Files
RobustToolbox/Robust.Client/Graphics/ClientEye/EyeManager.cs
T
AcruidandGitHub 2183cd7ca1 Massive Namespace Cleanup (#1544)
* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
2021-02-10 23:27:19 -08:00

132 lines
4.0 KiB
C#

using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
#nullable enable
namespace Robust.Client.Graphics
{
/// <inheritdoc />
public sealed class EyeManager : IEyeManager
{
// If you modify this make sure to edit the value in the Robust.Shared.Audio.AudioParams struct default too!
// No I can't be bothered to make this a shared constant.
/// <summary>
/// Default scaling for the projection matrix.
/// </summary>
public const int PixelsPerMeter = 32;
[Dependency] private readonly IClyde _displayManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
// We default to this when we get set to a null eye.
private readonly FixedEye _defaultEye = new();
private IEye? _currentEye;
/// <inheritdoc />
public IEye CurrentEye
{
get => _currentEye ?? _defaultEye;
set => _currentEye = value;
}
public void ClearCurrentEye()
{
_currentEye = _defaultEye;
}
/// <inheritdoc />
public MapId CurrentMap => CurrentEye.Position.MapId;
/// <inheritdoc />
public Box2 GetWorldViewport()
{
var vpSize = _displayManager.ScreenSize;
var topLeft = ScreenToMap(Vector2.Zero);
var topRight = ScreenToMap(new Vector2(vpSize.X, 0));
var bottomRight = ScreenToMap(vpSize);
var bottomLeft = ScreenToMap(new Vector2(0, vpSize.Y));
var left = MathHelper.Min(topLeft.X, topRight.X, bottomRight.X, bottomLeft.X);
var bottom = MathHelper.Min(topLeft.Y, topRight.Y, bottomRight.Y, bottomLeft.Y);
var right = MathHelper.Max(topLeft.X, topRight.X, bottomRight.X, bottomLeft.X);
var top = MathHelper.Max(topLeft.Y, topRight.Y, bottomRight.Y, bottomLeft.Y);
return new Box2(left, bottom, right, top);
}
/// <inheritdoc />
public Vector2 WorldToScreen(Vector2 point)
{
var newPoint = point;
CurrentEye.GetViewMatrix(out var viewMatrix);
newPoint = viewMatrix * newPoint;
// (inlined version of UiProjMatrix)
newPoint *= new Vector2(1, -1) * PixelsPerMeter;
newPoint += _displayManager.ScreenSize / 2f;
return newPoint;
}
/// <inheritdoc />
public void GetScreenProjectionMatrix(out Matrix3 projMatrix)
{
Matrix3 result = default;
result.R0C0 = PixelsPerMeter;
result.R1C1 = -PixelsPerMeter;
var screenSize = _displayManager.ScreenSize;
result.R0C2 = screenSize.X / 2f;
result.R1C2 = screenSize.Y / 2f;
result.R2C2 = 1;
/* column major
Sx 0 Tx
0 Sy Ty
0 0 1
*/
projMatrix = result;
}
/// <inheritdoc />
public ScreenCoordinates CoordinatesToScreen(EntityCoordinates point)
{
return MapToScreen(point.ToMap(_entityManager));
}
public ScreenCoordinates MapToScreen(MapCoordinates point)
{
return new(WorldToScreen(point.Position));
}
/// <inheritdoc />
public MapCoordinates ScreenToMap(ScreenCoordinates point)
{
return ScreenToMap(point.Position);
}
/// <inheritdoc />
public MapCoordinates ScreenToMap(Vector2 point)
{
var newPoint = point;
// (inlined version of UiProjMatrix^-1)
newPoint -= _displayManager.ScreenSize / 2f;
newPoint *= new Vector2(1, -1) / PixelsPerMeter;
// view matrix
CurrentEye.GetViewMatrixInv(out var viewMatrixInv);
newPoint = viewMatrixInv * newPoint;
return new MapCoordinates(newPoint, CurrentMap);
}
}
}