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//! [![License: MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](https://opensource.org/licenses/MIT)
//! [![Crates.io](https://img.shields.io/crates/v/bevy_tiled_camera)](https://crates.io/crates/bevy_tiled_camera)
//! [![docs](https://docs.rs/bevy_tiled_camera/badge.svg)](https://docs.rs/bevy_tiled_camera/)
//!
//! # `Bevy Tiled Camera`
//! A camera for properly displaying low resolution pixel perfect 2D games in
//! bevy. It works by adjusting the viewport to match a target resolution, which
//! is defined by a tile count and the number of pixels per tile.
//!
//! ![](images/demo.gif)
//!
//! ## Example
//! ```rust no_run
//! use bevy_tiled_camera::*;
//! use bevy::prelude::*;
//!
//! fn setup(mut commands:Commands) {
//! // Sets up a camera to display 80 x 35 tiles.
//! // Defaults to 8 pixels per tile.
//! let camera_bundle = TiledCameraBundle::unit_cam([80,35]);
//!
//! commands.spawn(camera_bundle);
//! }
//!
//! fn main() {
//! App::new()
//! .add_plugins((DefaultPlugins, TiledCameraPlugin))
//! .add_systems(Startup, setup)
//! .run();
//! }
//! ```
//! # World Space
//! Your world space defines how transforms and scaling is treated in your game.
//! You can choose between [WorldSpace::Units] or [WorldSpace::Pixels].
//! The camera supports either, and it's up to you to decide which you prefer.
//!
//! ## Versions
//! | bevy | bevy_tiled_camera |
//! | --- | --- |
//! | 0.13 | 0.9.0 |
//! | 0.12 | 0.8.0 |
//! | 0.11 | 0.7.0 |
//! | 0.10 | 0.6.0 |
//! | 0.9 | 0.5.0 |
//! | 0.8 | 0.4.0 |
//! | 0.6 | 0.3.0 |
//! | 0.5 | 0.2.4 |
//! | 0.5 | 0.2.3 |
//!
//! ## Blurry sprites
//! By default bevy will create all new images with linear image sampling. This
//! is good for smaller, high resolution images but causes severe blurriness
//! with low resolution images. To fix it you can manually set the image
//! sampler to nearest when creating your images, or change the default to
//! always spawn new images with nearest sampling:
//!
//! ```rust no_run
//! use bevy::prelude::*;
//! use bevy_tiled_camera::*;
//!
//!
//! App::new()
//! // Must be inserted during app initialization, before rendering plugins
//! .add_plugins((
//! DefaultPlugins.set(ImagePlugin::default_nearest()),
//! TiledCameraPlugin,
//! ))
//! .run();
//!
//! ```
use bevy::{
ecs::prelude::*,
math::{IVec2, Mat4, UVec2, Vec2, Vec3},
prelude::{
default, App, Camera, Camera2dBundle, Color, GlobalTransform, OrthographicProjection,
Plugin, Update,
},
render::camera::{ClearColorConfig, ScalingMode, Viewport},
window::{PrimaryWindow, Window, WindowResized},
};
use sark_grids::{
point::{Point2d, Size2d},
world_grid::WorldGrid,
*,
};
pub use sark_grids::world_grid::WorldSpace;
pub struct TiledCameraPlugin;
impl Plugin for TiledCameraPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (on_window_resized, on_camera_changed));
}
}
/// Component bundle with functions to specify how you want the camera set up.
///
/// ## Example
/// ```rust
/// use bevy_tiled_camera::TiledCameraBundle;
/// use bevy::prelude::Commands;
/// fn setup(mut commands:Commands) {
/// let camera_bundle = TiledCameraBundle::new()
/// .with_pixels_per_tile([8,8])
/// .with_tile_count([80,45]);
///
/// commands.spawn(camera_bundle);
/// }
/// ```
#[derive(Bundle)]
pub struct TiledCameraBundle {
cam2d_bundle: Camera2dBundle,
tiled_camera: TiledCamera,
}
impl TiledCameraBundle {
#[allow(clippy::new_without_default)]
pub fn new() -> Self {
Self {
cam2d_bundle: Camera2dBundle { ..default() },
tiled_camera: default(),
}
}
/// Construct a [`TiledCamera`] set to [`WorldSpace::Units`].
