ShatteredSword/src/SceneGraph/Viewport.ts
2020-10-07 15:00:28 -04:00

178 lines
5.4 KiB
TypeScript

import Vec2 from "../DataTypes/Vec2";
import Vec4 from "../DataTypes/Vec4";
import GameNode from "../Nodes/GameNode";
import CanvasNode from "../Nodes/CanvasNode";
import MathUtils from "../Utils/MathUtils";
import Queue from "../DataTypes/Queue";
import AABB from "../DataTypes/AABB";
import Debug from "../Debug/Debug";
export default class Viewport {
private view: AABB;
private boundary: AABB;
private following: GameNode;
/**
* A queue of previous positions of what this viewport is following. Used for smoothing viewport movement
*/
private lastPositions: Queue<Vec2>;
/**
* The number of previous positions this viewport tracks
*/
private smoothingFactor: number;
constructor(){
this.view = new AABB(Vec2.ZERO, Vec2.ZERO);
this.boundary = new AABB(Vec2.ZERO, Vec2.ZERO);
this.lastPositions = new Queue();
this.smoothingFactor = 10;
}
/**
* Returns the position of the viewport as a Vec2
*/
getCenter(): Vec2 {
return this.view.getCenter();
}
getOrigin(): Vec2 {
return this.view.getCenter().clone().sub(this.view.getHalfSize())
}
/**
* Returns the region visible to this viewport
*/
getView(): AABB {
return this.view;
}
/**
* Set the position of the viewport
* @param vecOrX
* @param y
*/
setCenter(vecOrX: Vec2 | number, y: number = null): void {
let pos: Vec2;
if(vecOrX instanceof Vec2){
pos = vecOrX;
} else {
pos = new Vec2(vecOrX, y);
}
this.lastPositions.clear();
this.lastPositions.enqueue(pos);
}
/**
* Returns the size of the viewport as a Vec2
*/
getHalfSize(): Vec2 {
return this.view.getHalfSize();
}
/**
* Sets the size of the viewport
* @param vecOrX
* @param y
*/
setSize(vecOrX: Vec2 | number, y: number = null): void {
if(vecOrX instanceof Vec2){
this.view.setHalfSize(vecOrX.scaled(1/2));
} else {
this.view.setHalfSize(new Vec2(vecOrX/2, y/2));
}
}
setHalfSize(vecOrX: Vec2 | number, y: number = null): void {
if(vecOrX instanceof Vec2){
this.view.setHalfSize(vecOrX.clone());
} else {
this.view.setHalfSize(new Vec2(vecOrX, y));
}
}
/**
* Sets the smoothing factor for the viewport movement.
* @param smoothingFactor The smoothing factor for the viewport
*/
setSmoothingFactor(smoothingFactor: number): void {
if(smoothingFactor < 1) smoothingFactor = 1;
this.smoothingFactor = smoothingFactor;
}
/**
* Returns true if the CanvasNode is inside of the viewport
* @param node
*/
includes(node: CanvasNode): boolean {
let parallax = node.getLayer().getParallax();
let center = this.view.getCenter().clone();
this.view.getCenter().mult(parallax);
let overlaps = this.view.overlaps(node.getBoundary());
this.view.setCenter(center);
return overlaps;
}
// TODO: Put some error handling on this for trying to make the bounds too small for the viewport
// TODO: This should probably be done automatically, or should consider the aspect ratio or something
/**
* Sets the bounds of the viewport
* @param lowerX
* @param lowerY
* @param upperX
* @param upperY
*/
setBounds(lowerX: number, lowerY: number, upperX: number, upperY: number): void {
let hwidth = (upperX - lowerX)/2;
let hheight = (upperY - lowerY)/2;
let x = lowerX + hwidth;
let y = lowerY + hheight;
this.boundary.setCenter(new Vec2(x, y));
this.boundary.setHalfSize(new Vec2(hwidth, hheight));
}
/**
* Make the viewport follow the specified GameNode
* @param node The GameNode to follow
*/
follow(node: GameNode): void {
this.following = node;
}
update(deltaT: number): void {
// If viewport is following an object
if(this.following){
// Update our list of previous positions
this.lastPositions.enqueue(this.following.getPosition().clone());
if(this.lastPositions.getSize() > this.smoothingFactor){
this.lastPositions.dequeue();
}
// Get the average of the last 10 positions
let pos = Vec2.ZERO;
this.lastPositions.forEach(position => pos.add(position));
pos.scale(1/this.lastPositions.getSize());
// Set this position either to the object or to its bounds
pos.x = MathUtils.clamp(pos.x, this.boundary.left + this.view.hw, this.boundary.right - this.view.hw);
pos.y = MathUtils.clamp(pos.y, this.boundary.top + this.view.hh, this.boundary.bottom - this.view.hh);
this.view.setCenter(pos);
} else {
if(this.lastPositions.getSize() > this.smoothingFactor){
this.lastPositions.dequeue();
}
let pos = Vec2.ZERO;
this.lastPositions.forEach(position => pos.add(position));
pos.scale(1/this.lastPositions.getSize());
// Set this position either to the object or to its bounds
pos.x = MathUtils.clamp(pos.x, this.boundary.left + this.view.hw, this.boundary.right - this.view.hw);
pos.y = MathUtils.clamp(pos.y, this.boundary.top + this.view.hh, this.boundary.bottom - this.view.hh);
this.view.setCenter(pos);
}
}
}