virtualx-engine/scene/2d/camera_2d.cpp
lawnjelly 3e19cf834a CPUParticles2D - Add ability to follow physics interpolated target
Allows a non-interpolated particle system to closely follow an interpolated target without tracking ahead of the target, by performing fixed timestep interpolation on the particle system global transform, and using this for emission.
2023-09-18 16:05:03 +01:00

874 lines
31 KiB
C++

/**************************************************************************/
/* camera_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "camera_2d.h"
#include "core/engine.h"
#include "core/math/math_funcs.h"
#include "scene/scene_string_names.h"
#include "servers/visual_server.h"
void Camera2D::_update_scroll() {
if (!is_inside_tree()) {
return;
}
if (Engine::get_singleton()->is_editor_hint()) {
update();
// Only set viewport transform when not bound to the main viewport.
if (get_viewport() == get_tree()->get_edited_scene_root()->get_viewport()) {
return;
}
}
if (!viewport) {
return;
}
if (current) {
ERR_FAIL_COND(custom_viewport && !ObjectDB::get_instance(custom_viewport_id));
Transform2D xform;
if (is_physics_interpolated_and_enabled()) {
xform = _interpolation_data.xform_prev.interpolate_with(_interpolation_data.xform_curr, Engine::get_singleton()->get_physics_interpolation_fraction());
} else {
xform = get_camera_transform();
}
viewport->set_canvas_transform(xform);
Size2 screen_size = viewport->get_visible_rect().size;
Point2 screen_offset = (anchor_mode == ANCHOR_MODE_DRAG_CENTER ? (screen_size * 0.5) : Point2());
get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, group_name, "_camera_moved", xform, screen_offset);
};
}
void Camera2D::_update_process_mode() {
if (is_physics_interpolated_and_enabled()) {
set_process_internal(is_current());
set_physics_process_internal(is_current());
#ifdef TOOLS_ENABLED
if (process_mode == CAMERA2D_PROCESS_IDLE) {
WARN_PRINT_ONCE("Camera2D overridden to physics process mode due to use of physics interpolation.");
}
#endif
} else {
// Smoothing can be enabled in the editor but will never be active.
if (process_mode == CAMERA2D_PROCESS_IDLE) {
set_process_internal(smoothing_active);
set_physics_process_internal(false);
} else {
set_process_internal(false);
set_physics_process_internal(smoothing_active);
}
}
}
void Camera2D::_setup_viewport() {
// Disconnect signal on previous viewport if there's one.
if (viewport && viewport->is_connected("size_changed", this, "_update_scroll")) {
viewport->disconnect("size_changed", this, "_update_scroll");
}
if (custom_viewport && ObjectDB::get_instance(custom_viewport_id)) {
viewport = custom_viewport;
} else {
viewport = get_viewport();
}
RID vp = viewport->get_viewport_rid();
group_name = "__cameras_" + itos(vp.get_id());
canvas_group_name = "__cameras_c" + itos(canvas.get_id());
add_to_group(group_name);
add_to_group(canvas_group_name);
viewport->connect("size_changed", this, "_update_scroll");
}
void Camera2D::set_zoom(const Vector2 &p_zoom) {
// Setting zoom to zero causes 'affine_invert' issues
