//! Transformation module //! //! Useful to turn on-screen coordinates into measurements of the "real" world the map describes //! and the other way around. use crate::math::{Rect, Vec2}; const STANDARD_PIXELS_PER_M: f32 = 64.; const MIN_PIXELS_PER_M: f32 = 5.; const MAX_PIXELS_PER_M: f32 = 10_000.; pub struct Transform { /// The (not necessarily natural) number of pixels per m, i.e. the current scale of the map pixels_per_m: f32, /// The vector the entire on-screen map is moved by in pixels translation_px: Vec2, } impl Transform { /// Create a new standard transformation for the map. pub fn new() -> Self { Self { pixels_per_m: STANDARD_PIXELS_PER_M, translation_px: Vec2::new(0., 0.), } } /// Convert a point that is given in meters into the corresponding point in pixels. #[inline] pub fn point_m_to_px(&self, point: Vec2) -> Vec2 { // Start by converting the absolute position in meters into the absolute position in // pixels, then add the translation of the screen. (point * self.pixels_per_m) + self.translation_px } /// Convert an on-screen point into an absolute point with values in meters. #[inline] pub fn point_px_to_m(&self, point: Vec2) -> Vec2 { // Start by subtracting the pixel translation and afterwards convert these absolute pixel // measurements into meters. (point - self.translation_px) / self.pixels_per_m } /// Convert a length given in meters into a length in pixels #[inline] pub fn length_m_to_px(&self, length: f32) -> f32 { length * self.pixels_per_m } /// Convert a length given in pixels into a length in meters #[inline] pub fn length_px_to_m(&self, length: f32) -> f32 { length / self.pixels_per_m } /// Convert a rectangle which has measurements in meters into one of pixels #[inline] pub fn rect_m_to_px(&self, rect: Rect) -> Rect { let left_upper = self.point_m_to_px(Vec2::new(rect.x, rect.y)); Rect::new( left_upper.x, left_upper.y, self.length_m_to_px(rect.w), self.length_m_to_px(rect.h), ) } /// Convert a rectangle which has measurements in pixels into one of meters #[inline] pub fn rect_px_to_m(&self, rect: Rect) -> Rect { let left_upper = self.point_px_to_m(Vec2::new(rect.x, rect.y)); Rect::new( left_upper.x, left_upper.y, self.length_px_to_m(rect.w), self.length_px_to_m(rect.h), ) } /* Helper function to make sure the standard zoom factor is always exact. This helps * normalising zoom levels even when the user zooms in and out extremely often, assuming they * pass the standard zoom factor. */ fn normalise_zoom(&mut self) { self.pixels_per_m = self.pixels_per_m as u32 as f32; if self.pixels_per_m < MIN_PIXELS_PER_M { self.pixels_per_m = MIN_PIXELS_PER_M; } if self.pixels_per_m > STANDARD_PIXELS_PER_M - 5. && self.pixels_per_m < STANDARD_PIXELS_PER_M + 5. { self.pixels_per_m = STANDARD_PIXELS_PER_M; } } /// Attempts to zoom in a step and return true. /// If the maximum zoom is reached, this function changes nothing and returns false. pub fn try_zoom_in(&mut self) -> bool { // TODO: Zoom in on mouse pointer position if self.pixels_per_m < MAX_PIXELS_PER_M { self.pixels_per_m *= 1.2; self.normalise_zoom(); true } else { false } } /// Attempts to zoom out a step and return true. /// If the minimum zoom is reached, this function changes nothing and returns false. pub fn try_zoom_out(&mut self) -> bool { // TODO: Zoom out at mouse pointer position if self.pixels_per_m > MIN_PIXELS_PER_M { self.pixels_per_m /= 1.2; self.normalise_zoom(); true } else { false } } /// Move the canvas by the vector in pixels. pub fn move_by_px(&mut self, by: Vec2) { self.translation_px += by; } pub fn pixels_per_m(&self) -> f32 { self.pixels_per_m } pub fn translation_px(&self) -> Vec2 { self.translation_px } }