
return Vector2.Transform(pos, this.ViewMatrix);
}
/// <summary>
/// Returns the area that this camera can see, in world space.
/// This can be useful for culling of tile and other entity renderers.
/// </summary>
/// <returns>A rectangle that represents the camera's visible area in world space</returns>
public RectangleF GetVisibleRectangle() {
var start = this.ToWorldPos(Vector2.Zero);
return new RectangleF(start, this.ToWorldPos(new Vector2(this.Viewport.Width, this.Viewport.Height)) - start);
}
/// <summary>
/// Forces the camera's bounds into the given min and max positions in world space.
/// If the space represented by the given values is smaller than what the camera can see, its position will be forced into the center of the area.
/// </summary>
/// <param name="min">The top left bound, in world space</param>
/// <param name="max">The bottom right bound, in world space</param>
/// <returns>Whether or not the camera's position changed as a result of the constraint</returns>
public bool ConstrainWorldBounds(Vector2 min, Vector2 max) {
var lastPos = this.Position;
var visible = this.GetVisibleRectangle();
if (max.X - min.X < visible.Width) {
this.LookingPosition = new Vector2((max.X + min.X) / 2, this.LookingPosition.Y);
} else {
if (this.Position.X < min.X)
this.Position.X = min.X;
if (this.Max.X > max.X)
this.Max = new Vector2(max.X, this.Max.Y);
}
if (max.Y - min.Y < visible.Height) {
this.LookingPosition = new Vector2(this.LookingPosition.X, (max.Y + min.Y) / 2);
} else {
if (this.Position.Y < min.Y)
this.Position.Y = min.Y;
if (this.Max.Y > max.Y)
this.Max = new Vector2(this.Max.X, max.Y);
}
return !this.Position.Equals(lastPos, Camera.Epsilon);
}
/// <summary>
/// Zoom in the camera's view by a given amount, optionally focusing on a given center point.
/// </summary>
/// <param name="delta">The amount to zoom in or out by</param>
/// <param name="zoomCenter">The position that should be regarded as the zoom's center, in screen space. The default value is the center.</param>
public void Zoom(float delta, Vector2? zoomCenter = null) {
var center = (zoomCenter ?? new Vector2(this.Viewport.Width, this.Viewport.Height) / 2) / this.ActualScale;
var lastScale = this.Scale;
this.Scale += delta;
this.Position += center * ((this.Scale - lastScale) / this.Scale);
}
}
}