#include "pch.h" #include "Camera.h" Camera::Camera() : m_Position { 0, 0 }, m_Scale { 1.0f } { } Camera::Camera(const Point2f& position, float scale) : m_Position { position }, m_Scale { scale } { } void Camera::BeginRendering() const { glPushMatrix(); glTranslatef(-m_Position.x, -m_Position.y, 0); glScalef(m_Scale, m_Scale, 1); } void Camera::EndRendering() const { glPopMatrix(); } Point2f Camera::TransformMouse(const Point2f& mousePos) const { //Mousepos is in screen coords, we need to transform it to world coords Point2f worldPos = mousePos; worldPos.x = (worldPos.x + m_Position.x) / m_Scale; worldPos.y = Viewport.height - worldPos.y + m_Position.y / m_Scale; return worldPos; } Point2f Camera::TransformWorld(const Point2f& worldPos) const { Point2f screenPos = worldPos; screenPos.x = screenPos.x * m_Scale - m_Position.x; screenPos.y = Viewport.height - screenPos.y * m_Scale - m_Position.y; return screenPos; }