#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); }