ERR_FAIL_COND_MSG(Math::is_zero_approx(p_zoom.x) || Math::is_zero_approx(p_zoom.y), "Zoom level must be different from 0 (can be negative).");
zoom = p_zoom;
Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
smoothed_camera_pos = old_smoothed_camera_pos;
};
Vector2 Camera2D::get_zoom() const {
return zoom;
};
Transform2D Camera2D::get_camera_transform() {
if (!get_tree() || !viewport) {
return Transform2D();
}
ERR_FAIL_COND_V(custom_viewport && !ObjectDB::get_instance(custom_viewport_id), Transform2D());
Size2 screen_size = viewport->get_visible_rect().size;
Point2 new_camera_pos = get_global_transform().get_origin();
Point2 ret_camera_pos;
if (!first) {
if (anchor_mode == ANCHOR_MODE_DRAG_CENTER) {
if (h_drag_enabled && !Engine::get_singleton()->is_editor_hint() && !h_offset_changed) {
camera_pos.x = MIN(camera_pos.x, (new_camera_pos.x + screen_size.x * 0.5 * zoom.x * drag_margin[MARGIN_LEFT]));
camera_pos.x = MAX(camera_pos.x, (new_camera_pos.x - screen_size.x * 0.5 * zoom.x * drag_margin[MARGIN_RIGHT]));
} else {
if (h_ofs < 0) {
camera_pos.x = new_camera_pos.x + screen_size.x * 0.5 * drag_margin[MARGIN_RIGHT] * h_ofs;
} else {
camera_pos.x = new_camera_pos.x + screen_size.x * 0.5 * drag_margin[MARGIN_LEFT] * h_ofs;
}
h_offset_changed = false;
}
if (v_drag_enabled && !Engine::get_singleton()->is_editor_hint() && !v_offset_changed) {
camera_pos.y = MIN(camera_pos.y, (new_camera_pos.y + screen_size.y * 0.5 * zoom.y * drag_margin[MARGIN_TOP]));
camera_pos.y = MAX(camera_pos.y, (new_camera_pos.y - screen_size.y * 0.5 * zoom.y * drag_margin[MARGIN_BOTTOM]));
} else {
if (v_ofs < 0) {
camera_pos.y = new_camera_pos.y + screen_size.y * 0.5 * drag_margin[MARGIN_BOTTOM] * v_ofs;
} else {
camera_pos.y = new_camera_pos.y + screen_size.y * 0.5 * drag_margin[MARGIN_TOP] * v_ofs;
}
v_offset_changed = false;
}
} else if (anchor_mode == ANCHOR_MODE_FIXED_TOP_LEFT) {
camera_pos = new_camera_pos;
}
Point2 screen_offset = (anchor_mode == ANCHOR_MODE_DRAG_CENTER ? (screen_size * 0.5 * zoom) : Point2());
Rect2 screen_rect(-screen_offset + camera_pos, screen_size * zoom);
if (limit_smoothing_enabled) {
if (screen_rect.position.x < limit[MARGIN_LEFT]) {
camera_pos.x -= screen_rect.position.x - limit[MARGIN_LEFT];
}
if (screen_rect.position.x + screen_rect.size.x > limit[MARGIN_RIGHT]) {
camera_pos.x -= screen_rect.position.x + screen_rect.size.x - limit[MARGIN_RIGHT];
}
if (screen_rect.position.y + screen_rect.size.y > limit[MARGIN_BOTTOM]) {
camera_pos.y -= screen_rect.position.y + screen_rect.size.y - limit[MARGIN_BOTTOM];
}
if (screen_rect.position.y < limit[MARGIN_TOP]) {
camera_pos.y -= screen_rect.position.y - limit[MARGIN_TOP];
}
}
// TODO ..
// There is a bug here.
// Smoothing occurs rather confusingly
// during the call to get_camera_transform().
// It may be called MULTIPLE TIMES on certain frames,
// therefore smoothing is not currently applied only once per frame / tick,
// which will result in some haphazard results.
if (smoothing_active) {
// Note that if we are using physics interpolation,
// processing will always be physics based (it ignores the process mode set in the UI).
