SectrPrototype/code/space.odin

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package sectr
import rl "vendor:raylib"
// The points to pixels and pixels to points are our only reference to accurately converting
// an object from world space to screen-space.
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// This prototype engine will have all its spacial unit base for distances in pixels.
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Inches_To_CM :: cast(f32) 2.54
Points_Per_CM :: cast(f32) 28.3465
CM_Per_Point :: cast(f32) 1.0 / DPT_DPCM
CM_Per_Pixel :: cast(f32) 1.0 / DPT_PPCM
DPT_DPCM :: cast(f32) 72.0 * Inches_To_CM // 182.88 points/dots per cm
DPT_PPCM :: cast(f32) 96.0 * Inches_To_CM // 243.84 pixels per cm
when ODIN_OS == OS_Type.Windows {
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op_default_dpcm :: 72.0 * Inches_To_CM
os_default_ppcm :: 96.0 * Inches_To_CM
// 1 inch = 2.54 cm, 96 inch * 2.54 = 243.84 DPCM
}
//region Unit Conversion Impl
// cm_to_points :: proc( cm : f32 ) -> f32 {
// }
// points_to_cm :: proc( points : f32 ) -> f32 {
// screen_dpc := get_state().app_window.dpc
// cm_per_pixel := 1.0 / screen_dpc
// pixels := points * DPT_DPC * cm_per_pixel
// return points *
// }
f32_cm_to_pixels :: proc(cm: f32) -> f32 {
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screen_ppcm := get_state().app_window.ppcm
return cm * screen_ppcm
}
f32_pixels_to_cm :: proc(pixels: f32) -> f32 {
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screen_ppcm := get_state().app_window.ppcm
cm_per_pixel := 1.0 / screen_ppcm
return pixels * cm_per_pixel
}
f32_points_to_pixels :: proc(points: f32) -> f32 {
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screen_ppcm := get_state().app_window.ppcm
cm_per_pixel := 1.0 / screen_ppcm
return points * DPT_PPCM * cm_per_pixel
}
f32_pixels_to_points :: proc(pixels: f32) -> f32 {
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screen_ppcm := get_state().app_window.ppcm
cm_per_pixel := 1.0 / screen_ppcm
return pixels * cm_per_pixel * Points_Per_CM
}
vec2_cm_to_pixels :: proc(v: Vec2) -> Vec2 {
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screen_ppcm := get_state().app_window.ppcm
return v * screen_ppcm
}
vec2_pixels_to_cm :: proc(v: Vec2) -> Vec2 {
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screen_ppcm := get_state().app_window.ppcm
cm_per_pixel := 1.0 / screen_ppcm
return v * cm_per_pixel
}
vec2_points_to_pixels :: proc(vpoints: Vec2) -> Vec2 {
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screen_ppcm := get_state().app_window.ppcm
cm_per_pixel := 1.0 / screen_ppcm
return vpoints * DPT_PPCM * cm_per_pixel
}
range2_cm_to_pixels :: proc( range : Range2 ) -> Range2 {
screen_ppcm := get_state().app_window.ppcm
result := Range2 { pts = { range.min * screen_ppcm, range.max * screen_ppcm }}
return result
}
range2_pixels_to_cm :: proc( range : Range2 ) -> Range2 {
screen_ppcm := get_state().app_window.ppcm
cm_per_pixel := 1.0 / screen_ppcm
result := Range2 { pts = { range.min * cm_per_pixel, range.max * cm_per_pixel }}
return result
}
// vec2_points_to_cm :: proc( vpoints : Vec2 ) -> Vec2 {
// }
//endregion
Camera :: rl.Camera2D
// TODO(Ed) : I'm not sure making the size and extent types distinct has made things easier or more difficult in Odin..
// The lack of operator overloads is going to make any sort of nice typesystem
// for doing lots of math or phyiscs more error prone or filled with proc wrappers
AreaSize :: distinct Vec2
Bounds2 :: struct {
top_left, bottom_right: Vec2,
}
BoundsCorners2 :: struct {
top_left, top_right, bottom_left, bottom_right: Vec2,
}
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Extents2 :: distinct Vec2
Extents2i :: distinct Vec2i
WS_Pos :: struct {
tile_id : Vec2i,
rel : Vec2,
}
bounds2_radius :: proc(bounds: Bounds2) -> f32 {
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return max( bounds.bottom_right.x, bounds.top_left.y )
}
extent_from_size :: proc(size: AreaSize) -> Extents2 {
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return transmute(Extents2) size * 2.0
}
screen_size :: proc "contextless" () -> AreaSize {
extent := get_state().app_window.extent
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return transmute(AreaSize) ( extent * 2.0 )
}
screen_get_corners :: proc() -> BoundsCorners2 {
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state := get_state(); using state
screen_extent := state.app_window.extent
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top_left := Vec2 { -screen_extent.x, screen_extent.y }
top_right := Vec2 { screen_extent.x, screen_extent.y }
bottom_left := Vec2 { -screen_extent.x, -screen_extent.y }
bottom_right := Vec2 { screen_extent.x, -screen_extent.y }
return { top_left, top_right, bottom_left, bottom_right }
}
view_get_bounds :: proc() -> Bounds2 {
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state := get_state(); using state
cam := & project.workspace.cam
screen_extent := state.app_window.extent
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top_left := cam.target + Vec2 { -screen_extent.x, screen_extent.y}
bottom_right := cam.target + Vec2 { screen_extent.x, -screen_extent.y}
return { top_left, bottom_right }
}
view_get_corners :: proc() -> BoundsCorners2 {
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state := get_state(); using state
cam := & project.workspace.cam
cam_zoom_ratio := 1.0 / cam.zoom
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screen_extent := state.app_window.extent * cam_zoom_ratio
top_left := cam.target + Vec2 { -screen_extent.x, screen_extent.y }
top_right := cam.target + Vec2 { screen_extent.x, screen_extent.y }
bottom_left := cam.target + Vec2 { -screen_extent.x, -screen_extent.y }
bottom_right := cam.target + Vec2 { screen_extent.x, -screen_extent.y }
return { top_left, top_right, bottom_left, bottom_right }
}
screen_to_world :: proc(pos: Vec2) -> Vec2 {
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state := get_state(); using state
cam := & project.workspace.cam
result := Vec2 { cam.target.x, -cam.target.y} + Vec2 { pos.x, -pos.y } * (1 / cam.zoom)
return result
}
screen_to_render :: proc(pos: Vec2) -> Vec2 {
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screen_extent := transmute(Vec2) get_state().project.workspace.cam.offset
return pos + { screen_extent.x, -screen_extent.y }
}
world_screen_extent :: proc() -> Extents2 {
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state := get_state(); using state
cam_zoom_ratio := 1.0 / project.workspace.cam.zoom
return app_window.extent * cam_zoom_ratio
}
world_to_screen_pos :: proc(position: Vec2) -> Vec2 {
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return { position.x, position.y * -1 }
}
world_to_screen_no_zoom :: proc(position: Vec2) -> Vec2 {
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state := get_state(); using state
cam_zoom_ratio := 1.0 / state.project.workspace.cam.zoom
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return { position.x, position.y * -1 } * cam_zoom_ratio
}