Fixed up math for compensation. It looks as though no other limit clamping or checking should be needed.

This commit is contained in:
Duncan Brown
2022-10-26 13:37:56 -04:00
parent cc74206e6c
commit 9842feea33

View File

@@ -22,9 +22,6 @@ var _follow_target: Node = null
# Target zoom of the camera
var _zoom_target: Vector2
var _global_pos_x_compensation = Compensation.NONE
var _global_pos_y_compensation = Compensation.NONE
# Prepare the tween
func _ready():
@@ -124,8 +121,6 @@ func set_target(p_target, p_time : float = 0.0):
)
if p_time == 0.0:
_target = _clamp_to_limits(_target)
_target = _compensate_for_drag_margin_relative(_target, true)
self.global_position = _target
else:
if _tween.is_active():
@@ -138,10 +133,13 @@ func set_target(p_target, p_time : float = 0.0):
)
_tween.emit_signal("tween_completed")
# Need to wait a frame in order to ensure the screen centre position is
# recalculated.
yield(get_tree(), "idle_frame")
set_drag_margin_enabled(false, false)
_target = _clamp_to_limits(_target)
_convert_current_global_pos_for_drag_margin()
_convert_current_global_pos_for_disabled_drag_margin()
_tween.interpolate_property(
self,
@@ -214,8 +212,6 @@ func push(p_target, p_time: float = 0.0, p_type: int = 0):
push_target = _target
if p_time == 0:
push_target = _clamp_to_limits(push_target)
push_target = _compensate_for_drag_margin_relative(push_target, true)
self.global_position = push_target
if _zoom_target != Vector2():
@@ -242,11 +238,14 @@ func push(p_target, p_time: float = 0.0, p_type: int = 0):
Tween.EASE_IN_OUT
)
# Need to wait a frame in order to ensure the screen centre position is
# recalculated.
yield(get_tree(), "idle_frame")
set_drag_margin_enabled(false, false)
push_target = _clamp_to_limits(push_target)
_convert_current_global_pos_for_drag_margin()
_convert_current_global_pos_for_disabled_drag_margin()
_tween.interpolate_property(
self,
"global_position",
@@ -273,11 +272,8 @@ func push(p_target, p_time: float = 0.0, p_type: int = 0):
func shift(p_target: Vector2, p_time: float, p_type: int):
_follow_target = null
set_drag_margin_enabled(false, false)
var new_pos = self.global_position + p_target
_target = _clamp_to_limits(new_pos)
_target = _compensate_for_drag_margin_relative(_target)
_target = new_pos
if _tween.is_active():
escoria.logger.warn(
@@ -289,7 +285,13 @@ func shift(p_target: Vector2, p_time: float, p_type: int):
)
_tween.emit_signal("tween_completed")
_convert_current_global_pos_for_drag_margin()
# Need to wait a frame in order to ensure the screen centre position is
# recalculated.
yield(get_tree(), "idle_frame")
set_drag_margin_enabled(false, false)
_convert_current_global_pos_for_disabled_drag_margin()
_tween.interpolate_property(
self,
@@ -308,124 +310,45 @@ func _target_reached():
set_drag_margin_enabled(true, true)
# Ensures that to_clamp doesn't go outside of the pre-set viewing limits.
func _clamp_to_limits(to_clamp: Vector2) -> Vector2:
var clamped_value: Vector2 = to_clamp
var viewport_rect: Rect2 = get_viewport_rect()
if clamped_value.x < limit_left + viewport_rect.size.x * 0.5:
clamped_value.x = limit_left + viewport_rect.size.x * 0.5
elif clamped_value.x > limit_right - viewport_rect.size.x * 0.5:
clamped_value.x = limit_right - viewport_rect.size.x * 0.5
if clamped_value.y < limit_top + viewport_rect.size.y * 0.5:
clamped_value.y = limit_top + viewport_rect.size.y * 0.5
elif clamped_value.y > limit_bottom - viewport_rect.size.y * 0.5:
clamped_value.y = limit_bottom - viewport_rect.size.y * 0.5
return clamped_value
# We have to compensate for rendering calculations Godot does when it renders the camera each frame.
# We do this since drag margins may be enabled and can skew the resulting position as noted above,
# especially given that the anchor mode is DRAG_CENTER.
# Use this to compensate the camera's current global_position when disabling drag margins.
#
# (See https://github.com/godotengine/godot/blob/3.5/scene/2d/camera_2d.cpp for more details.)
#
# This helps to ensure that when we disable or enable drag margins that the position on the screen
# is maintained without the camera "jumping".
#
# We also note the relative "compensation" if the position is the camera's global_position since
# if we move from drag margins enabled to disabled (or vice versa), we need to know the appropriate
# amount to offset the original compensation. This is due to Godot's own Camera2D calculations when
# rendering the screen/camera (again, see the link above).
#
# This is something of a hack until we decide on whether we implement an Escoria-specific camera
# instead of relying on Camera2D.
func _compensate_for_drag_margin_relative(p_position: Vector2, for_global_pos: bool = false) -> Vector2:
var ret_position: Vector2 = p_position
var viewport_rect: Rect2 = get_viewport_rect()
if drag_margin_h_enabled:
if ret_position.x < self.global_position.x:
ret_position.x = ret_position.x - viewport_rect.size.x * 0.5 * zoom.x * drag_margin_left
if for_global_pos:
_global_pos_x_compensation = Compensation.SUBTRACTED
else:
ret_position.x = ret_position.x + viewport_rect.size.x * 0.5 * zoom.x * drag_margin_right
if for_global_pos:
_global_pos_x_compensation = Compensation.ADDED
else:
if ret_position.x < self.global_position.x:
ret_position.x = ret_position.x + viewport_rect.size.x * 0.5 * zoom.x * drag_margin_left
if for_global_pos:
_global_pos_x_compensation = Compensation.ADDED
else:
ret_position.x = ret_position.x - viewport_rect.size.x * 0.5 * zoom.x * drag_margin_right
if for_global_pos:
_global_pos_x_compensation = Compensation.SUBTRACTED
if drag_margin_v_enabled:
if ret_position.y < self.global_position.y:
ret_position.y = ret_position.y - viewport_rect.size.y * 0.5 * zoom.y * drag_margin_top
if for_global_pos:
_global_pos_y_compensation = Compensation.SUBTRACTED
else:
ret_position.y = ret_position.y + viewport_rect.size.y * 0.5 * zoom.y * drag_margin_bottom
if for_global_pos:
_global_pos_y_compensation = Compensation.ADDED
else:
if ret_position.y < self.global_position.y:
ret_position.y = ret_position.y + viewport_rect.size.y * 0.5 * zoom.y * drag_margin_top
if for_global_pos:
_global_pos_y_compensation = Compensation.ADDED
else:
ret_position.y = ret_position.y - viewport_rect.size.y * 0.5 * zoom.y * drag_margin_bottom
if for_global_pos:
_global_pos_y_compensation = Compensation.SUBTRACTED
return ret_position
# Use this to compensate the camera's current (read: fixed) global_position when enabling/disabling
# drag margins.
func _convert_current_global_pos_for_drag_margin() -> void:
func _convert_current_global_pos_for_disabled_drag_margin() -> void:
var ret_position: Vector2 = self.global_position
var viewport_rect: Rect2 = get_viewport_rect()
if drag_margin_h_enabled:
if _global_pos_x_compensation == Compensation.ADDED:
ret_position.x = ret_position.x - viewport_rect.size.x * 0.5 * zoom.x * drag_margin_left
elif _global_pos_x_compensation == Compensation.SUBTRACTED:
ret_position.x = ret_position.x + viewport_rect.size.x * 0.5 * zoom.x * drag_margin_right
else:
if _global_pos_x_compensation == Compensation.ADDED:
ret_position.x = ret_position.x - viewport_rect.size.x * 0.5 * zoom.x * drag_margin_right
elif _global_pos_x_compensation == Compensation.SUBTRACTED:
ret_position.x = ret_position.x + viewport_rect.size.x * 0.5 * zoom.x * drag_margin_left
if drag_margin_v_enabled:
if _global_pos_y_compensation == Compensation.ADDED:
ret_position.y = ret_position.y - viewport_rect.size.y * 0.5 * zoom.y * drag_margin_top
elif _global_pos_y_compensation == Compensation.SUBTRACTED:
ret_position.y = ret_position.y + viewport_rect.size.y * 0.5 * zoom.y * drag_margin_bottom
else:
if _global_pos_y_compensation == Compensation.ADDED:
ret_position.y = ret_position.y - viewport_rect.size.y * 0.5 * zoom.y * drag_margin_bottom
elif _global_pos_y_compensation == Compensation.SUBTRACTED:
ret_position.y = ret_position.y + viewport_rect.size.y * 0.5 * zoom.y * drag_margin_top
_global_pos_x_compensation = Compensation.NONE
_global_pos_y_compensation = Compensation.NONE
var cur_camera_pos: Vector2 = self.get_camera_screen_center()
# If the current calculated centre of the camera/viewport is close enough to the set camera
# limits (i.e. the centre is upto and including half the viewport's size to the limit being
# tested), then we make sure the global_position is at the same coordinates since Camera2D will
# recalculate that position to the exact same position (i.e. no funny math).
#
# Otherwise, we set the global_position to be the value that would allow Camera2D to convert it
# to the value of the current calculated centre. This compensates for the switch when disabling
# drag margins.
if cur_camera_pos.x - viewport_rect.size.x * 0.5 * zoom.x <= limit_left:
ret_position.x = cur_camera_pos.x
elif cur_camera_pos.x + viewport_rect.size.x * 0.5 * zoom.x >= limit_right:
ret_position.x = cur_camera_pos.x
elif cur_camera_pos.x < ret_position.x:
ret_position.x = ret_position.x - (viewport_rect.size.x * 0.5 * zoom.x * drag_margin_right)
elif cur_camera_pos.x > ret_position.x:
ret_position.x = ret_position.x + (viewport_rect.size.x * 0.5 * zoom.x * drag_margin_left)
if cur_camera_pos.y - viewport_rect.size.y * 0.5 * zoom.y <= limit_bottom:
ret_position.y = cur_camera_pos.y
elif cur_camera_pos.y + viewport_rect.size.y * 0.5 * zoom.y >= limit_top:
ret_position.y = cur_camera_pos.y
elif cur_camera_pos.y < ret_position.y:
ret_position.y = ret_position.y - (viewport_rect.size.y * 0.5 * zoom.y * drag_margin_bottom)
elif cur_camera_pos.y > ret_position.y:
ret_position.y = ret_position.y + (viewport_rect.size.y * 0.5 * zoom.y * drag_margin_top)
self.global_position = ret_position