bool physics_process = (process_mode == CAMERA2D_PROCESS_PHYSICS) || is_physics_interpolated_and_enabled();
float delta = physics_process ? get_physics_process_delta_time() : get_process_delta_time();
float c = smoothing * delta;
smoothed_camera_pos = ((camera_pos - smoothed_camera_pos) * c) + smoothed_camera_pos;
ret_camera_pos = smoothed_camera_pos;
} else {
ret_camera_pos = smoothed_camera_pos = camera_pos;
}
} else {
ret_camera_pos = smoothed_camera_pos = camera_pos = new_camera_pos;
first = false;
}
Point2 screen_offset = (anchor_mode == ANCHOR_MODE_DRAG_CENTER ? (screen_size * 0.5 * zoom) : Point2());
float angle = get_global_transform().get_rotation();
if (rotating) {
screen_offset = screen_offset.rotated(angle);
}
Rect2 screen_rect(-screen_offset + ret_camera_pos, screen_size * zoom);
if (!smoothing_enabled || !limit_smoothing_enabled) {
if (screen_rect.position.x < limit[MARGIN_LEFT]) {
screen_rect.position.x = limit[MARGIN_LEFT];
}
if (screen_rect.position.x + screen_rect.size.x > limit[MARGIN_RIGHT]) {
screen_rect.position.x = limit[MARGIN_RIGHT] - screen_rect.size.x;
}
if (screen_rect.position.y + screen_rect.size.y > limit[MARGIN_BOTTOM]) {
screen_rect.position.y = limit[MARGIN_BOTTOM] - screen_rect.size.y;
}
if (screen_rect.position.y < limit[MARGIN_TOP]) {
screen_rect.position.y = limit[MARGIN_TOP];
}
}
if (offset != Vector2()) {
screen_rect.position += offset;
}
camera_screen_center = screen_rect.position + screen_rect.size * 0.5;
Transform2D xform;
xform.scale_basis(zoom);
if (rotating) {
xform.set_rotation(angle);
}
xform.set_origin(screen_rect.position);
return (xform).affine_inverse();
}
void Camera2D::_ensure_update_interpolation_data() {
// The curr -> previous update can either occur
// on the INTERNAL_PHYSICS_PROCESS OR
// on NOTIFICATION_TRANSFORM_CHANGED,
// if NOTIFICATION_TRANSFORM_CHANGED takes place
// earlier than INTERNAL_PHYSICS_PROCESS on a tick.
// This is to ensure that the data keeps flowing, but the new data
// doesn't overwrite before prev has been set.
// Keep the data flowing.
uint64_t tick = Engine::get_singleton()->get_physics_frames();
if (_interpolation_data.last_update_physics_tick != tick) {
_interpolation_data.xform_prev = _interpolation_data.xform_curr;
_interpolation_data.last_update_physics_tick = tick;
}
}
void Camera2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_INTERNAL_PROCESS: {
_update_scroll();
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (is_physics_interpolated_and_enabled()) {
_ensure_update_interpolation_data();
_interpolation_data.xform_curr = get_camera_transform();
} else {
_update_scroll();
}
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
// Force the limits etc to update.
_interpolation_data.xform_curr = get_camera_transform();
_interpolation_data.xform_prev = _interpolation_data.xform_curr;
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (!smoothing_active && !is_physics_interpolated_and_enabled()) {
_update_scroll();
}
if (is_physics_interpolated_and_enabled()) {
_ensure_update_interpolation_data();
if (Engine::get_singleton()->is_in_physics_frame()) {
_interpolation_data.xform_curr = get_camera_transform();
}
}
} break;
case NOTIFICATION_ENTER_TREE: {
ERR_FAIL_COND(!is_inside_tree());
canvas = get_canvas();
_setup_viewport();
_update_process_mode();
// if a camera enters the tree that is set to current,
// it should take over as the current camera, and mark
// all other cameras as non current
first = true;
_set_current(current);
// Note that NOTIFICATION_RESET_PHYSICS_INTERPOLATION
// is automatically called before this because Camera2D is inherited
// from CanvasItem. However, the camera transform is not up to date
// until this point, so we do an extra manual reset.
