Java tutorial
/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.badlogic.gdx.graphics; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.math.Vector3; /** A camera with orthographic projection. * * @author mzechner */ public class OrthographicCamera extends Camera { /** the zoom of the camera **/ public float zoom = 1; public OrthographicCamera() { this.near = 0; } /** Constructs a new OrthographicCamera, using the given viewport width and height. For pixel perfect 2D rendering just supply * the screen size, for other unit scales (e.g. meters for box2d) proceed accordingly. The camera will show the region * [-viewportWidth/2, -(viewportHeight/2-1)] - [(viewportWidth/2-1), viewportHeight/2] * @param viewportWidth the viewport width * @param viewportHeight the viewport height */ public OrthographicCamera(float viewportWidth, float viewportHeight) { this.viewportWidth = viewportWidth; this.viewportHeight = viewportHeight; this.near = 0; update(); } private final Vector3 tmp = new Vector3(); @Override public void update() { update(true); } @Override public void update(boolean updateFrustum) { projection.setToOrtho(zoom * -viewportWidth / 2, zoom * (viewportWidth / 2), zoom * -(viewportHeight / 2), zoom * viewportHeight / 2, near, far); view.setToLookAt(position, tmp.set(position).add(direction), up); combined.set(projection); Matrix4.mul(combined.val, view.val); if (updateFrustum) { invProjectionView.set(combined); Matrix4.inv(invProjectionView.val); frustum.update(invProjectionView); } } /** Sets this camera to an orthographic projection using a viewport fitting the screen resolution, centered at * (Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight()/2), with the y-axis pointing up or down. * @param yDown whether y should be pointing down */ public void setToOrtho(boolean yDown) { setToOrtho(yDown, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); } /** Sets this camera to an orthographic projection, centered at (viewportWidth/2, viewportHeight/2), with the y-axis pointing up * or down. * @param yDown whether y should be pointing down. * @param viewportWidth * @param viewportHeight */ public void setToOrtho(boolean yDown, float viewportWidth, float viewportHeight) { if (yDown) { up.set(0, -1, 0); direction.set(0, 0, 1); } else { up.set(0, 1, 0); direction.set(0, 0, -1); } position.set(zoom * viewportWidth / 2.0f, zoom * viewportHeight / 2.0f, 0); this.viewportWidth = viewportWidth; this.viewportHeight = viewportHeight; update(); } /** Rotates the camera by the given angle around the direction vector. The direction and up vector will not be orthogonalized. * @param angle */ public void rotate(float angle) { rotate(direction, angle); } /** Moves the camera by the given amount on each axis. * @param x the displacement on the x-axis * @param y the displacement on the y-axis */ public void translate(float x, float y) { translate(x, y, 0); } /** Moves the camera by the given vector. * @param vec the displacement vector */ public void translate(Vector2 vec) { translate(vec.x, vec.y, 0); } }