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# frozen_string_literal: true

module QuadCameraTracker
  def update(zoom: 1, x: 0, y: 0)
    if x != 0 or y != 0
      @x1 -= x
      @x2 -= x
      @x3 -= x
      @x4 -= x
      @y1 -= y
      @y2 -= y
      @y3 -= y
      @y4 -= y
    end
    if zoom != 1
      @x1 *= zoom
      @x2 *= zoom
      @x3 *= zoom
      @x4 *= zoom
      @y1 *= zoom
      @y2 *= zoom
      @y3 *= zoom
      @y4 *= zoom
    end
  end

  def true_center
    [[@x1, @x2, @x3, @x4].min, [@y1, @y2, @y3, @y4].min]
  end

  def width
    [@x1, @x2, @x3, @x4].max - [@x1, @x2, @x3, @x4].min
  end

  def height
    [@y1, @y2, @y3, @y4].max - [@y1, @y2, @y3, @y4].min
  end

  def x
    @x ||= 0
  end

  def x=(x)
    diff = x - self.x
    self.x1 += diff
    self.x2 += diff
    self.x3 += diff
    self.x4 += diff
    @x = x
  end

  def y
    @y ||= 0
  end

  def y=(y)
    diff = y - self.y
    self.y1 += diff
    self.y2 += diff
    self.y3 += diff
    self.y4 += diff
    @y = y
  end

  def size
    @size ||= 1
  end

  def size=(size)
    # should resize based on the top left point
    # offset rotation to shape
  end

  def x1
    @x1 / Camera.zoom_level + Camera.camera_position[0] - x
    # undo rotation/translation/zoom
  end

  def x1=(x1)
    @x1 = ((x1 + x) - Camera.camera_position[0]) * Camera.zoom_level
    # add rotation level
    # apply rotation/translation/zoom then pass to super
  end

  def y1
    @y1 / Camera.zoom_level + Camera.camera_position[1] - y
    # undo rotation/translation/zoom
  end

  def y1=(y1)
    @y1 = ((y1 + y) - Camera.camera_position[1]) * Camera.zoom_level
    # add rotation level
    # apply rotation/translation/zoom then pass to super
  end

  def x2
    (@x2) / Camera.zoom_level + Camera.camera_position[0] - x
    # undo rotation/translation/zoom
  end

  def x2=(x2)
    @x2 = ((x2 + x) - Camera.camera_position[0]) * Camera.zoom_level
    # add rotation level
    # apply rotation/translation/zoom then pass to super
  end

  def y2
    (@y2) / Camera.zoom_level + Camera.camera_position[1] - y
    # undo rotation/translation/zoom
  end

  def y2=(y2)
    @y2 = ((y2 + y) - Camera.camera_position[1]) * Camera.zoom_level
    # add rotation level
    # apply rotation/translation/zoom then pass to super
  end

  def x3
    (@x3) / Camera.zoom_level + Camera.camera_position[0] - x
    # undo rotation/translation/zoom
  end

  def x3=(x3)
    @x3 = ((x3 + x) - Camera.camera_position[0]) * Camera.zoom_level
    # add rotation level
    # apply rotation/translation/zoom then pass to super
  end

  def y3
    (@y3) / Camera.zoom_level + Camera.camera_position[1] - y
    # undo rotation/translation/zoom
  end

  def y3=(y3)
    @y3 = ((y3 + y) - Camera.camera_position[1]) * Camera.zoom_level
    # add rotation level
    # apply rotation/translation/zoom then pass to super
  end

  def x4
    @x4 / Camera.zoom_level + Camera.camera_position[0] - x
    # undo rotation/translation/zoom
  end

  def x4=(x4)
    @x4 = ((x4 + x) - Camera.camera_position[0]) * Camera.zoom_level
    # add rotation level
    # apply rotation/translation/zoom then pass to super
  end

  def y4
    @y4 / Camera.zoom_level + Camera.camera_position[1] - y
    # undo rotation/translation/zoom
  end

  def y4=(y4)
    @y4 = ((y4 + y) - Camera.camera_position[1]) * Camera.zoom_level
    # add rotation level
    # apply rotation/translation/zoom then pass to super
  end

  def rotation_degrees
    @rotation_degrees ||= 0
  end

  def rotate_degrees_by(degrees)
    # offset rotation to shape
  end

  def rotate_degree_to(degrees)
    # set rotation
  end
end