if (is_physics_interpolated_and_enabled()) {
_interpolation_data.xform_curr = get_camera_transform();
_interpolation_data.xform_prev = _interpolation_data.xform_curr;
}
} break;
case NOTIFICATION_EXIT_TREE: {
const bool viewport_valid = !custom_viewport || ObjectDB::get_instance(custom_viewport_id);
if (is_current()) {
if (viewport && viewport_valid) {
viewport->set_canvas_transform(Transform2D());
}
}
if (viewport && viewport_valid) {
viewport->disconnect("size_changed", this, "_update_scroll");
}
remove_from_group(group_name);
remove_from_group(canvas_group_name);
viewport = nullptr;
} break;
#ifdef TOOLS_ENABLED
case NOTIFICATION_DRAW: {
if (!is_inside_tree() || !Engine::get_singleton()->is_editor_hint()) {
break;
}
if (screen_drawing_enabled) {
Color area_axis_color(1, 0.4, 1, 0.63);
float area_axis_width = 1;
if (is_current()) {
area_axis_width = 3;
}
Transform2D inv_camera_transform = get_camera_transform().affine_inverse();
Size2 screen_size = get_viewport_rect().size;
Vector2 screen_endpoints[4] = {
inv_camera_transform.xform(Vector2(0, 0)),
inv_camera_transform.xform(Vector2(screen_size.width, 0)),
inv_camera_transform.xform(Vector2(screen_size.width, screen_size.height)),
inv_camera_transform.xform(Vector2(0, screen_size.height))
};
Transform2D inv_transform = get_global_transform().affine_inverse(); // undo global space
for (int i = 0; i < 4; i++) {
draw_line(inv_transform.xform(screen_endpoints[i]), inv_transform.xform(screen_endpoints[(i + 1) % 4]), area_axis_color, area_axis_width);
}
}
if (limit_drawing_enabled) {
Color limit_drawing_color(1, 1, 0.25, 0.63);
float limit_drawing_width = 1;
if (is_current()) {
limit_drawing_width = 3;
}
Vector2 camera_origin = get_global_transform().get_origin();
Vector2 camera_scale = get_global_transform().get_scale().abs();
Vector2 limit_points[4] = {
(Vector2(limit[MARGIN_LEFT], limit[MARGIN_TOP]) - camera_origin) / camera_scale,
(Vector2(limit[MARGIN_RIGHT], limit[MARGIN_TOP]) - camera_origin) / camera_scale,
(Vector2(limit[MARGIN_RIGHT], limit[MARGIN_BOTTOM]) - camera_origin) / camera_scale,
(Vector2(limit[MARGIN_LEFT], limit[MARGIN_BOTTOM]) - camera_origin) / camera_scale
};
for (int i = 0; i < 4; i++) {
draw_line(limit_points[i], limit_points[(i + 1) % 4], limit_drawing_color, limit_drawing_width);
}
}
if (margin_drawing_enabled) {
Color margin_drawing_color(0.25, 1, 1, 0.63);
float margin_drawing_width = 1;
if (is_current()) {
margin_drawing_width = 3;
}
Transform2D inv_camera_transform = get_camera_transform().affine_inverse();
Size2 screen_size = get_viewport_rect().size;
Vector2 margin_endpoints[4] = {
inv_camera_transform.xform(Vector2((screen_size.width / 2) - ((screen_size.width / 2) * drag_margin[MARGIN_LEFT]), (screen_size.height / 2) - ((screen_size.height / 2) * drag_margin[MARGIN_TOP]))),
inv_camera_transform.xform(Vector2((screen_size.width / 2) + ((screen_size.width / 2) * drag_margin[MARGIN_RIGHT]), (screen_size.height / 2) - ((screen_size.height / 2) * drag_margin[MARGIN_TOP]))),
inv_camera_transform.xform(Vector2((screen_size.width / 2) + ((screen_size.width / 2) * drag_margin[MARGIN_RIGHT]), (screen_size.height / 2) + ((screen_size.height / 2) * drag_margin[MARGIN_BOTTOM]))),
inv_camera_transform.xform(Vector2((screen_size.width / 2) - ((screen_size.width / 2) * drag_margin[MARGIN_LEFT]), (screen_size.height / 2) + ((screen_size.height / 2) * drag_margin[MARGIN_BOTTOM])))
};
Transform2D inv_transform = get_global_transform().affine_inverse(); // undo global space
for (int i = 0; i < 4; i++) {
draw_line(inv_transform.xform(margin_endpoints[i]), inv_transform.xform(margin_endpoints[(i + 1) % 4]), margin_drawing_color, margin_drawing_width);
}
}
} break;
#endif
}
}
void Camera2D::set_offset(const Vector2 &p_offset) {
offset = p_offset;
Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
smoothed_camera_pos = old_smoothed_camera_pos;
}
Vector2 Camera2D::get_offset() const {
return offset;
}
void Camera2D::set_anchor_mode(AnchorMode p_anchor_mode) {
anchor_mode = p_anchor_mode;
_update_scroll();
}
Camera2D::AnchorMode Camera2D::get_anchor_mode() const {
return anchor_mode;
}
void Camera2D::set_rotating(bool p_rotating) {
rotating = p_rotating;
Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
smoothed_camera_pos = old_smoothed_camera_pos;
}
bool Camera2D::is_rotating() const {
return rotating;
}
void Camera2D::set_process_mode(Camera2DProcessMode p_mode) {
