CocoClass = require 'lib/CocoClass' # If I were the kind of math major who remembered his math, this would all be done with matrix transforms. r2d = (radians) -> radians * 180 / Math.PI d2r = (degrees) -> degrees / 180 * Math.PI MAX_ZOOM = 8 MIN_ZOOM = 0.1 DEFAULT_ZOOM = 2.0 DEFAULT_TARGET = {x:0, y:0} DEFAULT_TIME = 1000 # You can't mutate any of the constructor parameters after construction. # You can only call zoomTo to change the zoom target and zoom level. module.exports = class Camera extends CocoClass @PPM: 10 # pixels per meter @MPP: 0.1 # meters per pixel; should match @PPM bounds: null # list of two surface points defining the viewable rectangle in the world # or null if there are no bounds # what the camera is pointed at right now target: DEFAULT_TARGET zoom: DEFAULT_ZOOM # properties for tracking going between targets oldZoom: null newZoom: null oldTarget: null newTarget: null tweenProgress: 0.0 instant: false # INIT subscriptions: 'camera-zoom-in': 'onZoomIn' 'camera-zoom-out': 'onZoomOut' 'surface:mouse-scrolled': 'onMouseScrolled' 'level:restarted': 'onLevelRestarted' 'sprite:mouse-down': 'onMouseDown' 'sprite:dragged': 'onMouseDragged' # TODO: Fix tests to not use mainLayer constructor: (@canvasWidth, @canvasHeight, angle=Math.asin(0.75), hFOV=d2r(30)) -> super() @offset = {x: 0, y:0} @calculateViewingAngle angle @calculateFieldOfView hFOV @calculateAxisConversionFactors() @updateViewports() @calculateMinZoom() calculateViewingAngle: (angle) -> # Operate on open interval between 0 - 90 degrees to make the math easier epsilon = 0.000001 # Too small and numerical instability will get us. @angle = Math.max(Math.min(Math.PI / 2 - epsilon, angle), epsilon) if @angle isnt angle and angle isnt 0 and angle isnt Math.PI / 2 console.log "Restricted given camera angle of #{r2d(angle)} to #{r2d(@angle)}." calculateFieldOfView: (hFOV) -> # http://en.wikipedia.org/wiki/Field_of_view_in_video_games epsilon = 0.000001 # Too small and numerical instability will get us. @hFOV = Math.max(Math.min(Math.PI - epsilon, hFOV), epsilon) if @hFOV isnt hFOV and hFOV isnt 0 and hFOV isnt Math.PI console.log "Restricted given horizontal field of view to #{r2d(hFOV)} to #{r2d(@hFOV)}." @vFOV = 2 * Math.atan(Math.tan(@hFOV / 2) * @canvasHeight / @canvasWidth) if @vFOV > Math.PI console.log "Vertical field of view problem: expected canvas not to be taller than it is wide with high field of view." @vFOV = Math.PI - epsilon calculateAxisConversionFactors: -> @y2x = Math.sin @angle # 1 unit along y is equivalent to y2x units along x @z2x = Math.cos @angle # 1 unit along z is equivalent to z2x units along x @z2y = @z2x / @y2x # 1 unit along z is equivalent to z2y units along y @x2y = 1 / @y2x # 1 unit along x is equivalent to x2y units along y @x2z = 1 / @z2x # 1 unit along x is equivalent to x2z units along z @y2z = 1 / @z2y # 1 unit along y is equivalent to y2z units along z # CONVERSIONS AND CALCULATIONS worldToSurface: (pos) -> x = pos.x * Camera.PPM y = -pos.y * @y2x * Camera.PPM if pos.z y -= @z2y * @y2x * pos.z * Camera.PPM {x: x, y: y} surfaceToCanvas: (pos) -> {x: (pos.x - @surfaceViewport.x) * @zoom, y: (pos.y - @surfaceViewport.y) * @zoom} # TODO: do we even need separate screen coordinates? # We would need some other properties for the actual ratio of screen size to canvas size. canvasToScreen: (pos) -> #{x: pos.x * @someCanvasToScreenXScaleFactor, y: pos.y * @someCanvasToScreenYScaleFactor} {x: pos.x, y: pos.y} screenToCanvas: (pos) -> #{x: pos.x / @someCanvasToScreenXScaleFactor, y: pos.y / @someCanvasToScreenYScaleFactor} {x: pos.x, y: pos.y} canvasToSurface: (pos) -> {x: pos.x / @zoom + @surfaceViewport.x, y: pos.y / @zoom + @surfaceViewport.y} surfaceToWorld: (pos) -> {x: pos.x * Camera.MPP, y: -pos.y * Camera.MPP * @x2y, z: 0} canvasToWorld: (pos) -> @surfaceToWorld @canvasToSurface pos worldToCanvas: (pos) -> @surfaceToCanvas @worldToSurface pos worldToScreen: (pos) -> @canvasToScreen @worldToCanvas pos surfaceToScreen: (pos) -> @canvasToScreen @surfaceToCanvas pos screenToSurface: (pos) -> @canvasToSurface @screenToCanvas pos screenToWorld: (pos) -> @surfaceToWorld @screenToSurface pos cameraWorldPos: -> # I tried to figure out the math for how much of @vFOV is below the midpoint (botFOV) and how much is above (topFOV), but I failed. # So I'm just making something up. This would give botFOV 20deg, topFOV 10deg at @vFOV 30deg and @angle 45deg, or an even 15/15 at @angle 90deg. botFOV = @x2y * @vFOV / (@y2x + @x2y) topFOV = @y2x * @vFOV / (@y2x + @x2y) botDist = @worldViewport.height / 2 * Math.sin(@angle) / Math.sin(botFOV) z = botDist * Math.sin(@angle + botFOV) x: @worldViewport.cx, y: @worldViewport.cy - z * @z2y, z: z distanceTo: (pos) -> # Get the physical distance in meters from the camera to the given world pos. cpos = @cameraWorldPos() dx = pos.x - cpos.x dy = pos.y - cpos.y dz = (pos.z or 0) - cpos.z Math.sqrt dx * dx + dy * dy + dz * dz distanceRatioTo: (pos) -> # Get the ratio of the distance to the given world pos over the distance to the center of the camera view. cpos = @cameraWorldPos() dy = @worldViewport.cy - cpos.y camDist = Math.sqrt(dy * dy + cpos.z * cpos.z) return @distanceTo(pos) / camDist # Old method for flying things below; could re-integrate this ## Because none of our maps are designed to get smaller with distance along the y-axis, we'll only use z, as if we were looking straight down, until we get high enough. Based on worldPos.z, we gradually shift over to the more-realistic scale. This is pretty hacky. #ratioWithoutY = dz * dz / (cPos.z * cPos.z) #zv = Math.min(Math.max(0, worldPos.z - 5), cPos.z - 5) / (cPos.z - 5) #zv * ratioWithY + (1 - zv) * ratioWithoutY # SUBSCRIPTIONS onZoomIn: (e) -> @zoomTo @target, @zoom * 1.15, 300 onZoomOut: (e) -> @zoomTo @target, @zoom / 1.15, 300 onMouseScrolled: (e) -> ratio = 1 + 0.05 * Math.sqrt(Math.abs(e.deltaY)) ratio = 1 / ratio if e.deltaY > 0 newZoom = @zoom * ratio if e.surfacePos and not @focusedOnSprite() # zoom based on mouse position, adjusting the target so the point under the mouse stays the same mousePoint = @canvasToSurface(e.surfacePos) ratioPosX = (mousePoint.x - @surfaceViewport.x) / @surfaceViewport.width ratioPosY = (mousePoint.y - @surfaceViewport.y) / @surfaceViewport.height newWidth = @canvasWidth / newZoom newHeight = @canvasHeight / newZoom newTargetX = mousePoint.x - (newWidth * ratioPosX) + (newWidth / 2) newTargetY = mousePoint.y - (newHeight * ratioPosY) + (newHeight / 2) target = {x: newTargetX, y:newTargetY} else target = @target @zoomTo target, newZoom, 0 onMouseDown: (e) -> return if @dragDisabled @lastPos = {x: e.originalEvent.rawX, y: e.originalEvent.rawY} onMouseDragged: (e) -> return if @dragDisabled target = @boundTarget(@target, @zoom) newPos = { x: target.x + (@lastPos.x - e.originalEvent.rawX) / @zoom y: target.y + (@lastPos.y - e.originalEvent.rawY) / @zoom } @zoomTo newPos, @zoom, 0 @lastPos = {x: e.originalEvent.rawX, y: e.originalEvent.rawY} Backbone.Mediator.publish 'camera:dragged' onLevelRestarted: -> @setBounds(@firstBounds, false) # COMMANDS setBounds: (worldBounds, updateZoom=true) -> # receives an array of two world points. Normalize and apply them @firstBounds = worldBounds unless @firstBounds @bounds = @normalizeBounds(worldBounds) @calculateMinZoom() @updateZoom