pub fn unit_cam(tile_count: impl Size2d) -> Self {
Self::new()
.with_world_space(WorldSpace::Units)
.with_tile_count(tile_count)
}
/// Construct a [`TiledCamera`] set to [`WorldSpace::Pixels`].
pub fn pixel_cam(tile_count: impl Size2d) -> Self {
Self::new()
.with_world_space(WorldSpace::Pixels)
.with_tile_count(tile_count)
}
/// Set the camera's [`WorldSpace`].
pub fn with_world_space(mut self, world_space: WorldSpace) -> Self {
self.tiled_camera.set_world_space(world_space);
self
}
/// Set the camera's clear color.
pub fn with_clear_color(mut self, color: Color) -> Self {
self.cam2d_bundle.camera.clear_color = ClearColorConfig::Custom(color);
self
}
/// Set the camera's pixels per tile.
///
/// This along with tile count and [`WorldSpace`] define how the camera
/// sizes the viewport.
pub fn with_pixels_per_tile(mut self, ppt: impl Size2d) -> Self {
self.tiled_camera.pixels_per_tile = ppt.as_uvec2();
self.tiled_camera.grid.pixels_per_tile = ppt.as_uvec2();
self
}
/// Set the camera's tile count.
///
/// This along with pixels per tile and [`WorldSpace`] define how the camera
/// sizes the viewport.
pub fn with_tile_count(mut self, tile_count: impl Size2d) -> Self {
self.tiled_camera.tile_count = tile_count.as_uvec2();
self.tiled_camera.grid.tile_count = tile_count.as_uvec2();
self
}
/// Set the initial world position for the camera.
pub fn with_camera_position(mut self, world_pos: impl Point2d) -> Self {
let pos = &mut self.cam2d_bundle.transform.translation;
*pos = world_pos.as_vec2().extend(pos.z);
self
}
}
/// A camera with a virtual grid for displaying low resolution pixel art.
///
/// Contains various functions for translating points between world space and
/// the camera's virtual grid tiles.
#[derive(Component)]
pub struct TiledCamera {
/// Pixels per tile determines the size of your tiles/art, depending on
/// the camera's [`WorldSpace`].
pub pixels_per_tile: UVec2,
/// The number of virtual grid tiles in the camera's viewport.
pub tile_count: UVec2,
/// World grid used for transforming positions.
grid: WorldGrid,
/// Camera zoom from the last viewport update.
zoom: u32,
/// Viewport size from the last viewport update.
vp_size: UVec2,
/// Viewport position from the last viewport update.
vp_pos: UVec2,
/// Window resolution from the last viewport update.
win_size: UVec2,
ortho_size: f32,
}
impl TiledCamera {
/// Creates a camera set to [`WorldSpace::Units`].
pub fn unit_cam(tile_count: impl Size2d, pixels_per_tile: impl Size2d) -> Self {
let tile_count = tile_count.as_uvec2();
let pixels_per_tile = pixels_per_tile.as_uvec2();
Self {
pixels_per_tile,
tile_count,
grid: WorldGrid::unit_grid(tile_count, pixels_per_tile),
..default()
}
}
/// Creates a camera set to [`WorldSpace::Pixels`].
pub fn pixel_cam(tile_count: impl Size2d, pixels_per_tile: impl Size2d) -> Self {
let tile_count = tile_count.as_uvec2();
let pixels_per_tile = pixels_per_tile.as_uvec2();
Self {
pixels_per_tile,
tile_count,
grid: WorldGrid::pixel_grid(tile_count, pixels_per_tile),
..default()
}
}
/// Retrieve the target resolution (in pixels) of the camera.
pub fn target_resolution(&self) -> UVec2 {
self.pixels_per_tile * self.tile_count
}
// Viewport size from the last viewport update
pub fn viewport_size(&self) -> UVec2 {
self.vp_size
}
// Viewport position from the last viewport update
pub fn viewport_pos(&self) -> UVec2 {
self.vp_pos
}
/// Window resolution from the last viewport update
pub fn window_resolution(&self) -> UVec2 {
self.win_size
}
/// The orthographic size of the camera from the last viewport update
pub fn orthographic_size(&self) -> f32 {
self.ortho_size
}
/// Returns an iterator that yields the center of the camera's virtual grid
/// tiles in world space.
pub fn tile_center_iter(&self, transform: &GlobalTransform) -> impl Iterator<Item = Vec2> {
let xy = transform.translation().truncate();
self.grid.tile_center_iter().map(move |p| p + xy)
}
/// Returns an iterator that yields the position of the camera's virtual
/// grid tiles in world space.