if (process_mode == p_mode) {
return;
}
process_mode = p_mode;
_update_process_mode();
}
Camera2D::Camera2DProcessMode Camera2D::get_process_mode() const {
return process_mode;
}
void Camera2D::_make_current(Object *p_which) {
bool new_current = false;
if (p_which == this) {
new_current = true;
}
if (new_current != current) {
current = new_current;
_update_process_mode();
}
}
void Camera2D::_set_current(bool p_current) {
if (p_current) {
make_current();
}
current = p_current;
_update_process_mode();
update();
}
bool Camera2D::is_current() const {
return current;
}
void Camera2D::make_current() {
if (!is_inside_tree()) {
current = true;
} else {
get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, group_name, "_make_current", this);
}
_update_scroll();
_update_process_mode();
}
void Camera2D::clear_current() {
current = false;
if (is_inside_tree()) {
get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, group_name, "_make_current", (Object *)nullptr);
}
_update_process_mode();
}
void Camera2D::set_limit(Margin p_margin, int p_limit) {
ERR_FAIL_INDEX((int)p_margin, 4);
limit[p_margin] = p_limit;
Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
smoothed_camera_pos = old_smoothed_camera_pos;
}
int Camera2D::get_limit(Margin p_margin) const {
ERR_FAIL_INDEX_V((int)p_margin, 4, 0);
return limit[p_margin];
}
void Camera2D::set_limit_smoothing_enabled(bool enable) {
limit_smoothing_enabled = enable;
_update_scroll();
}
bool Camera2D::is_limit_smoothing_enabled() const {
return limit_smoothing_enabled;
}
void Camera2D::set_drag_margin(Margin p_margin, float p_drag_margin) {
ERR_FAIL_INDEX((int)p_margin, 4);
drag_margin[p_margin] = p_drag_margin;
update();
}
float Camera2D::get_drag_margin(Margin p_margin) const {
ERR_FAIL_INDEX_V((int)p_margin, 4, 0);
return drag_margin[p_margin];
}
Vector2 Camera2D::get_camera_position() const {
return camera_pos;
}
void Camera2D::force_update_scroll() {
_update_scroll();
}
void Camera2D::reset_smoothing() {
_update_scroll();
smoothed_camera_pos = camera_pos;
}
void Camera2D::align() {
ERR_FAIL_COND(!is_inside_tree() || !viewport);
ERR_FAIL_COND(custom_viewport && !ObjectDB::get_instance(custom_viewport_id));
Size2 screen_size = viewport->get_visible_rect().size;
Point2 current_camera_pos = get_global_transform().get_origin();
if (anchor_mode == ANCHOR_MODE_DRAG_CENTER) {
if (h_ofs < 0) {
camera_pos.x = current_camera_pos.x + screen_size.x * 0.5 * drag_margin[MARGIN_RIGHT] * h_ofs;
} else {
camera_pos.x = current_camera_pos.x + screen_size.x * 0.5 * drag_margin[MARGIN_LEFT] * h_ofs;
}
if (v_ofs < 0) {
camera_pos.y = current_camera_pos.y + screen_size.y * 0.5 * drag_margin[MARGIN_TOP] * v_ofs;
} else {
camera_pos.y = current_camera_pos.y + screen_size.y * 0.5 * drag_margin[MARGIN_BOTTOM] * v_ofs;
}
} else if (anchor_mode == ANCHOR_MODE_FIXED_TOP_LEFT) {
camera_pos = current_camera_pos;
}
_update_scroll();
}
void Camera2D::set_follow_smoothing(float p_speed) {
smoothing = p_speed;
}
float Camera2D::get_follow_smoothing() const {
return smoothing;
}
Point2 Camera2D::get_camera_screen_center() const {
return camera_screen_center;
}
void Camera2D::set_h_drag_enabled(bool p_enabled) {
h_drag_enabled = p_enabled;
}
bool Camera2D::is_h_drag_enabled() const {
return h_drag_enabled;
}
void Camera2D::set_v_drag_enabled(bool p_enabled) {
v_drag_enabled = p_enabled;
}
bool Camera2D::is_v_drag_enabled() const {
return v_drag_enabled;
}
void Camera2D::set_v_offset(float p_offset) {
v_ofs = p_offset;
v_offset_changed = true;
Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
smoothed_camera_pos = old_smoothed_camera_pos;
}
float Camera2D::get_v_offset() const {
return v_ofs;
}
void Camera2D::set_h_offset(float p_offset) {
h_ofs = p_offset;
h_offset_changed = true;
Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
smoothed_camera_pos = old_smoothed_camera_pos;
}
float Camera2D::get_h_offset() const {
return h_ofs;
}
void Camera2D::set_enable_follow_smoothing(bool p_enabled) {
// watch for situation where an pre-enabled camera is added to the tree
// processing must be resumed and bypass this noop check
// (this currently works but is a possible future bug)
if (smoothing_enabled == p_enabled) {
return;
}
// Separate the logic between enabled and active, because the smoothing
// cannot be active in the editor. This can be done without a separate flag
// but is bug prone so this approach is easier to follow.
