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# frozen_string_literal: true
module QuadCameraTracker
def update(options = {})
if options[:x] and options[:y]
@x1 -= options[:x]
@x2 -= options[:x]
@x3 -= options[:x]
@x4 -= options[:x]
@y1 -= options[:y]
@y2 -= options[:y]
@y3 -= options[:y]
@y4 -= options[:y]
end
if options[:zoom]
@x1 *= options[:zoom]
@x2 *= options[:zoom]
@x3 *= options[:zoom]
@x4 *= options[:zoom]
@y1 *= options[:zoom]
@y2 *= options[:zoom]
@y3 *= options[:zoom]
@y4 *= options[:zoom]
end
if options[:rotate]
x_pivot = -x
y_pivot = -y
calc_angle = (Math::PI * options[:rotate]) / 180
x_shifted1 = x1 - x_pivot
y_shifted1 = y1 - y_pivot
x_shifted2 = x2 - x_pivot
y_shifted2 = y2 - y_pivot
x_shifted3 = x3 - x_pivot
y_shifted3 = y3 - y_pivot
x_shifted4 = x4 - x_pivot
y_shifted4 = y4 - y_pivot
self.x1 = x_pivot + (x_shifted1 * Math.cos(calc_angle) - y_shifted1 * Math.sin(calc_angle))
self.y1 = y_pivot + (x_shifted1 * Math.sin(calc_angle) + y_shifted1 * Math.cos(calc_angle))
self.x2 = x_pivot + (x_shifted2 * Math.cos(calc_angle) - y_shifted2 * Math.sin(calc_angle))
self.y2 = y_pivot + (x_shifted2 * Math.sin(calc_angle) + y_shifted2 * Math.cos(calc_angle))
self.x3 = x_pivot + (x_shifted3 * Math.cos(calc_angle) - y_shifted3 * Math.sin(calc_angle))
self.y3 = y_pivot + (x_shifted3 * Math.sin(calc_angle) + y_shifted3 * Math.cos(calc_angle))
self.x4 = x_pivot + (x_shifted4 * Math.cos(calc_angle) - y_shifted4 * Math.sin(calc_angle))
self.y4 = y_pivot + (x_shifted4 * Math.sin(calc_angle) + y_shifted4 * Math.cos(calc_angle))
end
end
# Uses a 'fast' method of getting the center
# perfectly accurate for squares and rectangles
# may be inaccurate for other quadrilaterals
def lazy_center
[([@x1, @x2, @x3, @x4].min + [@x1, @x2, @x3, @x4].max) / 2,
([@y1, @y2, @y3, @y4].min + [@y1, @y2, @y3, @y4].max) / 2]
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 ||= @x1 / Camera.zoom_level + Camera.camera_position[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 ||= @y1 / Camera.zoom_level + Camera.camera_position[1]
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_debug
@x1
end
def x1
@x1 / Camera.zoom_level + Camera.camera_position[0] - x
# undo rotation/translation/zoom
end
# Should modify the x1 methods so they move everything else isntead
# this is so that x1 is always the "origin" aka 0,0 of the shape
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
attr_writer :rotation_degrees
def rotation_degrees
@rotation_degrees ||= 0
end
def rotate_relative(x_pivot, y_pivot, angle)
self.rotation_degrees += angle
self.rotation_degrees %= 360
calc_angle = (Math::PI * angle) / 180
x_shifted1 = self.x1 - x_pivot
y_shifted1 = self.y1 - y_pivot
x_shifted2 = self.x2 - x_pivot
y_shifted2 = self.y2 - y_pivot
x_shifted3 = self.x3 - x_pivot
y_shifted3 = self.y3 - y_pivot
x_shifted4 = self.x4 - x_pivot
y_shifted4 = self.y4 - y_pivot
# Used to update x and y later in the code
x1_old = self.x1
y1_old = self.y1
self.x1 = x_pivot + (x_shifted1 * Math.cos(calc_angle) - y_shifted1 * Math.sin(calc_angle))
self.y1 = y_pivot + (x_shifted1 * Math.sin(calc_angle) + y_shifted1 * Math.cos(calc_angle))
self.x2 = x_pivot + (x_shifted2 * Math.cos(calc_angle) - y_shifted2 * Math.sin(calc_angle))
self.y2 = y_pivot + (x_shifted2 * Math.sin(calc_angle) + y_shifted2 * Math.cos(calc_angle))
self.x3 = x_pivot + (x_shifted3 * Math.cos(calc_angle) - y_shifted3 * Math.sin(calc_angle))
self.y3 = y_pivot + (x_shifted3 * Math.sin(calc_angle) + y_shifted3 * Math.cos(calc_angle))
self.x4 = x_pivot + (x_shifted4 * Math.cos(calc_angle) - y_shifted4 * Math.sin(calc_angle))
self.y4 = y_pivot + (x_shifted4 * Math.sin(calc_angle) + y_shifted4 * Math.cos(calc_angle))
# Updates x and y to be on the origin correctly
@x += -x1_old + self.x1
@y += -y1_old + self.y1
end
def rotate(angle)
rotate_relative(0, 0, angle)
end
end
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