invert camera-scene relationship

This commit is contained in:
Josh Deprez 2021-08-28 18:07:53 +10:00
parent 2674234d62
commit 3452a32ddb
4 changed files with 84 additions and 94 deletions

View file

@ -10,22 +10,18 @@ import (
// Ensure Camera satisfies interfaces.
var _ interface {
Identifier
Drawer
Prepper
Scanner
Updater
} = &Camera{}
func init() {
gob.Register(&Camera{})
}
// Camera models a camera that is viewing a scene.
// Changes to the configuration take effect immediately.
// Camera ignores Scene.Draw and calls Scene's children's Draw.
// Camera models a camera that is viewing a scene. (Camera is a child of the
// scene it is viewing, for various reasons.) Changes to the fields take effect
// immediately.
type Camera struct {
ID
Scene Scener
// Camera controls
Centre image.Point // world coordinates
@ -35,84 +31,6 @@ type Camera struct {
game *Game
}
// Draw applies transformations to opts, then draws the contents of c.Scene.
func (c *Camera) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
if c.Scene.IsHidden() {
return
}
br := c.Scene.BoundingRect()
// The lower bound on zoom is the larger of
// { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) }
zoom := c.Zoom
sz := br.Size()
if z := float64(c.game.ScreenWidth) / float64(sz.X); zoom < z {
zoom = z
}
if z := float64(c.game.ScreenHeight) / float64(sz.Y); zoom < z {
zoom = z
}
// If the configured centre puts the camera out of bounds, move it.
centre := c.Centre
// Camera frame currently Rectangle{ centre ± (screen/(2*zoom)) }.
sw2, sh2 := float64(c.game.ScreenWidth/2), float64(c.game.ScreenHeight/2)
swz, shz := int(sw2/zoom), int(sh2/zoom)
if centre.X-swz < br.Min.X {
centre.X = br.Min.X + swz
}
if centre.Y-shz < br.Min.Y {
centre.Y = br.Min.Y + shz
}
if centre.X+swz > br.Max.X {
centre.X = br.Max.X - swz
}
if centre.Y+shz > br.Max.Y {
centre.Y = br.Max.Y - shz
}
// Apply other options
opts.Filter = c.Filter
// Compute common matrix (parts independent of parallax).
// Moving centre to the origin happens per component.
var comm ebiten.GeoM
// 2. Zoom (this is also where rotation would be)
comm.Scale(zoom, zoom)
// 3. Move the origin to the centre of screen space.
comm.Translate(sw2, sh2)
// 4. Apply transforms from the caller.
comm.Concat(opts.GeoM)
// Draw everything.
for _, i := range c.Scene.Scan() {
d, ok := i.(Drawer)
if !ok {
continue
}
pf := 1.0
if s, ok := i.(ParallaxScaler); ok {
pf = s.ParallaxFactor()
}
var geom ebiten.GeoM
// 1. Move centre to the origin, subject to parallax factor
geom.Translate(-float64(centre.X)*pf, -float64(centre.Y)*pf)
geom.Concat(comm)
opts.GeoM = geom
d.Draw(screen, opts)
}
}
// DrawOrder passes the call to c.Scene.
func (c *Camera) DrawOrder() float64 { return c.Scene.DrawOrder() }
// Update passes the call to c.Scene.
func (c *Camera) Update() error { return c.Scene.Update() }
// Scan returns the only child (c.Scene).
func (c *Camera) Scan() []interface{} { return []interface{}{c.Scene} }
// Prepare grabs a copy of game (needed for screen dimensions)
func (c *Camera) Prepare(game *Game) error {
c.game = game

View file

@ -19,6 +19,7 @@ func init() {
type Scene struct {
ID
Bounds // world coordinates
Camera *Camera // optional; applies a bunch of transforms to draw calls
Components []interface{}
Disabled
Hidden
@ -30,12 +31,78 @@ func (s *Scene) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
if s.Hidden {
return
}
// Draw everything.
if s.Camera == nil {
// Draw everything, no camera transforms.
for _, i := range s.Components {
if d, ok := i.(Drawer); ok {
d.Draw(screen, opts)
}
}
return
}
// There is a camera; apply camera transforms.
br := s.BoundingRect()
// The lower bound on zoom is the larger of
// { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) }
zoom := s.Camera.Zoom
sz := br.Size()
if z := float64(s.Camera.game.ScreenWidth) / float64(sz.X); zoom < z {
zoom = z
}
if z := float64(s.Camera.game.ScreenHeight) / float64(sz.Y); zoom < z {
zoom = z
}
// If the configured centre puts the camera out of bounds, move it.
centre := s.Camera.Centre
// Camera frame currently Rectangle{ centre ± (screen/(2*zoom)) }.
sw2, sh2 := float64(s.Camera.game.ScreenWidth/2), float64(s.Camera.game.ScreenHeight/2)
swz, shz := int(sw2/zoom), int(sh2/zoom)
if centre.X-swz < br.Min.X {
centre.X = br.Min.X + swz
}
if centre.Y-shz < br.Min.Y {
centre.Y = br.Min.Y + shz
}
if centre.X+swz > br.Max.X {
centre.X = br.Max.X - swz
}
if centre.Y+shz > br.Max.Y {
centre.Y = br.Max.Y - shz
}
// Apply other options
opts.Filter = s.Camera.Filter
// Compute common matrix (parts independent of parallax, which is step 1).
// Moving centre to the origin happens per component.
var comm ebiten.GeoM
// 2. Zoom (this is also where rotation would be)
comm.Scale(zoom, zoom)
// 3. Move the origin to the centre of screen space.
comm.Translate(sw2, sh2)
// 4. Apply transforms from the caller.
comm.Concat(opts.GeoM)
// Draw everything.
for _, i := range s.Components {
d, ok := i.(Drawer)
if !ok {
continue
}
pf := 1.0
if s, ok := i.(ParallaxScaler); ok {
pf = s.ParallaxFactor()
}
var geom ebiten.GeoM
// 1. Move centre to the origin, subject to parallax factor
geom.Translate(-float64(centre.X)*pf, -float64(centre.Y)*pf)
geom.Concat(comm)
opts.GeoM = geom
d.Draw(screen, opts)
}
}
// Prepare does an initial Z-order sort.
@ -58,8 +125,13 @@ func (s *Scene) sortByDrawOrder() {
})
}
// Scan returns all immediate subcomponents.
func (s *Scene) Scan() []interface{} { return s.Components }
// Scan returns all immediate subcomponents (including the camera, if not nil).
func (s *Scene) Scan() []interface{} {
if s.Camera != nil {
return append(s.Components, s.Camera)
}
return s.Components
}
// Scene returns itself.
func (s *Scene) Scene() *Scene { return s }

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@ -33,10 +33,7 @@ func main() {
Root: &engine.Scene{
ID: "root",
Components: []interface{}{
&engine.Camera{
ID: "game_camera",
Scene: &engine.SceneRef{Path: "assets/level1.gobz"},
},
&engine.SceneRef{Path: "assets/level1.gobz"},
&engine.DebugToast{ID: "toast", Pos: image.Pt(0, 15)},
engine.PerfDisplay{},
},
@ -100,6 +97,9 @@ func writeLevel1() {
level1 := &engine.Scene{
ID: "level_1",
Bounds: engine.Bounds(image.Rect(-32, -32, 320+32, 240+32)),
Camera: &engine.Camera{
ID: "game_camera",
},
Components: []interface{}{
&engine.Fill{
Color: color.Gray{100},