smoothing_enabled = p_enabled;
smoothing_active = smoothing_enabled && !Engine::get_singleton()->is_editor_hint();
// keep the processing up to date after each change
_update_process_mode();
}
bool Camera2D::is_follow_smoothing_enabled() const {
return smoothing_enabled;
}
void Camera2D::set_custom_viewport(Node *p_viewport) {
ERR_FAIL_NULL(p_viewport);
if (is_inside_tree()) {
remove_from_group(group_name);
remove_from_group(canvas_group_name);
}
if (custom_viewport && !ObjectDB::get_instance(custom_viewport_id)) {
viewport = nullptr;
}
custom_viewport = Object::cast_to<Viewport>(p_viewport);
if (custom_viewport) {
custom_viewport_id = custom_viewport->get_instance_id();
} else {
custom_viewport_id = 0;
}
if (is_inside_tree()) {
_setup_viewport();
}
}
Node *Camera2D::get_custom_viewport() const {
return custom_viewport;
}
void Camera2D::set_screen_drawing_enabled(bool enable) {
screen_drawing_enabled = enable;
#ifdef TOOLS_ENABLED
update();
#endif
}
bool Camera2D::is_screen_drawing_enabled() const {
return screen_drawing_enabled;
}
void Camera2D::set_limit_drawing_enabled(bool enable) {
limit_drawing_enabled = enable;
#ifdef TOOLS_ENABLED
update();
#endif
}
bool Camera2D::is_limit_drawing_enabled() const {
return limit_drawing_enabled;
}
void Camera2D::set_margin_drawing_enabled(bool enable) {
margin_drawing_enabled = enable;
#ifdef TOOLS_ENABLED
update();
#endif
}
bool Camera2D::is_margin_drawing_enabled() const {
return margin_drawing_enabled;
}
void Camera2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Camera2D::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &Camera2D::get_offset);
ClassDB::bind_method(D_METHOD("set_anchor_mode", "anchor_mode"), &Camera2D::set_anchor_mode);
ClassDB::bind_method(D_METHOD("get_anchor_mode"), &Camera2D::get_anchor_mode);
ClassDB::bind_method(D_METHOD("set_rotating", "rotating"), &Camera2D::set_rotating);
ClassDB::bind_method(D_METHOD("is_rotating"), &Camera2D::is_rotating);
ClassDB::bind_method(D_METHOD("make_current"), &Camera2D::make_current);
ClassDB::bind_method(D_METHOD("clear_current"), &Camera2D::clear_current);
ClassDB::bind_method(D_METHOD("_make_current"), &Camera2D::_make_current);
ClassDB::bind_method(D_METHOD("_update_scroll"), &Camera2D::_update_scroll);
ClassDB::bind_method(D_METHOD("set_process_mode", "mode"), &Camera2D::set_process_mode);
ClassDB::bind_method(D_METHOD("get_process_mode"), &Camera2D::get_process_mode);
ClassDB::bind_method(D_METHOD("_set_current", "current"), &Camera2D::_set_current);
ClassDB::bind_method(D_METHOD("is_current"), &Camera2D::is_current);
ClassDB::bind_method(D_METHOD("set_limit", "margin", "limit"), &Camera2D::set_limit);
ClassDB::bind_method(D_METHOD("get_limit", "margin"), &Camera2D::get_limit);
ClassDB::bind_method(D_METHOD("set_limit_smoothing_enabled", "limit_smoothing_enabled"), &Camera2D::set_limit_smoothing_enabled);
ClassDB::bind_method(D_METHOD("is_limit_smoothing_enabled"), &Camera2D::is_limit_smoothing_enabled);
ClassDB::bind_method(D_METHOD("set_v_drag_enabled", "enabled"), &Camera2D::set_v_drag_enabled);
ClassDB::bind_method(D_METHOD("is_v_drag_enabled"), &Camera2D::is_v_drag_enabled);
ClassDB::bind_method(D_METHOD("set_h_drag_enabled", "enabled"), &Camera2D::set_h_drag_enabled);
ClassDB::bind_method(D_METHOD("is_h_drag_enabled"), &Camera2D::is_h_drag_enabled);
