Refactor Camera methods and add viewport rect (#4948)

While working on a refactor of `bevy_mod_picking` to include viewport-awareness, I found myself writing these functions to test if a cursor coordinate was inside the camera's rendered area.

# Objective

- Simplify conversion from physical to logical pixels
- Add methods that returns the dimensions of the viewport as a min-max rect

---

## Changelog

- Added `Camera::to_logical`
- Added `Camera::physical_viewport_rect`
- Added `Camera::logical_viewport_rect`
This commit is contained in:
Aevyrie 2022-06-07 15:23:45 +00:00
parent d51a87cf28
commit cbf032419d

View file

@ -104,21 +104,42 @@ impl Default for Camera {
}
impl Camera {
/// Converts a physical size in this `Camera` to a logical size.
#[inline]
pub fn to_logical(&self, physical_size: UVec2) -> Option<Vec2> {
let scale = self.computed.target_info.as_ref()?.scale_factor;
Some((physical_size.as_dvec2() / scale).as_vec2())
}
/// The rendered physical bounds (minimum, maximum) of the camera. If the `viewport` field is
/// set to [`Some`], this will be the rect of that custom viewport. Otherwise it will default to
/// the full physical rect of the current [`RenderTarget`].
#[inline]
pub fn physical_viewport_rect(&self) -> Option<(UVec2, UVec2)> {
let min = self.viewport.as_ref()?.physical_position;
let max = min + self.physical_viewport_size()?;
Some((min, max))
}
/// The rendered logical bounds (minimum, maximum) of the camera. If the `viewport` field is set
/// to [`Some`], this will be the rect of that custom viewport. Otherwise it will default to the
/// full logical rect of the current [`RenderTarget`].
#[inline]
pub fn logical_viewport_rect(&self) -> Option<(Vec2, Vec2)> {
let (min, max) = self.physical_viewport_rect()?;
Some((self.to_logical(min)?, self.to_logical(max)?))
}
/// The logical size of this camera's viewport. If the `viewport` field is set to [`Some`], this
/// will be the size of that custom viewport. Otherwise it will default to the full logical size of
/// the current [`RenderTarget`].
/// For logic that requires the full logical size of the [`RenderTarget`], prefer [`Camera::logical_target_size`].
/// will be the size of that custom viewport. Otherwise it will default to the full logical size
/// of the current [`RenderTarget`].
/// For logic that requires the full logical size of the
/// [`RenderTarget`], prefer [`Camera::logical_target_size`].
#[inline]
pub fn logical_viewport_size(&self) -> Option<Vec2> {
let target_info = self.computed.target_info.as_ref()?;
self.viewport
.as_ref()
.map(|v| {
Vec2::new(
(v.physical_size.x as f64 / target_info.scale_factor) as f32,
(v.physical_size.y as f64 / target_info.scale_factor) as f32,
)
})
.and_then(|v| self.to_logical(v.physical_size))
.or_else(|| self.logical_target_size())
}
@ -139,12 +160,10 @@ impl Camera {
/// For logic that requires the size of the actually rendered area, prefer [`Camera::logical_viewport_size`].
#[inline]
pub fn logical_target_size(&self) -> Option<Vec2> {
self.computed.target_info.as_ref().map(|t| {
Vec2::new(
(t.physical_size.x as f64 / t.scale_factor) as f32,
(t.physical_size.y as f64 / t.scale_factor) as f32,
)
})
self.computed
.target_info
.as_ref()
.and_then(|t| self.to_logical(t.physical_size))
}
/// The full physical size of this camera's [`RenderTarget`], ignoring custom `viewport` configuration.