/usr/src/castle-game-engine-6.4/game/castle2dscenemanager.pas is in castle-game-engine-src 6.4+dfsg1-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2014-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Scene manager (T2DSceneManager) and scene (T2DScene) best suited for 2D worlds. }
unit Castle2DSceneManager;
{$I castleconf.inc}
interface
uses Classes,
CastleScene, CastleSceneManager, CastleUIControls, CastleCameras, CastleProjection;
type
{ Scene manager best suited for 2D worlds.
Features:
@unorderedList(
@item(The default @bold(camera position, direction, up) is suitable
for 2D worlds that span horizontally in X,
span vertically in Y,
and are more-or-less flat around the Z = 0 plane.
More precisely, the camera is positioned at the point
@code((0, 0, DefaultCameraZ)),
and looks along the -Z direction, with "up" vector in +Y.
)
@item(The @bold(camera does not give the user any automatic way
to move in the world). Because you typically want to
code from scratch all your own movement for 2D.
More precisely, the NavigationType is ntNone by default.
)
@item(Sets @bold(2D projection). By default
our visible X range is @code([0..scene manager width in pixels]),
visible Y is @code([0..scene manager height in pixels]).
See the @link(ProjectionOriginCenter) for other options.
Such projection is set regardless of the X3D viewpoint nodes
present in the MainScene.
This is in contrast to the ancestor TCastleSceneManager,
that sets projection using a flexible
algorithm that takes into account X3D viewpoint nodes,
@link(TViewpointNode), in @link(TCastleSceneManager.MainScene).
)
@item(Sets Transparent = @true by default, which means that
@bold(background underneath the scene manager is visible).
Useful for 2D games where you often have an image or
another background underneath,
like TCastleImage or TCastleSimpleBackground.
)
) }
T2DSceneManager = class(TCastleSceneManager)
private
FProjectionAutoSize: boolean;
FProjectionHeight, FProjectionWidth: Single;
FCurrentProjectionWidth, FCurrentProjectionHeight: Single;
FProjectionSpan: Single;
FProjectionOriginCenter: boolean;
protected
function CalculateProjection: TProjection; override;
public
const
DefaultProjectionSpan = 1000.0;
DefaultCameraZ = DefaultProjectionSpan / 2;
{ When ProjectionAutoSize is @true, the size of the world visible
in our viewport depends on scene manager size.
ProjectionHeight and ProjectionWidth are ignored then.
When ProjectionAutoSize is @false, ProjectionHeight and ProjectionWidth
are used to determine the world visible in our viewport.
If one of them is zero, the other is automatically adjusted to
follow aspect ratio of viewport size.
If both of them are zero, projection is automatically calculated just as
if ProjectionAutoSize was @true.
In all cases, CurrentProjectionWidth and CurrentProjectionHeight
can be checked to see actual projection dimensions. }
property ProjectionAutoSize: boolean
read FProjectionAutoSize write FProjectionAutoSize default true;
property ProjectionHeight: Single
read FProjectionHeight write FProjectionHeight default 0;
property ProjectionWidth: Single
read FProjectionWidth write FProjectionWidth default 0;
property CurrentProjectionWidth: Single read FCurrentProjectionWidth;
property CurrentProjectionHeight: Single read FCurrentProjectionHeight;
{ Determines the minimum and maximum depth visible, relative to the camera Z.
Higher values allow to see more.
The objects are visible in Z range
@code([Camera.Position.Z - ProjectionSpan ..
Camera.Position.Z + ProjectionSpan]).
Lower values improve depth buffer precision. }
property ProjectionSpan: Single
read FProjectionSpan write FProjectionSpan default DefaultProjectionSpan;
{ Where is the (0,0) world point with respect to the viewport.
If @false, the (0,0) is in the left-bottom corner, which matches
the typical 2D drawing coordinates used throughout our engine.
In other words, if the camera is at position (0,0,whatever),
then the (0,0) position in 2D is in the left-bottom corner of the scene manager
rectangle.
If @true, the (0,0) is in the middle of the viewport.
In other words, if the camera is at position (0,0,whatever),
then the (0,0) position is in the center of the scene manager
rectangle.
Both values of @name make sense,
it depends on the game type and how you prefer to think in 2D coordinates.
