//! 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), ) } /// Attempts to zoom the pixels per meter by the amount of factor. /// /// # Arguments /// `factor`: A number greater than one means zooming in, a number less than one means zooming out. What happens when you try to /// zoom with a negative factor you'll have to figure out yourself. /// `mouse_pos_px`: Position of the mouse cursor, this time not in meters, but in screen /// pixels. This will be used to tether zoom on that point. pub fn try_zoom(&mut self, mouse_pos_px: Vec2, factor: f32) -> bool { // Abort zooming when the scale would not be in the min-max-bounds anymore. let desired_px_per_m = self.pixels_per_m * factor; if (factor < 1. && desired_px_per_m <= MIN_PIXELS_PER_M) || (factor > 1. && desired_px_per_m >= MAX_PIXELS_PER_M) { return false; } // Save the absolute mouse position in meters for tethering later let mouse_pos_m = self.point_px_to_m(mouse_pos_px); // Make sure the desired scale stays within the bounds and in whole numbers let desired_px_per_m = if desired_px_per_m < MIN_PIXELS_PER_M { MIN_PIXELS_PER_M as u32 as f32 } else if desired_px_per_m > MAX_PIXELS_PER_M { MAX_PIXELS_PER_M as u32 as f32 } else { desired_px_per_m as u32 as f32 }; /* Adjust to the desired scale and bring the map back to its desired position according to * the mouse pointer position. */ self.pixels_per_m = desired_px_per_m; self.translation_px += mouse_pos_px - self.point_m_to_px(mouse_pos_m); true } /// 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 } }