diff options
| author | Vaino Kauppila <vaino@vke.fi> | 2026-07-02 22:58:25 +0300 |
|---|---|---|
| committer | Vaino Kauppila <vaino@vke.fi> | 2026-07-02 23:47:07 +0300 |
| commit | cd0c08dc7ce754473178ad3f32f7740a1dddc1eb (patch) | |
| tree | 589c676b41d6f3d322ea5ce339ddb0811f29ec31 /src/engine/camera.hpp | |
| download | forts_clone-cd0c08dc7ce754473178ad3f32f7740a1dddc1eb.tar.gz forts_clone-cd0c08dc7ce754473178ad3f32f7740a1dddc1eb.zip | |
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.hpp')
| -rw-r--r-- | src/engine/camera.hpp | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/src/engine/camera.hpp b/src/engine/camera.hpp new file mode 100644 index 0000000..ecaadc1 --- /dev/null +++ b/src/engine/camera.hpp @@ -0,0 +1,59 @@ +#pragma once + +#include <glm/glm.hpp> +#include <glm/gtc/matrix_transform.hpp> + +// 2D orthographic camera. Works in world-space coordinates (Box2D space). +// x+ = right, y+ = up. + +class Camera { +public: + Camera() = default; + + // Set the viewport size in pixels (window size). + void set_viewport(int width, int height); + + // World-space position the camera is looking at. + void set_position(glm::vec2 pos); + glm::vec2 position() const { return pos_; } + + // Zoom: higher = more zoomed in. Clamped to [min_zoom, max_zoom]. + void set_zoom(float zoom); + float zoom() const { return zoom_; } + + // Pan by delta in world units (not pixels). + void pan(glm::vec2 delta); + + // Zoom by delta at the given screen position (world-space under cursor). + void zoom_at(float delta, glm::vec2 world_cursor); + + // Build view-projection matrix. Call once per frame. + void compute_view_proj(); + + const float* view_proj() const { return &vp_[0][0]; } + glm::mat4 view() const { return view_; } + glm::mat4 proj() const { return proj_; } + + // Convert screen coordinates (pixels, y-down) to world coordinates. + glm::vec2 screen_to_world(glm::vec2 screen) const; + + int viewport_width() const { return vp_width_; } + int viewport_height() const { return vp_height_; } + + // Config + float min_zoom = 0.1f; + float max_zoom = 200.0f; + float zoom_speed = 0.1f; + float pan_speed = 500.0f; // pixels per second + +private: + glm::vec2 pos_ = {0.0f, 5.0f}; // world center at start + float zoom_ = 10.0f; // pixels per world unit + + int vp_width_ = 1280; + int vp_height_ = 720; + + glm::mat4 view_ = glm::mat4(1.0f); + glm::mat4 proj_ = glm::mat4(1.0f); + float vp_[4][4] = {}; // column-major for bgfx +}; |
