Don't transform bounding box... is easy to transform mouse coordinates ... ;)
Use the inverse transform of your camera matrix to transform mouse coords to the same space of your bounding box.
質問
I'm pulling my hair out trying the figure this out. I have a simple button, that checks for the mouse to be over, and then changes the texture if it is. It works fine. However, when I add a camera into the mix, it breaks everything. I've tried transforming both the mouse and rectangle I use for bounding-box collision, and it won't work. Here's my code for the button:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace x.Graphics.UI
{
public enum ButtonStates
{
Normal,
Hover,
Pressed
}
public delegate void ButtonPress();
public class Button
{
public Texture2D Texture
{
get
{
Texture2D result = null;
switch (ButtonState)
{
case ButtonStates.Normal:
result = NormalTexture;
break;
case ButtonStates.Hover:
result = HoverTexture;
break;
case ButtonStates.Pressed:
result = DownTexture;
break;
}
return result;
}
}
public Vector2 Position { get; set; }
public event ButtonPress ButtonPressed;
public ButtonStates ButtonState { get; set; }
public Rectangle CollisionRect { get; set; }
private Texture2D NormalTexture;
private Texture2D HoverTexture;
private Texture2D DownTexture;
private MouseState mouseState;
private MouseState previousMouseState;
public Button(Texture2D normalTexture, Texture2D hoverTexture, Texture2D downTexture,
Vector2 position)
{
NormalTexture = normalTexture;
HoverTexture = hoverTexture;
DownTexture = downTexture;
Position = position;
mouseState = Mouse.GetState();
previousMouseState = mouseState;
CollisionRect = new Rectangle((int)Position.X, (int)Position.Y,
Texture.Width,
Texture.Height);
}
public void Update (MouseState currentState)
{
mouseState = currentState;
if (CollisionRect.Contains(new Point(mouseState.X, mouseState.Y)))
{
if (mouseState.LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
{
ButtonState = ButtonStates.Pressed;
ButtonPressed();
}
else
ButtonState = ButtonStates.Hover;
}
else
ButtonState = ButtonStates.Normal;
}
public void Update(MouseState currentState, Camera camera)
{
Vector2 mouse = new Vector2(mouseState.X, mouseState.Y);
mouse = Vector2.Transform(mouse, camera.InverseTransform);
CollisionRect = CalculateTransformedBoundingBox(CollisionRect, c.InverseTransform);
Console.WriteLine("Rectangle[X: {0}, y: {1}], Mouse:[X: {2}, Y: {3}]", CollisionRect.X, CollisionRect.Y, mouse.X, mouse.Y);
if (CollisionRect.Contains(new Point((int)mouse.X, (int)mouse.Y)))
{
if (mouseState.LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
{
ButtonState = ButtonStates.Pressed;
ButtonPressed();
}
else
ButtonState = ButtonStates.Hover;
}
else
ButtonState = ButtonStates.Normal;
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(Texture, Position, null, Color.White, 0.0f,
Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f);
}
private Rectangle CalculateTransformedBoundingBox(Rectangle local, Matrix toWorldSpace)
{
Vector2 leftTop = new Vector2(local.Left, local.Top);
Vector2 rightTop = new Vector2(local.Right, local.Top);
Vector2 leftBottom = new Vector2(local.Left, local.Bottom);
Vector2 rightBottom = new Vector2(local.Right, local.Bottom);
Vector2.Transform(ref leftTop, ref toWorldSpace,
out leftTop);
Vector2.Transform(ref rightTop, ref toWorldSpace,
out rightTop);
Vector2.Transform(ref leftBottom, ref toWorldSpace,
out leftBottom);
Vector2.Transform(ref rightBottom, ref toWorldSpace,
out rightBottom);
// Find the minimum and maximum extents of the
// rectangle in world space
Vector2 min = Vector2.Min(Vector2.Min(leftTop, rightTop),
Vector2.Min(leftBottom, rightBottom));
Vector2 max = Vector2.Max(Vector2.Max(leftTop, rightTop),
Vector2.Max(leftBottom, rightBottom));
// Return that as a rectangle
return new Rectangle((int)min.X, (int)min.Y,
(int)(max.X - min.X), (int)(max.Y - min.Y));
}
}
}
And my code for the camera:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace x.Graphics
{
public class Camera
{
protected float _zoom;
protected Matrix _transform;
protected Matrix _inverseTransform;
protected Vector2 _pos;
protected float _rotation;
protected Viewport _viewport;
protected MouseState _mState;
protected KeyboardState _keyState;
protected Int32 _scroll;
public float Zoom
{
get { return _zoom; }
set { _zoom = value; }
}
public Matrix Transform
{
get { return _transform; }
set { _transform = value; }
}
public Matrix InverseTransform
{
get { return _inverseTransform; }
}
public Vector2 Pos
{
get { return _pos; }
set { _pos = value; }
}
public float Rotation
{
get { return _rotation; }
set { _rotation = value; }
}
public Camera(Viewport viewport)
{
_zoom = 1.0f;
_scroll = 1;
_rotation = 0.0f;
_pos = Vector2.Zero;
_viewport = viewport;
}
public void Update()
{
Input();
MathHelper.Clamp(_zoom, 0.01f, 10.0f);
_rotation = ClampAngle(_rotation);
_transform = Matrix.CreateRotationZ(_rotation) *
Matrix.CreateScale(new Vector3(_zoom, _zoom, 1)) *
Matrix.CreateTranslation(_pos.X, _pos.Y, 0);
_inverseTransform = Matrix.Invert(_transform);
}
protected virtual void Input()
{
_mState = Mouse.GetState();
_keyState = Keyboard.GetState();
//Check Move
if (_keyState.IsKeyDown(Keys.A))
{
_pos.X += 10f;
}
if (_keyState.IsKeyDown(Keys.D))
{
_pos.X -= 10f;
}
if (_keyState.IsKeyDown(Keys.W))
{
_pos.Y -= 10f;
}
if (_keyState.IsKeyDown(Keys.S))
{
_pos.Y += 10f;
}
}
protected float ClampAngle(float radians)
{
while (radians < -MathHelper.Pi)
{
radians += MathHelper.TwoPi;
}
while (radians > MathHelper.Pi)
{
radians -= MathHelper.TwoPi;
}
return radians;
}
}
}
I'm not 100% sure what's wrong, but the mouse position only changes when I press a button. I'm really confused, I've never worked with cameras before. Any help would be really appreciated. Thanks!
UPDATE: It detects the mouse as being over the button before I try and move the camera. After that, the coorindates of the rectangle are continually incremented.
解決
Don't transform bounding box... is easy to transform mouse coordinates ... ;)
Use the inverse transform of your camera matrix to transform mouse coords to the same space of your bounding box.