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package ch.asynk.tankontank.screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.math.MathUtils;
public class GameCamera extends OrthographicCamera
{
private static final float ZEROF = 0.01f;
// private int screenWidth;
// private int screenHeight;
private float zoomOut;
private float zoomIn;
private float widthFactor;
private float heightFactor;
private Rectangle screen;
private Matrix4 hudMatrix;
private Matrix4 hudInvProjMatrix;
public GameCamera(float virtualWidth, float virtualHeight, float zoomOut, float zoomIn)
{
super(virtualWidth, virtualHeight);
this.zoomOut = zoomOut;
this.zoomIn = zoomIn;
this.screen = new Rectangle();
this.hudMatrix = new Matrix4();
this.hudInvProjMatrix = new Matrix4();
}
public void updateViewport(int screenWidth, int screenHeight)
{
// this.screenWidth = screenWidth;
// this.screenHeight = screenHeight;
float viewportAspect = (viewportWidth / viewportHeight);
float aspect = (screenWidth / (float) screenHeight);
if ((viewportAspect - aspect) < ZEROF) {
screen.width = (screenHeight * viewportAspect);
screen.height = screenHeight;
screen.x = ((screenWidth - screen.width) / 2f);
screen.y = 0f;
} else {
screen.width = screenWidth;
screen.height = (screenWidth / viewportAspect);
screen.x = 0f;
screen.y = ((screenHeight - screen.height) / 2f);
}
Gdx.gl.glViewport((int)screen.x, (int)screen.y, (int)screen.width, (int)screen.height);
this.widthFactor = (viewportWidth / screenWidth);
this.heightFactor = (viewportHeight / screenHeight);
clampZoom();
update(true);
hudMatrix.set(combined);
hudMatrix.setToOrtho2D(0, 0, screen.width, screen.height);
hudInvProjMatrix.set(hudMatrix);
Matrix4.inv(hudInvProjMatrix.val);
}
public Matrix4 getHudMatrix()
{
return hudMatrix;
}
public int getHudWidth()
{
return (int) screen.width;
}
public int getHudHeight()
{
return (int) screen.height;
}
public void centerOnWorld()
{
position.set((viewportWidth / 2f), (viewportHeight / 2f), 0f);
}
public void zoom(float dz)
{
// TODO adapt screen -> glViewport
zoom += dz;
clampZoom();
update(true);
}
public void translate(float dx, float dy)
{
float deltaX = (dx * zoom * widthFactor);
float deltaY = (dy * zoom * heightFactor);
translate(deltaX, -deltaY, 0);
clampPosition();
update(true);
}
public void clampZoom()
{
zoom = MathUtils.clamp(zoom, zoomIn, zoomOut);
clampPosition();
}
public void clampPosition()
{
float cx = (viewportWidth * zoom);
float cy = (viewportHeight * zoom);
if ((viewportWidth - cx) > ZEROF) {
cx /= 2f;
position.x = MathUtils.clamp(position.x, cx, (viewportWidth - cx));
} else
position.x = (viewportWidth / 2f);
if ((viewportHeight - cy) > ZEROF) {
cy /= 2f;
position.y = MathUtils.clamp(position.y, cy, (viewportHeight - cy));
} else
position.y = (viewportHeight / 2f);
}
public void debug()
{
System.err.println(String.format("VIEWPORT: %dx%d", (int)viewportWidth, (int)viewportHeight));
System.err.println(String.format(" SCREEN: %d;%d %dx%d", (int)screen.x, (int)screen.y, (int)screen.width, (int)screen.height));
System.err.println("MATRIX:" + combined.toString());
}
public void unproject(int x, int y, Vector3 v)
{
unproject(v.set(x, y, 0), screen.x, screen.y, screen.width, screen.height);
}
public void unprojectHud(float x, float y, Vector3 v)
{
x = x - screen.x;
y = Gdx.graphics.getHeight() - y - 1;
y = y - screen.y;
v.x = (2 * x) / screen.width - 1;
v.y = (2 * y) / screen.height - 1;
v.z = 2 * v.z - 1;
v.prj(hudInvProjMatrix);
}
}
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