diff --git a/README.ACKNOWLEDGEMENT b/README.ACKNOWLEDGEMENT index f222a3c..3fb30f7 100644 --- a/README.ACKNOWLEDGEMENT +++ b/README.ACKNOWLEDGEMENT @@ -1,5 +1,6 @@ The following files: +* camera.lua * signal.lua * timer.lua diff --git a/camera.lua b/camera.lua new file mode 100644 index 0000000..af9b451 --- /dev/null +++ b/camera.lua @@ -0,0 +1,175 @@ +--- Camera management class. +-- +-- This is a reworked implementation of the original camera module +-- from the hump library (https://github.com/vrld/hump). +-- See README.ACKNOWLEDGEMENT for detailed information. +-- +-- @module gear.camera +-- @copyright 2010-2013 Matthias Richter +-- @copyright 2022 The DoubleFourteen Code Forge +-- @author Matthias Richter, Lorenzo Cogotti + +local Camera = { smooth = {} } +Camera.__index = Camera + + +function Camera.smooth.none() + return function (dx, dy) return dx, dy end +end + +function Camera.smooth.linear(speed) + if type(speed) ~= 'number' then + error("Invalid parameter: speed = "..tostring(speed)) + end + + local getDelta = love.timer.getDelta + local min = math.min + local sqrt = math.sqrt + + return function (dx,dy, s) + -- normalize direction + local d = sqrt(dx*dx + dy*dy) + local dts = min((s or speed) * getDelta(), d) -- prevent overshooting the goal + + if d > 0 then + dx,dy = dx/d, dy/d + end + + return dx*dts, dy*dts + end +end + +function Camera.smooth.damped(stiffness) + if type(stiffness) ~= 'number' then + error("Invalid parameter: stiffness = "..tostring(stiffness)) + end + + local getDelta = love.timer.getDelta + + return function (dx,dy, s) + local dts = (s or stiffness) * getDelta() + + return dx*dts, dy*dts + end +end + +function Camera:new(args) + self = setmetatable(args or {}, self) + self.x = self.x or love.graphics.getWidth()/2 + self.y = self.y or love.graphics.getHeight()/2 + self.rot = self.rot or 0 + self.scale = self.scale or 1 + self.smoother = self.smoother or self.smooth.none() -- for locking, see below + + return self +end + +function Camera:move(dx, dy) + self.x, self.y = self.x + dx, self.y + dy +end + +function Camera:zoom(mul) + self.scale = self.scale * mul +end + +function Camera:attach(x,y,w,h, noclip) + x, y = x or 0, y or 0 + w, h = w or love.graphics.getWidth(), h or love.graphics.getHeight() + + self._sx,self._sy,self._sw,self._sh = love.graphics.getScissor() + if not noclip then + love.graphics.setScissor(x, y, w, h) + end + + local cx, cy = x + w/2, y + h/2 + + love.graphics.push() + love.graphics.translate(cx, cy) + love.graphics.scale(self.scale) + love.graphics.rotate(self.rot) + love.graphics.translate(-self.x, -self.y) +end + +function Camera:detach() + love.graphics.pop() + love.graphics.setScissor(self._sx,self._sy,self._sw,self._sh) +end + +local cos, sin = math.cos, math.sin + +-- world coordinates to Camera coordinates +function Camera:tocamera(x,y, ox,oy,w,h) + ox, oy = ox or 0, oy or 0 + w, h = w or love.graphics.getWidth(), h or love.graphics.getHeight() + + -- x,y = ((x,y) - (self.x, self.y)):rotated(self.rot) * self.scale + center + local c, s = cos(self.rot), sin(self.rot) + + x, y = x - self.x, y - self.y + x, y = c*x - s*y, s*x + c*y + return x*self.scale + w/2 + ox, y*self.scale + h/2 + oy +end + +-- Camera coordinates to world coordinates +function Camera:toworld(x,y, ox,oy,w,h) + ox, oy = ox or 0, oy or 0 + w, h = w or love.graphics.getWidth(), h or love.graphics.getHeight() + + -- x,y = (((x,y) - center) / self.scale):rotated(-self.rot) + (self.x,self.y) + local c,s = cos(-self.rot), sin(-self.rot) + + x,y = (x - w/2 - ox) / self.scale, (y - h/2 - oy) / self.scale + x,y = c*x - s*y, s*x + c*y + return x+self.x, y+self.y +end + +function Camera:mousepos(ox,oy,w,h) + local mx, my = love.mouse.getPosition() + + return self:toworld(mx,my, ox,oy,w,h) +end + +-- Camera scrolling utilities +function Camera:lockx(x, smoother, ...) + local dx, dy = (smoother or self.smoother)(x - self.x, self.y, ...) + + self.x = self.x + dx +end + +function Camera:locky(y, smoother, ...) + local dx, dy = (smoother or self.smoother)(self.x, y - self.y, ...) + + self.y = self.y + dy +end + +function Camera:lockpos(x,y, smoother, ...) + return self:move((smoother or self.smoother)(x - self.x, y - self.y, ...)) +end + +function Camera:lockwindow(x, y, xmin, xmax, ymin, ymax, smoother, ...) + -- Figure out displacement in Camera coordinates + x, y = self:tocamera(x,y) + + local dx, dy = 0,0 + + if x < xmin then + dx = x - xmin + elseif x > xmax then + dx = x - xmax + end + if y < ymin then + dy = y - ymin + elseif y > ymax then + dy = y - ymax + end + + -- Transform displacement to movement in world coordinates + local c, s = cos(-self.rot), sin(-self.rot) + + dx, dy = (c*dx - s*dy) / self.scale, (s*dx + c*dy) / self.scale + + -- Move + self:move((smoother or self.smoother)(dx,dy,...)) +end + +return Camera