modules/world: add initial basic camera system
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gamecore/modules/world/camera.lua
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97
gamecore/modules/world/camera.lua
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-- camera.lua :: a basic camera adapted to the asset/world system.
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-- Use hump.camera as the view backend.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local cwd = (...):gsub('%.camera$', '') .. "."
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local CameraSystem = Object:extend()
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local View = require(cwd .. "libs.hump.camera")
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local SPLITSCREEN_ISVERTICAL = false
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-- INIT FUNCTIONS
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-- Initialize the camera system
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function CameraSystem:new(world)
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self.scene = world.scene
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self.world = world
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self.verticalSplit = SPLITSCREEN_ISVERTICAL
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self:initViews()
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end
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function CameraSystem:initViews()
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self.views = {}
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self.views.list = {}
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self.views.width, self.views.height = core.screen:getDimensions()
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end
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-- INFO FUNCTIONS
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-- Get informations from the camera system
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function CameraSystem:getViewNumber()
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return #self.views.list
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end
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function CameraSystem:haveView()
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return (self:getViewNumber() == 0)
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end
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-- WRAPPER and UTILS
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-- Access data from the views
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function CameraSystem:addView(x, y)
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local view = {}
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view.cam = View(x, y, 1, 0, true)
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-- TODO: add a target system in order to make a camera able
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-- to target a specific object
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table.insert(self.views.list, view)
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end
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function CameraSystem:getView(id)
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return self.views.list[id]
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end
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function CameraSystem:getViewCam(id)
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local view = self:getView(id)
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return view.cam
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end
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function CameraSystem:attachView(id)
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local cam = self:getViewCam(id)
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cam:attach()
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end
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function CameraSystem:detachView(id)
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local cam = self:getViewCam(id)
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cam:detach()
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end
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return CameraSystem
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216
gamecore/modules/world/libs/hump/camera.lua
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gamecore/modules/world/libs/hump/camera.lua
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--[[
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Copyright (c) 2010-2015 Matthias Richter
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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Except as contained in this notice, the name(s) of the above copyright holders
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shall not be used in advertising or otherwise to promote the sale, use or
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other dealings in this Software without prior written authorization.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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]]--
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local _PATH = (...):match('^(.*[%./])[^%.%/]+$') or ''
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local cos, sin = math.cos, math.sin
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local camera = {}
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camera.__index = camera
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-- Movement interpolators (for camera locking/windowing)
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camera.smooth = {}
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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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assert(type(speed) == "number", "Invalid parameter: speed = "..tostring(speed))
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return function(dx,dy, s)
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-- normalize direction
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local d = math.sqrt(dx*dx+dy*dy)
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local dts = math.min((s or speed) * love.timer.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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assert(type(stiffness) == "number", "Invalid parameter: stiffness = "..tostring(stiffness))
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return function(dx,dy, s)
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local dts = love.timer.getDelta() * (s or stiffness)
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return dx*dts, dy*dts
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end
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end
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local function new(x,y, zoom, rot, smoother)
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x,y = x or love.graphics.getWidth()/2, y or love.graphics.getHeight()/2
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zoom = zoom or 1
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rot = rot or 0
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smoother = smoother or camera.smooth.none() -- for locking, see below
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return setmetatable({x = x, y = y, scale = zoom, rot = rot, smoother = smoother}, camera)
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end
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function camera:lookAt(x,y)
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self.x, self.y = x, y
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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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return self
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end
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function camera:position()
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return self.x, self.y
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end
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function camera:rotate(phi)
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self.rot = self.rot + phi
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return self
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end
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function camera:rotateTo(phi)
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self.rot = phi
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return self
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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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return self
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end
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function camera:zoomTo(zoom)
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self.scale = zoom
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return self
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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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function camera:draw(...)
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local x,y,w,h,noclip,func
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local nargs = select("#", ...)
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if nargs == 1 then
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func = ...
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elseif nargs == 5 then
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x,y,w,h,func = ...
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elseif nargs == 6 then
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x,y,w,h,noclip,func = ...
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else
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error("Invalid arguments to camera:draw()")
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end
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self:attach(x,y,w,h,noclip)
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func()
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self:detach()
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end
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-- world coordinates to camera coordinates
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function camera:cameraCoords(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:worldCoords(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:mousePosition(ox,oy,w,h)
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local mx,my = love.mouse.getPosition()
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return self:worldCoords(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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return self
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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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return self
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end
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function camera:lockPosition(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, x_min, x_max, y_min, y_max, smoother, ...)
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-- figure out displacement in camera coordinates
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x,y = self:cameraCoords(x,y)
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local dx, dy = 0,0
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if x < x_min then
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dx = x - x_min
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elseif x > x_max then
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dx = x - x_max
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end
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if y < y_min then
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dy = y - y_min
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elseif y > y_max then
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dy = y - y_max
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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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-- the module
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return setmetatable({new = new, smooth = camera.smooth},
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{__call = function(_, ...) return new(...) end})
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