///
/// A tile's "position" refers to the bottom left corner of the tile.
pub fn tile_pos_iter(&self, cam_transform: &GlobalTransform) -> impl Iterator<Item = Vec2> {
let xy = cam_transform.translation().truncate();
self.grid.tile_pos_iter().map(move |p| p + xy)
}
/// Transform from world space to camera-local space.
pub fn world_to_local(&self, cam_transform: &GlobalTransform, world_pos: impl Point2d) -> Vec2 {
world_pos.as_vec2() - cam_transform.translation().truncate()
}
/// Transform from camera-local space to world space.
pub fn local_to_world(&self, cam_transform: &GlobalTransform, local_pos: impl Point2d) -> Vec2 {
local_pos.as_vec2() + cam_transform.translation().truncate()
}
/// Convert a world position to it's virtual tile index.
///
/// Tile indices are relative to the camera center.
pub fn world_to_index(
&self,
cam_transform: &GlobalTransform,
world_pos: impl Point2d,
) -> IVec2 {
let local = self.world_to_local(cam_transform, world_pos);
self.grid.pos_to_index(local)
}
/// Convert a world position to it's virtual tile position.
///
/// A tile's "position" refers to the bottom left point of the tile.
pub fn world_to_tile(&self, cam_transform: &GlobalTransform, world_pos: impl Point2d) -> Vec2 {
let local = self.world_to_local(cam_transform, world_pos);
self.grid.pos_to_tile_pos(local)
}
/// Convert a tile index to it's virtual tile position in world space.
///
/// Tiles indices are relative to the camera center.
///
/// A tile's "position" refers to the bottom left point of the tile.
pub fn index_to_tile_pos(&self, cam_transform: &GlobalTransform, pos: impl GridPoint) -> Vec2 {
let p = self.grid.index_to_pos(pos);
self.local_to_world(cam_transform, p)
}
/// Return the world center of the virtual tile at the given tile index.
///
/// Tile indices are relative to the camera center.
pub fn index_to_tile_center(
&self,
cam_transform: &GlobalTransform,
index: impl GridPoint,
) -> Vec2 {
let p = self.grid.index_to_tile_center(index);
self.local_to_world(cam_transform, p)
}
/// Change the camera's [`WorldSpace`].
pub fn set_world_space(&mut self, world_space: WorldSpace) {
self.grid.world_space = world_space;
}
/// Get the camera's [`WorldSpace`].
pub fn world_space(&self) -> WorldSpace {
self.grid.world_space
}
/// Get unit size or [`None`], depending on the camera's [`WorldSpace`].
///
/// This can be used for sizing spawned sprites. If the camera's [`WorldSpace`]
/// is [`WorldSpace::Units`] then a unit sized sprite should be the size of
/// a tile.
/// Otherwise it should use the default sprite size, which is the pixel dimensions
/// of the sprite's texture.
pub fn unit_size(&self) -> Option<Vec2> {
match self.grid.world_space {
WorldSpace::Units => Some(self.grid.tile_size_world()),
WorldSpace::Pixels => None,
}
}
/// How much the camera view is scaled up, based on target resolution and window size.
pub fn zoom(&self) -> u32 {
self.zoom
}
// MIT License
// Copyright (c) 2021 Aevyrie
// https://github.com/aevyrie/bevy_mod_raycast
/// Convert a screen position (IE: The mouse cursor position) to it's corresponding world position.
