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Improve camera zooming behavior + camera related cleanups
- Now, the camera will now no longer be pulled towards the upper left or lower rigtht corner. - cameraPos was never used as an interpolating vector, cleaned up related code. - Core::invGlobalScale is now updated whenever Core::globalScale is changed (Not a nice solution but it does work) - Increase cull radius by 10%, should prevent tiles from disappearing when zoomed in a lot.
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b501ba67e3
commit
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11 changed files with 50 additions and 119 deletions
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@ -2960,6 +2960,7 @@ void SceneEditor::toggle(bool on)
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core->cameraPos.x += cameraOffset * core->getVirtualWidth()/2;
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core->cameraPos.y += cameraOffset * core->getVirtualHeight()/2;
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core->globalScale = zoom;
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core->globalScaleChanged();
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}
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else
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{
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@ -3230,6 +3231,7 @@ void SceneEditor::update(float dt)
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if (zoom.x < 0.04f)
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zoom.x = zoom.y = 0.04f;
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core->globalScale = zoom;
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core->globalScaleChanged();
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if (zoom.x != oldZoom.x)
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{
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const float mouseX = core->mouse.position.x;
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