And how do you want the result to behave when aspect ratio changes:
@unorderedList(
@item(With ProjectionOriginCenter = @true, things will stay "glued"
to the center.)
@item(With ProjectionOriginCenter = @false, things will stay "glued"
to the left-bottom corner.)
)
}
property ProjectionOriginCenter: boolean
read FProjectionOriginCenter write FProjectionOriginCenter default false;
constructor Create(AOwner: TComponent); override;
procedure AssignDefaultCamera; override;
published
property Transparent default true;
end;
{ Scene best suited for 2D models. Sets BlendingSort := bs2D,
good when your transparent objects have proper order along the Z axis
(useful e.g. for Spine animations). }
T2DScene = class(TCastleScene)
public
constructor Create(AOwner: TComponent); override;
{ Create a scene with the same contents (X3D scene graph) as this one.
Note that this @bold(does not copy other scene attributes),
like @link(ProcessEvents) or @link(Spatial) or rendering attributes
in @link(Attributes). }
function Clone(const AOwner: TComponent): T2DScene;
end;
implementation
uses CastleBoxes, CastleVectors, CastleGLUtils, X3DNodes;
{ T2DSceneManager -------------------------------------------------------- }
constructor T2DSceneManager.Create(AOwner: TComponent);
begin
inherited;
Transparent := true;
ProjectionAutoSize := true;
FProjectionSpan := DefaultProjectionSpan;
FProjectionHeight := 0;
FProjectionWidth := 0;
{ Make camera already existing, so WalkCamera returns it,
instead of using AssignDefaultCamera and then switching to ntWalk. }
AssignDefaultCamera;
end;
procedure T2DSceneManager.AssignDefaultCamera;
begin
{ Set Camera explicitly, otherwise SetNavigationType below could call
ExamineCamera / WalkCamera that call AssignDefaultCamera when Camera = nil,
and we would have infinite AssignDefaultCamera calls loop. }
Camera := InternalWalkCamera;
NavigationType := ntNone;
Camera.SetInitialView(
{ pos } Vector3(0, 0, DefaultCameraZ),
{ dir } Vector3(0, 0, -1),
{ up } Vector3(0, 1, 0), false);
Camera.GoToInitial;
Camera.Radius := 0.01; { will not be used for anything, but set to something sensible just in case }
end;
function T2DSceneManager.CalculateProjection: TProjection;
var
ControlWidth, ControlHeight: Integer;
begin
Result.ProjectionType := ptOrthographic;
Result.Dimensions.Left := 0;
Result.Dimensions.Bottom := 0;
ControlWidth := CalculatedWidth;
ControlHeight := CalculatedHeight;
if ProjectionAutoSize or
((ProjectionWidth = 0) and (ProjectionHeight = 0)) then
begin
FCurrentProjectionWidth := ControlWidth;
FCurrentProjectionHeight := ControlHeight;
end else
if ProjectionWidth = 0 then
begin
FCurrentProjectionWidth := ProjectionHeight * ControlWidth / ControlHeight;
FCurrentProjectionHeight := ProjectionHeight;
end else
if ProjectionHeight = 0 then
begin
FCurrentProjectionWidth := ProjectionWidth;
FCurrentProjectionHeight := ProjectionWidth * ControlHeight / ControlWidth;
end else
begin
FCurrentProjectionWidth := ProjectionWidth;
FCurrentProjectionHeight := ProjectionHeight;
end;
Result.Dimensions.Width := FCurrentProjectionWidth;
Result.Dimensions.Height := FCurrentProjectionHeight;
if FProjectionOriginCenter then
begin
Result.Dimensions.Left := -Result.Dimensions.Width / 2;
Result.Dimensions.Bottom := -Result.Dimensions.Height / 2;
end;
Result.ProjectionNear := -ProjectionSpan;
Result.ProjectionFar := ProjectionSpan;
Result.ProjectionFarFinite := Result.ProjectionFar;
end;
{ T2DScene --------------------------------------------------------------- }
constructor T2DScene.Create(AOwner: TComponent);
begin
inherited;
Attributes.BlendingSort := bs2D;
end;
function T2DScene.Clone(const AOwner: TComponent): T2DScene;
begin
Result := T2DScene.Create(AOwner);
if RootNode <> nil then
Result.Load(RootNode.DeepCopy as TX3DRootNode, true);
end;
end.
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