pub fn screen_to_world(
&self,
screen_pos: Vec2,
camera: &Camera,
camera_transform: &GlobalTransform,
) -> Option<Vec2> {
let screen_size = self.vp_size.as_vec2();
let screen_pos = (screen_pos - self.vp_pos.as_vec2()).round();
let view = camera_transform.compute_matrix();
let projection = camera.projection_matrix();
// 2D Normalized device coordinate cursor position from (-1, -1) to (1, 1)
let cursor_ndc = (screen_pos / screen_size) * 2.0 - Vec2::from([1.0, 1.0]);
let ndc_to_world: Mat4 = view * projection.inverse();
let world_to_ndc = projection * view;
// Calculate the camera's near plane using the projection matrix
let projection = projection.to_cols_array_2d();
let camera_near = (2.0 * projection[3][2]) / (2.0 * projection[2][2] - 2.0);
// Compute the cursor position at the near plane. The bevy camera looks at -Z.
let ndc_near = world_to_ndc.transform_point3(-Vec3::Z * camera_near).z;
let cursor_pos_near = ndc_to_world.transform_point3(cursor_ndc.extend(ndc_near));
let tile_size = self.grid.tile_size_world();
let cursor_pos_near = cursor_pos_near.truncate() * tile_size;
// Former viewport issue - had to flip y. Was fixed in 0.9 release
//cursor_pos_near.y = -cursor_pos_near.y;
Some(cursor_pos_near)
}
/// Converts a world position to a screen position (0..resolution)
pub fn world_to_screen(
&self,
world_pos: impl Point2d,
camera: &Camera,
camera_transform: &GlobalTransform,
) -> Option<Vec2> {
let window_size = self.vp_size.as_vec2();
// Build a transform to convert from world to NDC using camera data
let world_to_ndc: Mat4 =
camera.projection_matrix() * camera_transform.compute_matrix().inverse();
let ndc_space_coords: Vec3 = world_to_ndc.project_point3(world_pos.as_vec2().extend(0.0));
// NDC z-values outside of 0 < z < 1 are outside the camera frustum and are thus not in screen space
if ndc_space_coords.z < 0.0 || ndc_space_coords.z > 1.0 {
return None;
}
// Once in NDC space, we can discard the z element and rescale x/y to fit the screen
let screen_space_coords = (ndc_space_coords.truncate() + Vec2::ONE) / 2.0 * window_size;
if !screen_space_coords.is_nan() {
Some((screen_space_coords + self.vp_pos.as_vec2()).round())
} else {
None
}
}
/// Retrieve the camera's [`WorldGrid`].
pub fn world_grid(&self) -> &WorldGrid {
&self.grid
}
}
impl Default for TiledCamera {
fn default() -> Self {
let pixels_per_tile = UVec2::new(8, 8);
let tile_count = UVec2::new(80, 35);
Self {
pixels_per_tile,
tile_count,
grid: WorldGrid::unit_grid(tile_count, pixels_per_tile),
zoom: 1,
vp_size: UVec2::ONE,
vp_pos: UVec2::ZERO,
win_size: UVec2::ONE,
ortho_size: 0.0,
}
}
}
fn on_window_resized(
primary_window: Query<(Entity, &Window), With<PrimaryWindow>>,
mut resize_events: EventReader<WindowResized>,
mut q_cam: Query<(&mut OrthographicProjection, &mut Camera, &mut TiledCamera)>,
) {
// We need to dynamically resize the camera's viewports whenever the window
// size changes. A resize_event is sent when the window is first created,
// allowing us to reuse this system for initial setup.
let (primary_window_entity, primary_window) = primary_window.single();
for resize_event in resize_events.read() {
if resize_event.window == primary_window_entity {
let wres = UVec2::new(
primary_window.physical_width(),
primary_window.physical_height(),
);
if let Ok((mut proj, mut cam, mut tiled_cam)) = q_cam.get_single_mut() {
update_viewport(&mut tiled_cam, wres, &mut proj, &mut cam);
}
}
}
}
fn on_camera_changed(
primary_window: Query<&Window, With<PrimaryWindow>>,
mut q_cam: Query<
(&mut OrthographicProjection, &mut Camera, &mut TiledCamera),
Changed<TiledCamera>,
>,
) {
for (mut proj, mut cam, mut tiled_cam) in q_cam.iter_mut() {
if let Ok(window) = primary_window.get_single() {
let wres = UVec2::new(window.physical_width(), window.physical_height());
update_viewport(&mut tiled_cam, wres, &mut proj, &mut cam);
}
}
}
fn update_viewport(
tiled_cam: &mut TiledCamera,
wres: UVec2,
proj: &mut OrthographicProjection,
cam: &mut Camera,
) {
let tres = tiled_cam.target_resolution().as_vec2();
let wres = wres.as_vec2();
let zoom = (wres / tres).floor().min_element().max(1.0);
// The 'size' of the orthographic projection.