true if updateZoom @target = @currentTarget unless @focusedOnSprite() normalizeBounds: (worldBounds) -> return null unless worldBounds top = Math.max(worldBounds[0].y, worldBounds[1].y) left = Math.min(worldBounds[0].x, worldBounds[1].x) bottom = Math.min(worldBounds[0].y, worldBounds[1].y) right = Math.max(worldBounds[0].x, worldBounds[1].x) bottom -= 1 if top is bottom right += 1 if left is right p1 = @worldToSurface({x:left, y:top}) p2 = @worldToSurface({x:right, y:bottom}) {x:p1.x, y:p1.y, width:p2.x-p1.x, height:p2.y-p1.y} calculateMinZoom: -> # Zoom targets are always done in Surface coordinates. if not @bounds @minZoom = 0.5 return @minZoom = Math.max @canvasWidth / @bounds.width, @canvasHeight / @bounds.height @zoom = Math.max(@minZoom, @zoom) if @zoom zoomTo: (newTarget=null, newZoom=1.0, time=1500) -> # Target is either just a {x, y} pos or a display object with {x, y} that might change; surface coordinates. time = 0 if @instant newTarget ?= {x:0, y:0} newTarget = (@newTarget or @target) if @locked newZoom = Math.min((Math.max @minZoom, newZoom), MAX_ZOOM) thangType = @target?.sprite?.thangType if thangType @offset = _.clone(thangType.get('positions')?.torso or {x: 0, y:0}) scale = thangType.get('scale') or 1 @offset.x *= scale @offset.y *= scale else @offset = {x: 0, y:0} return if @zoom is newZoom and newTarget is newTarget.x and newTarget.y is newTarget.y @finishTween(true) if time @newTarget = newTarget @oldTarget = @boundTarget(@target, @zoom) @oldZoom = @zoom @newZoom = newZoom @tweenProgress = 0.01 createjs.Tween.get(@) .to({tweenProgress: 1.0}, time, createjs.Ease.getPowInOut(3)) .call @finishTween else @target = newTarget @zoom = newZoom @updateZoom true focusedOnSprite: -> return @target?.name finishTween: (abort=false) => createjs.Tween.removeTweens(@) return unless @newTarget unless abort is true @target = @newTarget @zoom = @newZoom @newZoom = @oldZoom = @newTarget = @newTarget = @tweenProgress = null @updateZoom true updateZoom: (force=false) -> # Update when we're focusing on a Thang, tweening, or forcing it, unless we're locked return if (not force) and (@locked or (not @newTarget and not @focusedOnSprite())) if @newTarget t = @tweenProgress @zoom = @oldZoom + t * (@newZoom - @oldZoom) [p1, p2] = [@oldTarget, @boundTarget(@newTarget, @newZoom)] target = @target = x: p1.x + t * (p2.x - p1.x), y: p1.y + t * (p2.y - p1.y) else target = @boundTarget @target, @zoom return if not force and _.isEqual target, @currentTarget @currentTarget = target @updateViewports target Backbone.Mediator.publish 'camera:zoom-updated', camera: @, zoom: @zoom, surfaceViewport: @surfaceViewport boundTarget: (pos, zoom) -> # Given an {x, y} in Surface coordinates, return one that will keep our viewport on the Surface. return pos unless @bounds marginX = (@canvasWidth / zoom / 2) marginY = (@canvasHeight / zoom / 2) x = Math.min(Math.max(marginX + @bounds.x, pos.x + @offset.x), @bounds.x + @bounds.width - marginX) y = Math.min(Math.max(marginY + @bounds.y, pos.y + @offset.y), @bounds.y + @bounds.height - marginY) {x: x, y: y} updateViewports: (target) -> target ?= @target sv = width: @canvasWidth / @zoom, height: @canvasHeight / @zoom, cx: target.x, cy: target.y sv.x = sv.cx - sv.width / 2 sv.y = sv.cy - sv.height / 2 @surfaceViewport = sv wv = @surfaceToWorld sv # get x and y wv.width = sv.width * Camera.MPP wv.height = sv.height * Camera.MPP * @x2y wv.cx = wv.x + wv.width / 2 wv.cy = wv.y + wv.height / 2 @worldViewport = wv lock: -> @target = @currentTarget @locked = true unlock: -> @locked = false destroy: -> createjs.Tween.removeTweens @ @finishTween = null super()