Improved 2d camera system -IN PROGRESS-
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956a6e6f77
commit
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2 changed files with 32 additions and 14 deletions
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@ -22,11 +22,14 @@ int main()
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Camera2D camera;
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camera.position = (Vector2){ 0, 0 };
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camera.origin = (Vector2){ 100, 100 };
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camera.offset = (Vector2){ 0, 0 };
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camera.target = (Vector2){ 400, 200 };
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camera.rotation = 0.0f;
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camera.zoom = 1.0f;
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Rectangle player = { 400, 200, 40, 40 };
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camera.target = (Vector2){ player.x + 20, player.y + 20 };
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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@ -35,16 +38,28 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyDown(KEY_RIGHT)) camera.position.x--;
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else if (IsKeyDown(KEY_LEFT)) camera.position.x++;
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else if (IsKeyDown(KEY_UP)) camera.position.y++;
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else if (IsKeyDown(KEY_DOWN)) camera.position.y--;
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if (IsKeyDown(KEY_RIGHT)) player.x -= 2;
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else if (IsKeyDown(KEY_LEFT)) player.x += 2;
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else if (IsKeyDown(KEY_UP)) player.y -= 2;
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else if (IsKeyDown(KEY_DOWN)) player.y += 2;
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// Camera target follows player
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camera.target = (Vector2){ player.x + 20, player.y + 20 };
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if (IsKeyDown(KEY_R)) camera.rotation--;
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else if (IsKeyDown(KEY_F)) camera.rotation++;
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if (IsKeyDown(KEY_W)) camera.zoom += 0.005f;
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if (IsKeyDown(KEY_S)) camera.zoom -= 0.005f;
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// Camera controls
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if (IsKeyDown(KEY_R)) camera.rotation--;
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else if (IsKeyDown(KEY_F)) camera.rotation++;
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camera.zoom += ((float)GetMouseWheelMove()*0.05f);
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if (IsKeyPressed(KEY_Z))
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{
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camera.zoom = 1.0f;
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camera.rotation = 0.0f;
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}
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//----------------------------------------------------------------------------------
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// Draw
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@ -56,7 +71,10 @@ int main()
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DrawText("2D CAMERA TEST", 20, 20, 20, GRAY);
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DrawRectangle(0, 300, screenWidth, 50, GRAY);
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DrawRectangle(400, 250, 40, 40, RED);
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DrawRectangleRec(player, RED);
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DrawRectangle(camera.origin.x, 0, 1, screenHeight, GREEN);
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DrawRectangle(0, camera.origin.y, screenWidth, 1, GREEN);
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EndDrawing();
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//----------------------------------------------------------------------------------
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10
src/core.c
10
src/core.c
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@ -560,14 +560,14 @@ void BeginDrawingEx(Camera2D camera)
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{
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BeginDrawing();
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// TODO: Consider origin offset on position, rotation, scaling
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// Camera rotation and scaling is always relative to 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.position.x, camera.position.y, 0.0f);
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Matrix matOrigin = MatrixTranslate(-camera.origin.x, -camera.origin.y, 0.0f);
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Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
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Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
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Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
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rlMultMatrixf(MatrixToFloat(matTransform));
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}
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