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authorVaino Kauppila <vaino@vke.fi>2026-07-02 22:58:25 +0300
committerVaino Kauppila <vaino@vke.fi>2026-07-02 23:47:07 +0300
commitcd0c08dc7ce754473178ad3f32f7740a1dddc1eb (patch)
tree589c676b41d6f3d322ea5ce339ddb0811f29ec31 /src/engine/camera.cpp
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Initial import: LibreForts (M0-M5 in progress)
Open-source Forts clone: custom C++20 engine + data-driven (Lua) 2D physics artillery RTS. - Building: node/strut graph on a stiff mass-spring solver (canon Forts model), triangulation rigidity, axial + 30-degree angle-stress breaking, cascading collapse, fire (DoT + spread), ground destroys debris. - Weapons (M4): cannon (ballistic) + laser (beam/ignite) with select-and-aim-in- arc UX; splash / beam damage; bg-brace passthrough. - Devices + economy (M5): reactors + win/loss + restart, mines/turbines/battery, metal deposits, storage caps, per-shot energy cost. - Data-driven via Lua/sol2 with a layered mod loader; enemy-fort scenario mod. - Renderer: SDL3 + textures + ImGui dev UI. stb_image + ImGui vendored. - Assets: CC0 placeholders only; real game art loaded at runtime from the user's own install via forts: paths (bring-your-own; nothing copyrighted committed). See README.md / CLAUDE.md and research/ + requirements/ for detail.
Diffstat (limited to 'src/engine/camera.cpp')
-rw-r--r--src/engine/camera.cpp55
1 files changed, 55 insertions, 0 deletions
diff --git a/src/engine/camera.cpp b/src/engine/camera.cpp
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+++ b/src/engine/camera.cpp
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+#include "engine/camera.hpp"
+
+void Camera::set_viewport(int width, int height) {
+ vp_width_ = width;
+ vp_height_ = height;
+}
+
+void Camera::set_position(glm::vec2 pos) {
+ pos_ = pos;
+}
+
+void Camera::set_zoom(float zoom) {
+ if (zoom < min_zoom) zoom = min_zoom;
+ if (zoom > max_zoom) zoom = max_zoom;
+ zoom_ = zoom;
+}
+
+void Camera::pan(glm::vec2 delta) {
+ pos_ += delta;
+}
+
+void Camera::zoom_at(float delta, glm::vec2 world_cursor) {
+ float new_zoom = zoom_ * (1.0f + delta * zoom_speed);
+ if (new_zoom < min_zoom) new_zoom = min_zoom;
+ if (new_zoom > max_zoom) new_zoom = max_zoom;
+
+ // Adjust position so world_cursor stays under the same screen point
+ float ratio = zoom_ / new_zoom;
+ pos_ = world_cursor + (pos_ - world_cursor) * ratio;
+ zoom_ = new_zoom;
+}
+
+void Camera::compute_view_proj() {
+ float half_w = (vp_width_ / zoom_) * 0.5f;
+ float half_h = (vp_height_ / zoom_) * 0.5f;
+
+ proj_ = glm::ortho(-half_w, half_w, -half_h, half_h, -1.0f, 1.0f);
+ view_ = glm::translate(glm::mat4(1.0f), glm::vec3(-pos_.x, -pos_.y, 0.0f));
+
+ glm::mat4 vp = proj_ * view_;
+
+ // Copy to column-major float array for bgfx
+ const float* src = &vp[0][0];
+ float* dst = &vp_[0][0];
+ for (int i = 0; i < 16; i++) {
+ dst[i] = src[i];
+ }
+}
+
+glm::vec2 Camera::screen_to_world(glm::vec2 screen) const {
+ // Convert from screen (y-down) to world (y-up)
+ float world_x = pos_.x + (screen.x - vp_width_ * 0.5f) / zoom_;
+ float world_y = pos_.y - (screen.y - vp_height_ * 0.5f) / zoom_;
+ return glm::vec2(world_x, world_y);
+}