SectrPrototype/code/space.odin

126 lines
4.0 KiB
Odin

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.
// This prototype engine will have all its spacial unit base for distances in centimetres.
Inches_To_Centimetre :: cast(f32) 2.54
Points_Per_Centimetre := cast(f32) 28.3465
Centimetres_Per_Point :: cast(f32) 1.0 / 28.3465 // Precalculated reciprocal for multiplication
DPT_DPC :: cast(f32) 72.0 * Inches_To_Centimetre
when ODIN_OS == OS_Type.Windows {
os_default_dpc :: 96 * Inches_To_Centimetre
// 1 inch = 2.54 cm, 96 inch * 2.54 = 243.84 DPC
}
cm_to_pixels :: proc( cm : f32 ) -> f32 {
screen_dpc := get_state().app_window.dpc
return cm * screen_dpc
}
vec2_cm_to_pixels :: proc( v : Vec2 ) -> Vec2 {
screen_dpc := get_state().app_window.dpc
return v * screen_dpc
}
points_to_pixels :: proc( points : f32 ) -> f32 {
screen_dpc := get_state().app_window.dpc
cm_per_pixel := 1.0 / screen_dpc
return points * DPT_DPC * cm_per_pixel
}
pixels_to_points :: proc( pixels : f32 ) -> f32 {
screen_dpc := get_state().app_window.dpc
cm_per_pixel := 1.0 / screen_dpc
return pixels * cm_per_pixel * Points_Per_Centimetre
}
vec2_points_to_pixels :: proc ( vpoints : Vec2 ) -> Vec2 {
screen_dpc := get_state().app_window.dpc
cm_per_pixel := 1.0 / screen_dpc
return vpoints * DPT_DPC * cm_per_pixel
}
Camera :: rl.Camera2D
AreaSize :: distinct Vec2
Bounds2 :: struct {
top_left, bottom_right : Vec2
}
BoundsCorners2 :: struct {
top_left, top_right, bottom_left, bottom_right : Vec2
}
Extents2 :: distinct Vec2
Extents2i :: distinct Vec2i
bounds2_radius :: proc( bounds : Bounds2 ) -> f32 {
return max( bounds.bottom_right.x, bounds.top_left.y )
}
extent_from_size :: proc ( size : AreaSize ) -> Extents2 {
return transmute(Extents2) size * 2.0
}
screen_size :: proc "contextless" () -> AreaSize {
extent := get_state().app_window.extent
return transmute(AreaSize) (extent * 2.0)
}
screen_get_corners :: proc() -> BoundsCorners2 {
state := get_state(); using state
screen_extent := state.app_window.extent
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 {
state := get_state(); using state
cam := & project.workspace.cam
screen_extent := state.app_window.extent
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 {
state := get_state(); using state
cam := & project.workspace.cam
cam_zoom_ratio := 1.0 / cam.zoom
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_render :: proc( pos : Vec2 ) -> Vec2 {
screen_extent := transmute(Vec2) get_state().project.workspace.cam.offset
return pos + { screen_extent.x, -screen_extent.y }
}
world_screen_extent :: proc () -> Extents2 {
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 {
return { position.x, position.y * -1 }
}
world_to_screen_no_zoom :: proc( position : Vec2 ) -> Vec2 {
state := get_state(); using state
cam_zoom_ratio := 1.0 / state.project.workspace.cam.zoom
return { position.x, position.y * -1 } * cam_zoom_ratio
}