Add worldToDisplayCoordinates method
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parent
da2ae108df
commit
184d1a1e39
4 changed files with 37 additions and 7 deletions
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@ -143,6 +143,13 @@ export class ContextAwareRenderer implements Renderer {
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);
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}
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public worldToDisplayCoordinates(worldCoordinates: vec2): vec2 {
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return this.handle(
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() => this.renderer.worldToDisplayCoordinates(worldCoordinates),
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vec2.create()
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);
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}
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public renderDrawables(): void {
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return this.handle(() => this.renderer.renderDrawables(), undefined);
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}
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@ -242,6 +242,10 @@ export class RendererImplementation implements Renderer {
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return this.uniformsProvider.screenToWorldPosition(displayCoordinates);
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}
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public worldToDisplayCoordinates(worldCoordinates: vec2): vec2 {
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return this.uniformsProvider.worldToDisplayCoordinates(worldCoordinates);
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}
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public setViewArea(topLeft: vec2, size: vec2) {
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this.uniformsProvider.setViewArea(topLeft, size);
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}
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@ -30,7 +30,8 @@ export interface Renderer {
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setViewArea(topLeft: vec2, size: vec2): void;
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/**
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* Return the world coordinates from a pixel's position.
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* The inverse of `worldToDisplayCoordinates`, returns the world coordinates
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* from a pixel's position.
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*
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* The view area coordinates are also given in world coordinates.
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*
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@ -41,6 +42,17 @@ export interface Renderer {
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*/
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displayToWorldCoordinates(displayCoordinates: vec2): vec2;
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/**
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* The inverse of `displayToWorldCoordinates`, returns the screen space position
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* of a point given in world space cooridnates.
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*
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* While the origin for worldCoordinates resides in the bottom-left corner,
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* the origin of the returned display coordinates is placed in the top left.
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*
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* @param worldCoordinates Coordinates used when drawing objects.
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*/
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worldToDisplayCoordinates(worldCoordinates: vec2): vec2;
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/**
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* Patch the current runtime settings with new values.
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* @param overrides
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@ -71,21 +71,28 @@ export class UniformsProvider {
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}
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public screenToWorldPosition(screenPosition: vec2): vec2 {
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const transform = this.calculateScreenToWorldTransformation();
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return vec2.transformMat2d(vec2.create(), screenPosition, transform);
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}
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public worldToDisplayCoordinates(worldCoordinates: vec2): vec2 {
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const transform = this.calculateScreenToWorldTransformation();
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mat2d.invert(transform, transform);
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return vec2.transformMat2d(vec2.create(), worldCoordinates, transform);
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}
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private calculateScreenToWorldTransformation(): mat2d {
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const { width, height } = (this.gl
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.canvas as HTMLCanvasElement).getBoundingClientRect();
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const position = vec2.fromValues(screenPosition.x, height - screenPosition.y);
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const resolution = vec2.fromValues(width, height);
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const transform = mat2d.fromTranslation(mat2d.create(), this.viewAreaBottomLeft);
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mat2d.scale(
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transform,
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transform,
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vec2.divide(vec2.create(), this.worldAreaInView, resolution)
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);
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mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
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return vec2.transformMat2d(vec2.create(), position, transform);
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mat2d.translate(transform, transform, vec2.fromValues(0.5, height - 0.5));
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return mat2d.scale(transform, transform, vec2.fromValues(1, -1));
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}
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}
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