/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on * an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the * specific language governing permissions and limitations under the License. ******************************************************************************/ package com.badlogic.gdx.graphics; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.math.Vector3; /** * A camera with orthographic projection. * * @author mzechner */ public class OrthographicCamera extends Camera { /** the zoom of the camera **/ public float zoom = 1; public OrthographicCamera() { this.near = 0; } /** * Constructs a new OrthographicCamera, using the given viewport width and height. For pixel perfect 2D rendering * just supply the screen size, for other unit scales (e.g. meters for box2d) proceed accordingly. * * @param viewportWidth * the viewport width * @param viewportHeight * the viewport height */ public OrthographicCamera(float viewportWidth, float viewportHeight) { this.viewportWidth = viewportWidth; this.viewportHeight = viewportHeight; this.near = 0; update(); } /** * Constructs a new OrthographicCamera, using the given viewport width and height. This will create a camera useable * for iso-metric views. The diamond angle is specifies the angle of a tile viewed isometrically. * * @param viewportWidth * the viewport width * @param viewportHeight * the viewport height * @param diamondAngle * the angle in degrees */ public OrthographicCamera(float viewportWidth, float viewportHeight, float diamondAngle) { this.viewportWidth = viewportWidth; this.viewportHeight = viewportHeight; this.near = 0; findDirectionForIsoView(diamondAngle, 0.00000001f, 20); update(); } public void findDirectionForIsoView(float targetAngle, float epsilon, int maxIterations) { float start = targetAngle - 5; float end = targetAngle + 5; float mid = targetAngle; int iterations = 0; float aMid = 0; while (Math.abs(targetAngle - aMid) > epsilon && iterations++ < maxIterations) { aMid = calculateAngle(mid); if (targetAngle < aMid) { end = mid; } else { start = mid; } mid = start + (end - start) / 2; } position.set(calculateDirection(mid)); position.y = -position.y; lookAt(0, 0, 0); normalizeUp(); } private float calculateAngle(float a) { Vector3 camPos = calculateDirection(a); position.set(camPos.mul(30)); lookAt(0, 0, 0); normalizeUp(); update(); Vector3 orig = new Vector3(0, 0, 0); Vector3 vec = new Vector3(1, 0, 0); project(orig); project(vec); Vector2 d = new Vector2(vec.x - orig.x, -(vec.y - orig.y)); return d.angle(); } private Vector3 calculateDirection(float angle) { Matrix4 transform = new Matrix4(); Vector3 dir = new Vector3(-1, 0, 1).nor(); transform.setToRotation(new Vector3(1, 0, 1).nor(), angle); dir.mul(transform).nor(); return dir; } private final Vector3 tmp = new Vector3(); @Override public void update() { update(true); } @Override public void update(boolean updateFrustum) { projection.setToOrtho(zoom * -viewportWidth / 2, zoom * viewportWidth / 2, zoom * -viewportHeight / 2, zoom * viewportHeight / 2, Math.abs(near), Math.abs(far)); view.setToLookAt(position, tmp.set(position).add(direction), up); combined.set(projection); Matrix4.mul(combined.val, view.val); if (updateFrustum) { invProjectionView.set(combined); Matrix4.inv(invProjectionView.val); frustum.update(invProjectionView); } } /** * Sets this camera to an orthographic projection using a viewport fitting the screen resolution, centered at * (Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight()/2), with the y-axis pointing up or down. * * @param yDown * whether y should be pointing down */ public void setToOrtho(boolean yDown) { setToOrtho(yDown, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); } /** * Sets this camera to an orthographic projection, centered at (viewportWidth/2, viewportHeight/2), with the y-axis * pointing up or down. * * @param yDown * whether y should be pointing down. * @param viewportWidth * @param viewportHeight */ public void setToOrtho(boolean yDown, float viewportWidth, float viewportHeight) { if (yDown) { up.set(0, -1, 0); direction.set(0, 0, 1); } position.set(zoom * viewportWidth / 2.0f, zoom * viewportHeight / 2.0f, 0); this.viewportWidth = viewportWidth; this.viewportHeight = viewportHeight; update(); } /** * Rotates the camera by the given angle around the direction vector. The direction and up vector will not be * orthogonalized. * * @param angle */ public void rotate(float angle) { rotate(direction, angle); } /** * Moves the camera by the given amount on each axis. * * @param x * the displacement on the x-axis * @param y * the displacement on the y-axis */ public void translate(float x, float y) { translate(x, y, 0); } /** * Moves the camera by the given vector. * * @param vec * the displacement vector */ public void translate(Vector2 vec) { translate(vec.x, vec.y, 0); } }