Add screen->world and world->screen functions for 2D; add extended camera2D example (#947)
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3 changed files with 324 additions and 22 deletions
284
examples/core/core_2d_camera_ext.c
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284
examples/core/core_2d_camera_ext.c
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/*******************************************************************************************
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*
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* raylib [core] example - 2d camera extended
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*
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#define G 400
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#define PLAYER_JUMP_SPD 350.f
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#define PLAYER_HOR_SPD 200.f
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typedef struct Player {
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Vector2 pos;
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float vel;
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int canJump;
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} Player;
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typedef struct EnvItem {
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Rectangle rect;
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int blocking;
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Color color;
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} EnvItem;
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void updateCameraCenter(
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float delta,
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Camera2D *camera,
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Player *player,
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EnvItem *envItems,
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int envItemsLength,
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int width, int height
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) {
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camera->offset = (Vector2){ width/2, height/2 };
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camera->target = player->pos;
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}
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void updateCameraCenterInsideMap(
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float delta,
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Camera2D *camera,
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Player *player,
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EnvItem *envItems,
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int envItemsLength,
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int width, int height
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) {
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camera->target = player->pos;
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camera->offset = (Vector2){ width/2, height/2 };
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float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
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for (int i = 0; i < envItemsLength; i++) {
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EnvItem *ei = envItems + i;
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minX = fminf(ei->rect.x, minX);
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maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
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minY = fminf(ei->rect.y, minY);
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maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
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}
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Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
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Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
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if (max.x < width) {
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camera->offset.x = width - (max.x - width/2);
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}
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if (max.y < height) {
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camera->offset.y = height - (max.y - height/2);
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}
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if (min.x > 0) {
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camera->offset.x = width/2 - min.x;
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}
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if (min.y > 0) {
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camera->offset.y = height/2- min.y;
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}
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}
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void updateCameraCenterSmoothFollow(
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float delta,
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Camera2D *camera,
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Player *player,
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EnvItem *envItems,
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int envItemsLength,
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int width, int height
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) {
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static float minSpeed = 30;
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static float minEffectLength = 10;
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static float fractionSpeed = 0.8f;
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camera->offset = (Vector2){ width/2, height/2 };
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Vector2 diff = Vector2Subtract(player->pos, camera->target);
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float length = Vector2Length(diff);
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if (length > minEffectLength) {
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float speed = fmaxf(fractionSpeed * length, minSpeed);
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camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
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}
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}
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void updateCameraEvenOutOnLanding(
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float delta,
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Camera2D *camera,
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Player *player,
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EnvItem *envItems,
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int envItemsLength,
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int width, int height
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) {
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static float evenOutSpeed = 700;
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static int eveningOut = false;
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static float evenOutTarget;
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camera->offset = (Vector2){ width/2, height/2 };
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camera->target.x = player->pos.x;
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if (eveningOut) {
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if (evenOutTarget > camera->target.y) {
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camera->target.y += evenOutSpeed * delta;
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if (camera->target.y > evenOutTarget) {
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camera->target.y = evenOutTarget;
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eveningOut = 0;
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}
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} else {
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camera->target.y -= evenOutSpeed * delta;
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if (camera->target.y < evenOutTarget) {
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camera->target.y = evenOutTarget;
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eveningOut = 0;
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}
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}
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} else {
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if (player->canJump &&
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player->vel == 0 &&
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player->pos.y != camera->target.y
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) {
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eveningOut = 1;
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evenOutTarget = player->pos.y;
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}
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}
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}
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void updateCameraPlayerBoundsPush(
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float delta,
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Camera2D *camera,
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Player *player,
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EnvItem *envItems,
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int envItemsLength,
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int width, int height
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) {
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static Vector2 bbox = { 0.2f, 0.2f };
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Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x) * 0.5 * width, (1 - bbox.y) * 0.5 * height }, *camera);
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Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x) * 0.5 * width, (1 + bbox.y) * 0.5 * height }, *camera);
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camera->offset = (Vector2){ (1 - bbox.x) * 0.5 * width, (1 - bbox.y) * 0.5 * height };
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if (player->pos.x < bboxWorldMin.x) {
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camera->target.x = player->pos.x;
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}
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if (player->pos.y < bboxWorldMin.y) {
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camera->target.y = player->pos.y;
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}
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if (player->pos.x > bboxWorldMax.x) {
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camera->target.x = bboxWorldMin.x + (player->pos.x - bboxWorldMax.x);
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}
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if (player->pos.y > bboxWorldMax.y) {
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camera->target.y = bboxWorldMin.y + (player->pos.y - bboxWorldMax.y);
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}
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}