ClassDB::bind_method(D_METHOD("set_v_offset", "ofs"), &Camera2D::set_v_offset);
ClassDB::bind_method(D_METHOD("get_v_offset"), &Camera2D::get_v_offset);
ClassDB::bind_method(D_METHOD("set_h_offset", "ofs"), &Camera2D::set_h_offset);
ClassDB::bind_method(D_METHOD("get_h_offset"), &Camera2D::get_h_offset);
ClassDB::bind_method(D_METHOD("set_drag_margin", "margin", "drag_margin"), &Camera2D::set_drag_margin);
ClassDB::bind_method(D_METHOD("get_drag_margin", "margin"), &Camera2D::get_drag_margin);
ClassDB::bind_method(D_METHOD("get_camera_position"), &Camera2D::get_camera_position);
ClassDB::bind_method(D_METHOD("get_camera_screen_center"), &Camera2D::get_camera_screen_center);
ClassDB::bind_method(D_METHOD("set_zoom", "zoom"), &Camera2D::set_zoom);
ClassDB::bind_method(D_METHOD("get_zoom"), &Camera2D::get_zoom);
ClassDB::bind_method(D_METHOD("set_custom_viewport", "viewport"), &Camera2D::set_custom_viewport);
ClassDB::bind_method(D_METHOD("get_custom_viewport"), &Camera2D::get_custom_viewport);
ClassDB::bind_method(D_METHOD("set_follow_smoothing", "follow_smoothing"), &Camera2D::set_follow_smoothing);
ClassDB::bind_method(D_METHOD("get_follow_smoothing"), &Camera2D::get_follow_smoothing);
ClassDB::bind_method(D_METHOD("set_enable_follow_smoothing", "follow_smoothing"), &Camera2D::set_enable_follow_smoothing);
ClassDB::bind_method(D_METHOD("is_follow_smoothing_enabled"), &Camera2D::is_follow_smoothing_enabled);
ClassDB::bind_method(D_METHOD("force_update_scroll"), &Camera2D::force_update_scroll);
ClassDB::bind_method(D_METHOD("reset_smoothing"), &Camera2D::reset_smoothing);
ClassDB::bind_method(D_METHOD("align"), &Camera2D::align);
ClassDB::bind_method(D_METHOD("set_screen_drawing_enabled", "screen_drawing_enabled"), &Camera2D::set_screen_drawing_enabled);
ClassDB::bind_method(D_METHOD("is_screen_drawing_enabled"), &Camera2D::is_screen_drawing_enabled);
ClassDB::bind_method(D_METHOD("set_limit_drawing_enabled", "limit_drawing_enabled"), &Camera2D::set_limit_drawing_enabled);
ClassDB::bind_method(D_METHOD("is_limit_drawing_enabled"), &Camera2D::is_limit_drawing_enabled);
ClassDB::bind_method(D_METHOD("set_margin_drawing_enabled", "margin_drawing_enabled"), &Camera2D::set_margin_drawing_enabled);
ClassDB::bind_method(D_METHOD("is_margin_drawing_enabled"), &Camera2D::is_margin_drawing_enabled);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::INT, "anchor_mode", PROPERTY_HINT_ENUM, "Fixed TopLeft,Drag Center"), "set_anchor_mode", "get_anchor_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "rotating"), "set_rotating", "is_rotating");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "current"), "_set_current", "is_current");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "zoom", PROPERTY_HINT_LINK), "set_zoom", "get_zoom");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "custom_viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport", 0), "set_custom_viewport", "get_custom_viewport");
ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_process_mode", "get_process_mode");
ADD_GROUP("Limit", "limit_");
ADD_PROPERTYI(PropertyInfo(Variant::INT, "limit_left"), "set_limit", "get_limit", MARGIN_LEFT);
ADD_PROPERTYI(PropertyInfo(Variant::INT, "limit_top"), "set_limit", "get_limit", MARGIN_TOP);
