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package engine
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import (
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"encoding/gob"
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"image"
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"github.com/hajimehoshi/ebiten/v2"
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)
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// Ensure Camera satisfies interfaces.
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var _ interface {
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Identifier
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Prepper
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Scanner
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Transformer
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} = &Camera{}
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func init() {
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gob.Register(&Camera{})
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}
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// Camera models a camera that is viewing something.
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type Camera struct {
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ID
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Child interface{}
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// Camera controls
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// These directly manipulate the camera. If you want to restrict the camera
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// view area to the child's bounding rectangle, use PointAt.
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Centre image.Point // voxel coordinates
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Rotation float64 // radians
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Zoom float64 // unitless
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game *Game
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}
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// PointAt points the camera at a particular centre point and zoom, but adjusts
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// for the bounds of the child component (if available).
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func (c *Camera) PointAt(centre Int3, zoom float64) {
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// Special sauce: if Child has a BoundingRect, make some adjustments
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bnd, ok := c.Child.(Bounder)
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if !ok {
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c.Centre = c.game.Projection.Project(centre)
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c.Zoom = zoom
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return
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}
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// The child has boundaries; respect them.
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br := bnd.BoundingRect()
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// The lower bound on zoom is the larger of
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// { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) }
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sz := br.Size()
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if z := float64(c.game.ScreenSize.X) / float64(sz.X); zoom < z {
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zoom = z
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}
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if z := float64(c.game.ScreenSize.Y) / float64(sz.Y); zoom < z {
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zoom = z
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}
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// If the configured centre puts the camera out of bounds, move it.
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// Camera frame currently Rectangle{ centre ± (screen/(2*zoom)) }.
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sw2, sh2 := cfloat(c.game.ScreenSize.Div(2))
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swz, shz := int(sw2/zoom), int(sh2/zoom)
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cent := c.game.Projection.Project(centre)
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if cent.X-swz < br.Min.X {
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cent.X = br.Min.X + swz
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}
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if cent.Y-shz < br.Min.Y {
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cent.Y = br.Min.Y + shz
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}
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if cent.X+swz > br.Max.X {
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cent.X = br.Max.X - swz
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}
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if cent.Y+shz > br.Max.Y {
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cent.Y = br.Max.Y - shz
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}
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c.Centre, c.Zoom = cent, zoom
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}
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2021-08-20 15:52:01 +10:00
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// Prepare grabs a copy of game (needed for screen dimensions)
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func (c *Camera) Prepare(game *Game) error {
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c.game = game
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return nil
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}
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// Scan returns s.Child.
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func (c *Camera) Scan() []interface{} { return []interface{}{c.Child} }
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// Transform returns the camera transform.
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func (c *Camera) Transform() (opts ebiten.DrawImageOptions) {
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opts.GeoM.Translate(cfloat(c.Centre.Mul(-1)))
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opts.GeoM.Scale(c.Zoom, c.Zoom)
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opts.GeoM.Rotate(c.Rotation)
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opts.GeoM.Translate(cfloat(c.game.ScreenSize.Div(2)))
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return opts
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}
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