//
// For a `FixedVertical` projection this refers to the size of the
// projection in vertical units.
let ortho_size = match tiled_cam.world_space() {
WorldSpace::Units => tiled_cam.tile_count.y as f32,
WorldSpace::Pixels => tiled_cam.tile_count.y as f32 * tiled_cam.pixels_per_tile.y as f32,
};
proj.scaling_mode = ScalingMode::FixedVertical(ortho_size);
let vp_size = tres * zoom;
let vp_pos = if wres.cmple(tres).any() {
Vec2::ZERO
} else {
(wres / 2.0) - (vp_size / 2.0)
}
.floor();
cam.viewport = Some(Viewport {
physical_position: vp_pos.as_uvec2(),
physical_size: vp_size.as_uvec2(),
..default()
});
// Camera values may have been changed manually - update grid values.
tiled_cam.grid.tile_count = tiled_cam.tile_count;
tiled_cam.grid.pixels_per_tile = tiled_cam.pixels_per_tile;
tiled_cam.zoom = zoom as u32;
tiled_cam.vp_pos = vp_pos.as_uvec2();
tiled_cam.vp_size = vp_size.as_uvec2();
tiled_cam.win_size = wres.as_uvec2();
tiled_cam.ortho_size = ortho_size;
}
#[cfg(test)]
mod tests {
use super::*;
fn unit_cam(pos: impl Point2d, tile_count: impl Size2d) -> (GlobalTransform, TiledCamera) {
(
GlobalTransform::from_translation(pos.as_vec2().extend(0.0)),
TiledCamera::unit_cam(tile_count, [8, 8]),
)
}
fn make_pixel_cam(
pos: impl Point2d,
tile_count: impl Size2d,
) -> (GlobalTransform, TiledCamera) {
(
GlobalTransform::from_translation(pos.as_vec2().extend(0.0)),
TiledCamera::pixel_cam(tile_count, [8, 8]),
)
}
#[test]
fn world_to_index() {
let (t, cam) = unit_cam([5.0, 5.0], [3, 3]);
let p = cam.world_to_index(&t, [4.5, 4.5]);
assert_eq!([0, 0], p.to_array());
let (t, cam) = unit_cam([5.0, 5.0], [4, 4]);
let p = cam.world_to_index(&t, [4.5, 4.5]);
assert_eq!([-1, -1], p.to_array());
let (t, cam) = make_pixel_cam([16.0, 16.0], [3, 3]);
let p = cam.world_to_index(&t, [12.0, 12.0]);
assert_eq!([0, 0], p.to_array());
let (t, cam) = make_pixel_cam([16.0, 16.0], [4, 4]);
let p = cam.world_to_index(&t, [12.0, 12.0]);
assert_eq!([-1, -1], p.to_array());
}
#[test]
fn index_to_world() {
let (t, cam) = make_pixel_cam([5, 5], [4, 4]);
let p = cam.index_to_tile_pos(&t, [3, 3]);
assert_eq!([29.0, 29.0], p.to_array());
let (t, cam) = unit_cam([5, 5], [4, 4]);
let p = cam.index_to_tile_pos(&t, [3, 3]);
assert_eq!([8.0, 8.0], p.to_array());
let (t, cam) = make_pixel_cam([16, 16], [3, 3]);
let p = cam.index_to_tile_pos(&t, [3, 3]);
assert_eq!([36.0, 36.0], p.to_array());
}
#[test]
fn new() {
let cam = TiledCameraBundle::pixel_cam([5, 5]).tiled_camera;
assert_eq!(cam.world_space(), WorldSpace::Pixels);
let cam = TiledCameraBundle::unit_cam([5, 5]).tiled_camera;
assert_eq!(cam.world_space(), WorldSpace::Units);
}
}