Camera library that leverages the Transform object introduced in love2d 11.0+

Pedro Gimeno c57e1cfb21 Fix example in README to use the right functions 3 years ago
.gitignore b8f2dbfe6e Add basic .gitignore 4 years ago
LICENSE 04f0299380 Add LICENSE and README.md 4 years ago
README.md c57e1cfb21 Fix example in README to use the right functions 3 years ago
cam11.lua dd6d949586 Refine the viewport test to include testing for (0,0); fix README 4 years ago

README.md

cam11 camera library

Introduction

This is a simple, low-level camera library that makes use of the Transform object introduced in Löve (love2d) version 11.0.

It is intended as either a simple camera for games that don't need more, or as a basis for a more sophisticated camera handling library.

It does not provide any clamping, usually needed for games where the map should completely cover the viewport even when reaching a border.

It was designed with speed in mind. While camera setup is usually something that does not require speed, as it's typically performed only once per frame, operations like transforming points to screen or world coordinates can potentially be used many times.

This library uses a lazy approach, meaning it does not perform any unnecessary updates of the transformation. For this to work as expected, it's important not to access the fields directly unless you understand the consequences, and use the accessor methods instead.

Definitions

Here we use the term "screen" to refer to the drawing area, i.e. the drawable area within the window, which in fullscreen mode, matches the whole physical screen, but in general it does not necessarily do so.

This camera library is made to draw in a viewport. The viewport is any rectangular area of the screen, or it can cover the whole screen, which is the default. This viewport is always defined in screen coordinates. You can choose whether to apply clipping to the viewport (using the Löve scissor) when attaching the camera; by default, it only clips when the viewport is not set to cover the whole screen.

There seems to be some confusion when defining coordinate systems.

When working with a map, we're using coordinates relative to an origin in the map. For example, a 4096x4096 map can use an origin located at the top left corner of the map, and then a point like (2000, 1000) will be 2000 units (pixels, usually) to the east, and 1000 units to the south of that point. This point (2000, 1000) is said to be in world coordinates. The term "world" is used instead of "map" because it is more general: what you're drawing might not be a map, but it's usually a world of some kind. The love.physics module, for example, uses the same term. If you're drawing a map, the terms "world coordinates" and "map coordinates" are equivalent.

When drawing e.g. a map to the screen using the camera, one point of the map located, say, at coordinate (2000, 1000), does not necessarily end up in the screen at the same coordinate. For example, if the camera is centred on that point in an 800x600 screen using a full screen viewport, the final positon on the screen of that point will be (400, 300). This (400, 300) is relative to the origin of the screen, which is the top left corner. The points that use the top left corner of the screen as origin, and use the display units, are said to be expressed in screen coordinates. Löve uses this coordinate system, for example, for reporting the mouse and touch position, for the scissor functions, and for drawing immediately at the start of love.draw() or after using love.graphics.origin(). This camera library uses these coordinates for defining the viewport.

Some libraries use the term "camera coordinates". We find that term confusing, because the camera deals with both types of coordinates, therefore we avoid it and use only screen coordinates, for the coordinates of points of the screen, and world coordinates, for the coordinates of the world before it is drawn through the camera.

The library includes functions for converting coordinates from screen to world and vice versa. A typical use is to determine the position in the world of the mouse, because the mouse position is reported in screen coordinates, and it's often necessary to determine where in the world the click happened.

Usage example

This is an incomplete example which invokes some made up functions you could be using in your program, and that aren't defined in this snippet:

local cam

function love.load()
  cam = require 'cam11'()
  cam:setZoom(2)
end

function love.update(dt)
  player:update(dt)
  cam:setPos(player:getPos())
end

function love.mousepressed(x, y, b)
  local xw, yw = cam:toWorld(x, y)
  map:mousepressed(xw, yw, b)
end

function love.draw()
  cam:attach()
  map:draw()
  player:draw()
  cam:detach()
end

Reference

local Camera = require 'cam11': Returns the Camera class.

local cam = Camera.new([x], [y], [zoom], [angle], [viewport_x], [viewport_y], [viewport_w], [viewport_h], [focus_x], [focus_y]): Create a new camera instance object at the given position, zoom and angle, using the given viewport. Remember that it's a class method, therefore the dot syntax must be used, instead of the colon syntax.

x and y are the position the camera must point to, in world coordinates. Both default to 0.

zoom is the magnification factor. For example, a value of 3 means to magnify the drawing 3X. The default is 1.

angle is the rotation angle, in radians, relative to the focus point. Following LÖVE's axis conventions, positive values mean clockwise rotation. The default is 0.

viewport_x and viewport_y are the coordinates of the top left corner of the viewport where the camera will be rendered, in screen coordinates. The default is 0 for both.

viewport_w and viewport_h are the viewport's width and height. A value of false (the default) or nil means to use the current screen width or height for the corresponding parameter. Note that when using the current width or height, the current transformation must be invalidated when the screen size changes, by calling cam:setDirty() (described below), such that when it's needed, it's regenerated with the new width and height. This invalidation can be done in the love.resize and love.displayrotated (for 11.3+) events.

