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use crate::prelude::*;
#[derive(Default)]
pub struct CameraController {
pub position: Vec2,
pub rotation: f32,
pub is_following: bool,
scale: f32,
render_target: Option<RenderTarget>,
}
impl CameraController {
const FOLLOW_THRESHOLD_FRACTION: f32 = 0.4;
const FOLLOW_END_AT_DISTANCE: f32 = 20.0;
const FOLLOW_LERP_FRACTION: f32 = 0.03;
const DEFAULT_SCALE: f32 = 2.0;
pub fn new() -> Self {
let scale = Self::DEFAULT_SCALE;
let mut res = CameraController {
position: Vec2::ZERO,
rotation: 0.0,
scale,
is_following: false,
render_target: None,
};
res.create_render_target();
res
}
pub fn add_node() -> Handle<Self> {
scene::add_node(CameraController::new())
}
pub fn get_viewport(&self) -> Viewport {
let size = vec2(
get_screen_width() / self.scale,
get_screen_height() / self.scale,
);
let position = self.position - size / 2.0;
Viewport {
position,
size,
scale: self.scale,
}
}
pub fn get_scale(&self) -> f32 {
self.scale
}
pub fn set_scale(&mut self, scale: f32) {
self.scale = scale;
self.create_render_target();
}
pub fn get_render_target(&self) -> Option<&RenderTarget> {
self.render_target.as_ref()
}
fn get_camera(&self) -> Camera2D {
Camera2D {
offset: vec2(0.0, 0.0),
target: vec2(self.position.x.round(), self.position.y.round()),
zoom: vec2(
self.scale / get_screen_width(),
self.scale / get_screen_height(),
) * 2.0,
rotation: self.rotation,
render_target: self.render_target,
..Camera2D::default()
}
}
fn create_render_target(&mut self) {
let res = new_render_target(
(get_screen_width() / self.scale) as u32,
(get_screen_height() / self.scale) as u32,
);
res.texture.set_filter(FilterMode::Nearest);
self.render_target = Some(res);
}
}
impl Node for CameraController {
fn ready(node: RefMut<Self>) {
storage::store(node.get_viewport());
}
fn fixed_update(mut node: RefMut<Self>) {
let viewport = node.get_viewport();
if let Some(actor) = get_player_actor() {
let bounds = {
let size = viewport.size * Self::FOLLOW_THRESHOLD_FRACTION;
let center = viewport.get_center();
Rect::new(
center.x - size.x / 2.0,
center.y - size.y / 2.0,
size.x,
size.y,
)
};
if node.is_following || !bounds.contains(actor.body.position) {
let distance = actor.body.position.sub(node.position);
if distance.length() > Self::FOLLOW_END_AT_DISTANCE {
node.is_following = true;
node.position += distance * Self::FOLLOW_LERP_FRACTION;
} else {
node.is_following = false;
}
}
}
storage::store(viewport);
}
fn draw(node: RefMut<Self>)
where
Self: Sized,
{
scene::set_camera(0, Some(node.get_camera()));
}
}