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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`
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1 changed files with 35 additions and 16 deletions
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@ -104,21 +104,42 @@ impl Default for Camera {
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}
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impl Camera {
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/// Converts a physical size in this `Camera` to a logical size.
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#[inline]
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pub fn to_logical(&self, physical_size: UVec2) -> Option<Vec2> {
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let scale = self.computed.target_info.as_ref()?.scale_factor;
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Some((physical_size.as_dvec2() / scale).as_vec2())
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}
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/// The rendered physical bounds (minimum, maximum) of the camera. If the `viewport` field is
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/// set to [`Some`], this will be the rect of that custom viewport. Otherwise it will default to
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/// the full physical rect of the current [`RenderTarget`].
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#[inline]
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pub fn physical_viewport_rect(&self) -> Option<(UVec2, UVec2)> {
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let min = self.viewport.as_ref()?.physical_position;
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let max = min + self.physical_viewport_size()?;
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Some((min, max))
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}
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/// The rendered logical bounds (minimum, maximum) of the camera. If the `viewport` field is set
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/// to [`Some`], this will be the rect of that custom viewport. Otherwise it will default to the
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/// full logical rect of the current [`RenderTarget`].
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#[inline]
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pub fn logical_viewport_rect(&self) -> Option<(Vec2, Vec2)> {
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let (min, max) = self.physical_viewport_rect()?;
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Some((self.to_logical(min)?, self.to_logical(max)?))
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}
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/// The logical size of this camera's viewport. If the `viewport` field is set to [`Some`], this
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/// will be the size of that custom viewport. Otherwise it will default to the full logical size of
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/// the current [`RenderTarget`].
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/// For logic that requires the full logical size of the [`RenderTarget`], prefer [`Camera::logical_target_size`].
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/// will be the size of that custom viewport. Otherwise it will default to the full logical size
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/// of the current [`RenderTarget`].
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/// For logic that requires the full logical size of the
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/// [`RenderTarget`], prefer [`Camera::logical_target_size`].
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#[inline]
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pub fn logical_viewport_size(&self) -> Option<Vec2> {
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let target_info = self.computed.target_info.as_ref()?;
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self.viewport
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.as_ref()
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.map(|v| {
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Vec2::new(
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(v.physical_size.x as f64 / target_info.scale_factor) as f32,
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(v.physical_size.y as f64 / target_info.scale_factor) as f32,
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)
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})
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.and_then(|v| self.to_logical(v.physical_size))
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.or_else(|| self.logical_target_size())
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}
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@ -139,12 +160,10 @@ impl Camera {
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/// For logic that requires the size of the actually rendered area, prefer [`Camera::logical_viewport_size`].
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#[inline]
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pub fn logical_target_size(&self) -> Option<Vec2> {
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self.computed.target_info.as_ref().map(|t| {
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Vec2::new(
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(t.physical_size.x as f64 / t.scale_factor) as f32,
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(t.physical_size.y as f64 / t.scale_factor) as f32,
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)
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})
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self.computed
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.target_info
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.as_ref()
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.and_then(|t| self.to_logical(t.physical_size))
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}
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/// The full physical size of this camera's [`RenderTarget`], ignoring custom `viewport` configuration.
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