ichigo/engine/camera.go
2021-09-08 20:08:57 +10:00

98 lines
2.4 KiB
Go

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