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void updatePlayer(float delta, Player *player, EnvItem *envItems, int envItemsLength) {
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if (IsKeyDown(KEY_LEFT)) player->pos.x -= PLAYER_HOR_SPD*delta;
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if (IsKeyDown(KEY_RIGHT)) player->pos.x += PLAYER_HOR_SPD*delta;
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if (IsKeyDown(KEY_SPACE) && player->canJump) {
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player->vel = -PLAYER_JUMP_SPD;
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player->canJump = 0;
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}
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int hitObstacle = 0;
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for (int i = 0; i < envItemsLength; i++) {
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EnvItem *ei = envItems + i;
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Vector2 *p = &(player->pos);
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if (ei->blocking &&
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ei->rect.x <= p->x &&
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ei->rect.x + ei->rect.width >= p->x &&
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ei->rect.y >= p->y &&
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ei->rect.y < p->y + player->vel * delta)
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{
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hitObstacle = 1;
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player->vel = 0.0f;
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p->y = ei->rect.y;
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}
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}
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if (!hitObstacle) {
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player->pos.y += player->vel * delta;
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player->vel += G * delta;
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player->canJump = 0;
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} else {
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player->canJump = 1;
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}
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}
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void renderWorld(Player *player, EnvItem *envItems, int envItemsLength) {
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for (int i = 0; i < envItemsLength; i++) {
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DrawRectangleRec(envItems[i].rect, envItems[i].color);
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}
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Rectangle playerRect = { player->pos.x - 20, player->pos.y - 40, 40, 40 };
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DrawRectangleRec(playerRect, RED);
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}
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int main(void)
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{
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
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SetTargetFPS(60);
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Player player;
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player.pos = (Vector2){ 400, 280 };
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player.vel = 0;
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player.canJump = 0;
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EnvItem envItems[] = {
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{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
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{{ 0, 400, 1000, 200 }, 1, GRAY },
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{{ 300, 200, 400, 10 }, 1, GRAY },
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{{ 250, 300, 100, 10 }, 1, GRAY },
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{{ 650, 300, 100, 10 }, 1, GRAY }
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};
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int envItemsLength = sizeof(envItems) / sizeof (envItems[0]);
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Camera2D camera = { 0 };
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camera.target = player.pos;
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camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
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camera.rotation = 0.0f;
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camera.zoom = 1.0f;
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int cameraOption = 0;
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void (*cameraUpdaters[])(float, Camera2D*, Player*, EnvItem*, int, int, int) = {
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updateCameraCenter,
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updateCameraCenterInsideMap,
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updateCameraCenterSmoothFollow,
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updateCameraEvenOutOnLanding,
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updateCameraPlayerBoundsPush
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};
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int cameraUpdatersLength = sizeof(cameraUpdaters) / sizeof(cameraUpdaters[0]);
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char* cameraDescriptions[] = {
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"Follow player center",
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"Follow player center, but clamp to map edges",
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"Follow player center; smoothed",
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"Follow player center horizontally; updateplayer center vertically after landing",
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"Player push camera on getting too close to screen edge"
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};
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while (!WindowShouldClose()) {
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float delta = GetFrameTime();
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updatePlayer(delta, &player, envItems, envItemsLength);
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camera.zoom += ((float)GetMouseWheelMove()*0.05f);
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if (camera.zoom > 3.0f) camera.zoom = 3.0f;
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else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
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if (IsKeyPressed(KEY_R))
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{
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camera.zoom = 1.0f;
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}
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if (IsKeyPressed(KEY_C)) {
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cameraOption = (cameraOption + 1) % cameraUpdatersLength;
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}
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cameraUpdaters[cameraOption](delta, &camera, &player, envItems, envItemsLength, screenWidth, screenHeight);
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode2D(camera);
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renderWorld(&player, envItems, envItemsLength);
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EndMode2D();
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DrawText("Controls:", 20, 20, 10, BLACK);
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DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
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DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
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DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
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DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
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DrawText("Current camera mode:", 20, 120, 10, BLACK);
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DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
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EndDrawing();
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}
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CloseWindow(); // Close window and OpenGL context
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return 0;
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}
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59
src/core.c
59
src/core.c
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@ -1250,28 +1250,7 @@ void BeginMode2D(Camera2D camera)
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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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// 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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// 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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rlMultMatrixf(MatrixToFloat(matTransform)); // Apply transformation to modelview
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rlMultMatrixf(MatrixToFloat(GetCamera2DMatrix(camera))); // Apply transformation to modelview
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}
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// Ends 2D mode with custom camera
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@ -1502,6 +1481,42 @@ Matrix GetCameraMatrix(Camera camera)
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return MatrixLookAt(camera.position, camera.target, camera.up);
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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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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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}
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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)
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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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// 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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}
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// Set target FPS (maximum)
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void SetTargetFPS(int fps)
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{
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@ -911,6 +911,9 @@ RLAPI void EndScissorMode(void); // End scissor
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
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RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera);
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RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera);
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RLAPI Matrix GetCamera2DMatrix(Camera2D camera);
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// Timing-related functions
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RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
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