[README,camera] Add camera management module.
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The following files:
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* camera.lua
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* signal.lua
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* timer.lua
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--- Camera management class.
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--
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-- This is a reworked implementation of the original camera module
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-- from the hump library (https://github.com/vrld/hump).
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-- See README.ACKNOWLEDGEMENT for detailed information.
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--
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-- @module gear.camera
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-- @copyright 2010-2013 Matthias Richter
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-- @copyright 2022 The DoubleFourteen Code Forge
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-- @author Matthias Richter, Lorenzo Cogotti
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local Camera = { smooth = {} }
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Camera.__index = Camera
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function Camera.smooth.none()
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return function (dx, dy) return dx, dy end
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end
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function Camera.smooth.linear(speed)
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if type(speed) ~= 'number' then
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error("Invalid parameter: speed = "..tostring(speed))
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end
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local getDelta = love.timer.getDelta
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local min = math.min
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local sqrt = math.sqrt
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return function (dx,dy, s)
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-- normalize direction
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local d = sqrt(dx*dx + dy*dy)
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local dts = min((s or speed) * getDelta(), d) -- prevent overshooting the goal
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if d > 0 then
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dx,dy = dx/d, dy/d
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end
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return dx*dts, dy*dts
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end
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end
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function Camera.smooth.damped(stiffness)
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if type(stiffness) ~= 'number' then
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error("Invalid parameter: stiffness = "..tostring(stiffness))
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end
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local getDelta = love.timer.getDelta
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return function (dx,dy, s)
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local dts = (s or stiffness) * getDelta()
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return dx*dts, dy*dts
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end
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end
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function Camera:new(args)
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self = setmetatable(args or {}, self)
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self.x = self.x or love.graphics.getWidth()/2
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self.y = self.y or love.graphics.getHeight()/2
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self.rot = self.rot or 0
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self.scale = self.scale or 1
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self.smoother = self.smoother or self.smooth.none() -- for locking, see below
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return self
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end
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function Camera:move(dx, dy)
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self.x, self.y = self.x + dx, self.y + dy
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end
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function Camera:zoom(mul)
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self.scale = self.scale * mul
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end
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function Camera:attach(x,y,w,h, noclip)
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x, y = x or 0, y or 0
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w, h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
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self._sx,self._sy,self._sw,self._sh = love.graphics.getScissor()
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if not noclip then
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love.graphics.setScissor(x, y, w, h)
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end
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local cx, cy = x + w/2, y + h/2
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love.graphics.push()
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love.graphics.translate(cx, cy)
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love.graphics.scale(self.scale)
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love.graphics.rotate(self.rot)
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love.graphics.translate(-self.x, -self.y)
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end
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function Camera:detach()
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love.graphics.pop()
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love.graphics.setScissor(self._sx,self._sy,self._sw,self._sh)
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end
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local cos, sin = math.cos, math.sin
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-- world coordinates to Camera coordinates
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function Camera:tocamera(x,y, ox,oy,w,h)
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ox, oy = ox or 0, oy or 0
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w, h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
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-- x,y = ((x,y) - (self.x, self.y)):rotated(self.rot) * self.scale + center
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local c, s = cos(self.rot), sin(self.rot)
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x, y = x - self.x, y - self.y
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x, y = c*x - s*y, s*x + c*y
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return x*self.scale + w/2 + ox, y*self.scale + h/2 + oy
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end
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-- Camera coordinates to world coordinates
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function Camera:toworld(x,y, ox,oy,w,h)
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ox, oy = ox or 0, oy or 0
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w, h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
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-- x,y = (((x,y) - center) / self.scale):rotated(-self.rot) + (self.x,self.y)
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local c,s = cos(-self.rot), sin(-self.rot)
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x,y = (x - w/2 - ox) / self.scale, (y - h/2 - oy) / self.scale
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x,y = c*x - s*y, s*x + c*y
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return x+self.x, y+self.y
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end
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function Camera:mousepos(ox,oy,w,h)
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local mx, my = love.mouse.getPosition()
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return self:toworld(mx,my, ox,oy,w,h)
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end
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-- Camera scrolling utilities
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function Camera:lockx(x, smoother, ...)
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local dx, dy = (smoother or self.smoother)(x - self.x, self.y, ...)
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self.x = self.x + dx
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end
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function Camera:locky(y, smoother, ...)
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local dx, dy = (smoother or self.smoother)(self.x, y - self.y, ...)
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self.y = self.y + dy
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end
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function Camera:lockpos(x,y, smoother, ...)
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return self:move((smoother or self.smoother)(x - self.x, y - self.y, ...))
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end
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function Camera:lockwindow(x, y, xmin, xmax, ymin, ymax, smoother, ...)
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-- Figure out displacement in Camera coordinates
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x, y = self:tocamera(x,y)
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local dx, dy = 0,0
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if x < xmin then
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dx = x - xmin
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elseif x > xmax then
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dx = x - xmax
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end
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if y < ymin then
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dy = y - ymin
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elseif y > ymax then
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dy = y - ymax
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end
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-- Transform displacement to movement in world coordinates
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local c, s = cos(-self.rot), sin(-self.rot)
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dx, dy = (c*dx - s*dy) / self.scale, (s*dx + c*dy) / self.scale
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-- Move
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self:move((smoother or self.smoother)(dx,dy,...))
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end
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return Camera
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