|
| 1 | +from __future__ import annotations |
| 2 | + |
| 3 | +from collections.abc import Generator |
| 4 | +from contextlib import contextmanager |
| 5 | +from typing import TYPE_CHECKING |
| 6 | + |
| 7 | +from pyglet.math import Mat4, Vec2, Vec3 |
| 8 | +from typing_extensions import Self |
| 9 | + |
| 10 | +from arcade.types import LBWH, Point, Rect |
| 11 | +from arcade.window_commands import get_window |
| 12 | +from arcade.camera.data_types import DEFAULT_NEAR_ORTHO, DEFAULT_FAR |
| 13 | + |
| 14 | +if TYPE_CHECKING: |
| 15 | + from arcade.context import ArcadeContext |
| 16 | + |
| 17 | +__all__ = ["ViewportProjector"] |
| 18 | + |
| 19 | + |
| 20 | +class ViewportProjector: |
| 21 | + """ |
| 22 | + A simple Projector which does not rely on any camera PoDs. |
| 23 | +
|
| 24 | + Does not have a way of moving, rotating, or zooming the camera. |
| 25 | + perfect for something like UI or for mapping to an offscreen framebuffer. |
| 26 | +
|
| 27 | + Args: |
| 28 | + viewport: The viewport to project to. |
| 29 | + context: The window context to bind the camera to. Defaults to the currently active window. |
| 30 | + """ |
| 31 | + |
| 32 | + def __init__( |
| 33 | + self, |
| 34 | + viewport: Rect | None = None, |
| 35 | + *, |
| 36 | + context: ArcadeContext | None = None, |
| 37 | + ): |
| 38 | + self._ctx: ArcadeContext = context or get_window().ctx |
| 39 | + self._viewport: Rect = viewport or LBWH(*self._ctx.viewport) |
| 40 | + self._projection_matrix: Mat4 = Mat4.orthogonal_projection( |
| 41 | + 0.0, self.viewport.width, 0.0, self.viewport.height, DEFAULT_NEAR_ORTHO, DEFAULT_FAR |
| 42 | + ) |
| 43 | + |
| 44 | + @property |
| 45 | + def viewport(self) -> Rect | None: |
| 46 | + """ |
| 47 | + The viewport use to derive projection and view matrix. |
| 48 | + """ |
| 49 | + return self._viewport |
| 50 | + |
| 51 | + @viewport.setter |
| 52 | + def viewport(self, viewport: Rect) -> None: |
| 53 | + self._viewport = viewport |
| 54 | + self._projection_matrix = Mat4.orthogonal_projection( |
| 55 | + 0, viewport.width, 0, viewport.height, DEFAULT_NEAR_ORTHO, DEFAULT_FAR |
| 56 | + ) |
| 57 | + |
| 58 | + def use(self) -> None: |
| 59 | + """ |
| 60 | + Set the window's projection and view matrix. |
| 61 | + Also sets the projector as the windows current camera. |
| 62 | + """ |
| 63 | + self._ctx.current_camera = self |
| 64 | + |
| 65 | + if self.viewport: |
| 66 | + self._ctx.viewport = self.viewport.lbwh_int |
| 67 | + |
| 68 | + self._ctx.view_matrix = Mat4() |
| 69 | + self._ctx.projection_matrix = self._projection_matrix |
| 70 | + |
| 71 | + @contextmanager |
| 72 | + def activate(self) -> Generator[Self, None, None]: |
| 73 | + """ |
| 74 | + The context manager version of the use method. |
| 75 | +
|
| 76 | + usable with the 'with' block. e.g. 'with ViewportProjector.activate() as cam: ...' |
| 77 | + """ |
| 78 | + previous = self._ctx.current_camera |
| 79 | + previous_viewport = self._ctx.viewport |
| 80 | + try: |
| 81 | + self.use() |
| 82 | + yield self |
| 83 | + finally: |
| 84 | + self._ctx.viewport = previous_viewport |
| 85 | + previous.use() |
| 86 | + |
| 87 | + def project(self, world_coordinate: Point) -> Vec2: |
| 88 | + """ |
| 89 | + Take a Vec2 or Vec3 of coordinates and return the related screen coordinate |
| 90 | + """ |
| 91 | + x, y, *z = world_coordinate |
| 92 | + return Vec2(x, y) |
| 93 | + |
| 94 | + def unproject(self, screen_coordinate: Point) -> Vec3: |
| 95 | + """ |
| 96 | + Map the screen pos to screen_coordinates. |
| 97 | +
|
| 98 | + Due to the nature of viewport projector this does not do anything. |
| 99 | + """ |
| 100 | + x, y, *_z = screen_coordinate |
| 101 | + z = 0.0 if not _z else _z[0] |
| 102 | + |
| 103 | + return Vec3(x, y, z) |
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