The focus_x and focus_y parameters are the fraction of the viewport's width and height, respectively, that the camera should point to. Both default to 0.5, meaning the centre of the viewport.

local cam = Camera(...): Alternative C++-like syntax for Camera.new(...).

The following are methods of the instance, described using cam as the name of the instance:

cam:setDirty([dirty]): A value of true (default) invalidates the transformation, meaning it will be regenerated the next time it's needed. A value of false means the transformation will not be regenerated the next time it's needed, which can potentially lead to invalid results based on an obsolete transformation. Don't set it to false unless you understand the consequences.

cam:attach([clip]): Replaces the LÖVE transformation with the current camera parameters, remembering the old transformation in order to restore it later. cam:attach() must have one corresponding cam:detach(). Always call cam:detach() before calling cam:attach() again.

The optional clip parameter specifies whether to use the LÖVE scissor to clip to the viewport. A value of false indicates not to clip; otherwise it clips. The default is to clip unless the viewport is set to follow the screen width and height. The clipping intersects the current scissor, rather than replace it, to be GUI-friendly. If clipping was performed, the scissor will be restored when calling cam:detach().

cam:detach(): Restores the LÖVE transformation that was active since the latest cam:attach(), and if clipping was performed, also restores the scissor that was active. You must call cam:attach() before calling this function.

cam:setPos(x, y): Changes the current x and y coordinates that the camera must point to.

cam:setZoom(zoom): Changes the current zoom of the camera.

cam:setAngle(angle): Changes the current angle of the camera.

cam:setViewport([x], [y], [w], [h], [fx], [fy]): Changes the current viewport's left and top coordinates, width, height, fraction of focus point horizontal and vertical, respectively. See Camera.new() for details.

cam:toScreen(x, y): Transforms world coordinates to screen coordinates, returning the result.

cam:toWorld(x, y): Transforms screen coordinates to world coordinates, returning the result.

cam:getTransform(): Returns the current internal Transform object.

cam:getPos(): Returns the current x and y coordinates the camera is set to point at, in world coordinates.

cam:getX(): Like above, but it returns only the x coordinate.

cam:getY(): Like above, but it returns only the y coordinate.

cam:getZoom(): Returns the current zoom value.

cam:getAngle(): Returns the angle that the camera is set to, in radians.

cam:getViewport(): Returns the x, y, width, height, focus X fraction, focus Y fraction of the current viewport.

cam:getVPTopLeft(): Returns the top left coordinate, in screen coordinates, of the current viewport. Equivalent to x and y of cam:getViewport().

cam:getVPBottomRight(): Returns the bottom right coordinate, in screen coordinates, of the current viewport.

cam:getVPFocusPoint(): Returns the focus point of the camera, in screen coordinates.

Note that in order to obtain the current viewport rectangle in world coordinates, or the axis-aligned bounding rectangle that encloses it, you can use the functions below, as follows:

-- Return left, top, right bottom of the bounding rectangle of the rotated
-- viewport, in world coordinates
local min = math.min
local max = math.max

local function getVPRect(cam)
  local left, top = cam:getVPTopLeft()
  local right, bottom = cam:getVPBottomRight()
  local x1, y1 = cam:toWorld(left, top)
  local x2, y2 = cam:toWorld(right, top)
  local x3, y3 = cam:toWorld(right, bottom)
  local x4, y4 = cam:toWorld(left, bottom)
  return x1, y1, x2, y2, x3, y3, x4, y4
end

local function getBoundingVPRect(cam)
  local x1, y1, x2, y2, x3, y3, x4, y4 = getVPRect(cam)
  return min(min(x1, x2), min(x3, x4)), min(min(y1, y2), min(y3, y4)),
         max(max(x1, x2), max(x3, x4)), max(max(y1, y2), max(y3, y4))
end

Feedback

Have you found a problem? Please let me know so I can fix it! It helps me a lot if you report any issues you find. You're getting this library for free, after all, so why not pay me back this way? That's what keeps the free software world rolling: mutual help.

https://notabug.org/pgimeno/cam11/issues

Have any feedback? You can post in the love2d forums:

https://love2d.org/forums/viewtopic.php?f=5&t=8766

License

This library is distributed under the following license terms:

Copyright © 2019 Pedro Gimeno Fortea

You can do whatever you want with this software, under the sole condition that this notice and any copyright notices are preserved. It is offered with no warrany, not even implied.