ADD_PROPERTYI(PropertyInfo(Variant::INT, "limit_right"), "set_limit", "get_limit", MARGIN_RIGHT);
ADD_PROPERTYI(PropertyInfo(Variant::INT, "limit_bottom"), "set_limit", "get_limit", MARGIN_BOTTOM);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "limit_smoothed"), "set_limit_smoothing_enabled", "is_limit_smoothing_enabled");
ADD_GROUP("Draw Margin", "draw_margin_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "drag_margin_h_enabled"), "set_h_drag_enabled", "is_h_drag_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "drag_margin_v_enabled"), "set_v_drag_enabled", "is_v_drag_enabled");
ADD_GROUP("Smoothing", "smoothing_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smoothing_enabled"), "set_enable_follow_smoothing", "is_follow_smoothing_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "smoothing_speed"), "set_follow_smoothing", "get_follow_smoothing");
ADD_GROUP("Offset", "offset_");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset_h", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_h_offset", "get_h_offset");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset_v", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_v_offset", "get_v_offset");
ADD_GROUP("Drag Margin", "drag_margin_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "drag_margin_left", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_margin", "get_drag_margin", MARGIN_LEFT);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "drag_margin_top", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_margin", "get_drag_margin", MARGIN_TOP);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "drag_margin_right", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_margin", "get_drag_margin", MARGIN_RIGHT);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "drag_margin_bottom", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_margin", "get_drag_margin", MARGIN_BOTTOM);
ADD_GROUP("Editor", "editor_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_draw_screen"), "set_screen_drawing_enabled", "is_screen_drawing_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_draw_limits"), "set_limit_drawing_enabled", "is_limit_drawing_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_draw_drag_margin"), "set_margin_drawing_enabled", "is_margin_drawing_enabled");
BIND_ENUM_CONSTANT(ANCHOR_MODE_FIXED_TOP_LEFT);
BIND_ENUM_CONSTANT(ANCHOR_MODE_DRAG_CENTER);
BIND_ENUM_CONSTANT(CAMERA2D_PROCESS_PHYSICS);
BIND_ENUM_CONSTANT(CAMERA2D_PROCESS_IDLE);
}
Camera2D::Camera2D() {
anchor_mode = ANCHOR_MODE_DRAG_CENTER;
rotating = false;
current = false;
limit[MARGIN_LEFT] = -10000000;
limit[MARGIN_TOP] = -10000000;
limit[MARGIN_RIGHT] = 10000000;
limit[MARGIN_BOTTOM] = 10000000;
drag_margin[MARGIN_LEFT] = 0.2;
drag_margin[MARGIN_TOP] = 0.2;
drag_margin[MARGIN_RIGHT] = 0.2;
drag_margin[MARGIN_BOTTOM] = 0.2;
camera_pos = Vector2();
first = true;
smoothing_enabled = false;
smoothing_active = false;
limit_smoothing_enabled = false;
viewport = nullptr;
custom_viewport = nullptr;
custom_viewport_id = 0;
process_mode = CAMERA2D_PROCESS_IDLE;
smoothing = 5.0;
zoom = Vector2(1, 1);
screen_drawing_enabled = true;
limit_drawing_enabled = false;
margin_drawing_enabled = false;
h_drag_enabled = false;
v_drag_enabled = false;
h_ofs = 0;
v_ofs = 0;
h_offset_changed = false;
v_offset_changed = false;
set_notify_transform(true);
}