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use glam::{vec2, vec3, Mat4, Vec2};
#[derive(Clone, Copy)]
pub struct Camera2D {
pub rotation: f32,
pub zoom: Vec2,
pub target: Vec2,
pub offset: Vec2,
}
impl Default for Camera2D {
fn default() -> Camera2D {
Camera2D {
zoom: vec2(1., 1.),
offset: vec2(0., 0.),
target: vec2(0., 0.),
rotation: 0.,
}
}
}
impl Camera2D {
pub fn matrix(&self) -> Mat4 {
let mat_origin = Mat4::from_translation(vec3(-self.target.x(), -self.target.y(), 0.0));
let mat_rotation = Mat4::from_axis_angle(vec3(0.0, 0.0, 1.0), self.rotation.to_radians());
let mat_scale = Mat4::from_scale(vec3(self.zoom.x(), self.zoom.y(), 1.0));
let mat_translation = Mat4::from_translation(vec3(self.offset.x(), self.offset.y(), 0.0));
mat_translation * ((mat_rotation * mat_scale) * mat_origin)
}
pub fn world_to_screen(&self, point: Vec2) -> Vec2 {
let mat = self.matrix();
let transform = mat.transform_point3(vec3(point.x(), point.y(), 0.));
vec2(transform.x(), transform.y())
}
pub fn screen_to_world(&self, point: Vec2) -> Vec2 {
let inv_mat = self.matrix().inverse();
let transform = inv_mat.transform_point3(vec3(point.x(), point.y(), 0.));
vec2(transform.x(), transform.y())
}
}