use cgmath::{Matrix4, Vector2}; #[derive(Clone, Copy, Debug, PartialEq)] pub struct Camera { position: (f32, f32), zoom: f32, rotation: f32, inverse_aspect_ratio: f32, } pub(crate) type CameraUniform = [[f32; 4]; 4]; #[allow(clippy::cast_precision_loss)] fn inverse_aspect_ratio(width: u32, height: u32) -> f32 { (height as f32) / (width as f32) } impl Camera { /// Create a new camera, with a position of (0, 0), and a zoom of 1.0 pub(crate) fn from_size(width: u32, height: u32) -> Self { Self { position: (0.0, 0.0), zoom: 1.0, rotation: 0.0, inverse_aspect_ratio: inverse_aspect_ratio(width, height), } } /// Get the camera's current x position #[must_use] pub const fn x(&self) -> f32 { self.position.0 } /// Get the camera's current y position #[must_use] pub const fn y(&self) -> f32 { self.position.1 } /// Get the camera's current zoom #[must_use] pub const fn zoom(&self) -> f32 { self.zoom } /// Set the position of the camera pub fn set_position(&mut self, x: f32, y: f32) { debug_assert!( x <= 1000.0 && y <= 1000.0, "The position of the camera is ({}, {}), which is too large. \ Please keep both the x and y positions below 1000 units. \ Otherwise, everything will look crazy. \ For an explanation, see https://www.youtube.com/watch?v=Q2OGwnRik24", x, y ); self.position = (x, y); } /// Set the zoom of the camera pub fn set_zoom(&mut self, zoom: f32) { self.zoom = zoom; } /// Set the aspect ratio of the camera pub(crate) fn set_size(&mut self, width: u32, height: u32) { self.inverse_aspect_ratio = inverse_aspect_ratio(width, height); } #[allow(clippy::wrong_self_convention)] pub(crate) fn to_matrix(&mut self) -> CameraUniform { let cos = self.rotation.cos(); let sin = self.rotation.sin(); let x_axis = Vector2::new(cos, -sin); let y_axis = Vector2::new(sin, cos); let eye = Vector2::new(self.position.0, self.position.1); let x_dot = -cgmath::dot(x_axis, eye); let y_dot = -cgmath::dot(y_axis, eye); #[rustfmt::skip] let view_matrix = Matrix4::new( x_axis.x, y_axis.x, 0.0, 0.0, x_axis.y, y_axis.y, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, x_dot, y_dot, 0.0, 1.0 ); #[rustfmt::skip] // TODO implement more scaling coordinate systems let projection_matrix = Matrix4::new( self.inverse_aspect_ratio * self.zoom, 0.0, 0.0, 0.0, 0.0, self.zoom, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0 ); let transform = projection_matrix * view_matrix; transform.into() } }