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Author SHA1 Message Date
3595f98dc1
Merge pull request #51 from shenjackyuanjie/feature/group_camera
Feature/group camera
2023-08-12 01:54:22 +08:00
aa8af9ebef
DR sdk 0.8.7.0 2023-08-12 01:49:01 +08:00
692483320b
fetch up with DR 2023-08-12 01:20:24 +08:00
09e386e0fe
CenterGroupCamera! 2023-08-12 00:49:46 +08:00
7 changed files with 104 additions and 46 deletions

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@ -10,7 +10,7 @@ from pathlib import Path
from Difficult_Rocket.api.types import Options, Version
sdk_version = Version("0.8.6.0") # SDK 版本
sdk_version = Version("0.8.7.0") # SDK 版本
build_version = Version("2.1.3.0") # 编译文件版本(与游戏本体无关)
Api_version = Version("0.1.1.0") # API 版本
__version__ = sdk_version

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@ -6,10 +6,12 @@
from Difficult_Rocket.utils.camera import (Camera,
CenterCamera,
GroupCamera)
GroupCamera,
CenterGroupCamera)
__all__ = [
'Camera',
'CenterCamera',
'GroupCamera'
'GroupCamera',
'CenterGroupCamera'
]

View File

@ -73,6 +73,11 @@ class Camera:
def end(self) -> None:
self.window.view = self._stored_view
def reset(self):
self.zoom = 1
self.dx = 0
self.dy = 0
def __enter__(self):
self.begin()
return self
@ -104,7 +109,6 @@ class CenterCamera(Camera):
y = self.window.height / 2.0 / self.zoom + (self.dy / self.zoom)
view_matrix = view.translate((x * self.zoom, y * self.zoom, 0))
# print(f"camera translation {view_matrix}")
view_matrix = view_matrix.scale((self.zoom, self.zoom, 1))
self.window.view = view_matrix
@ -125,7 +129,9 @@ class GroupCamera(Group):
parent: Optional[Group] = None,
view_x: Optional[int] = 0,
view_y: Optional[int] = 0,
zoom: Optional[float] = 1.0, ):
zoom: Optional[float] = 1.0,
min_zoom: Optional[float] = 1.0,
max_zoom: Optional[float] = 1.0):
super().__init__(order=order, parent=parent)
self._window = window
self._previous_view = None
@ -135,6 +141,8 @@ class GroupCamera(Group):
self._zoom = zoom
self._zoom_x = self._zoom
self._zoom_y = self._zoom
self.min_zoom = min_zoom
self.max_zoom = max_zoom
@property
def view_x(self) -> int:
@ -159,17 +167,18 @@ class GroupCamera(Group):
@zoom.setter
def zoom(self, value: float):
self._zoom = value
self._zoom_x = self._zoom
self._zoom_y = self._zoom
def reset(self):
self._view_x = 0
self._view_y = 0
self.zoom = 1
def set_state(self):
self._previous_view = self._window.view
# print(self._previous_view)
x = self._window.width / 2.0 / self._zoom_x + (self._view_x / self._zoom_x)
y = self._window.height / 2.0 / self._zoom_y + (self._view_y / self._zoom_y)
# view = Mat4.from_translation(Vec3(self._view_x * x, self._view_y * y, 0))
view = Mat4.from_translation(Vec3(self._view_x, self._view_y, 0))
# print(f"group translation {view}")
if self._zoom == 1.0:
self._window.view = view
else:
@ -178,3 +187,27 @@ class GroupCamera(Group):
def unset_state(self):
self._window.view = self._previous_view
class CenterGroupCamera(GroupCamera):
"""
A camera by group
can be used by just added to your widget
"""
def set_state(self):
self._previous_view = self._window.view
x = (self._window.width / 2) / self._zoom_x + (self._view_x / self._zoom_x)
y = (self._window.height / 2) / self._zoom_y + (self._view_y / self._zoom_y)
view = Mat4.from_translation(Vec3(x * self._zoom_x, y * self._zoom_y, 0))
# 不懂就问 为啥这里 * zoom 下面还 * zoom
if self._zoom == 1.0 and self._zoom_x == 1.0 and self._zoom_y == 1.0:
self._window.view = view
else:
view = view.scale(Vec3(self._zoom_x, self._zoom_y, 1))
self._window.view = view
def unset_state(self):
self._window.view = self._previous_view

View File

@ -2,9 +2,16 @@
# DR game/DR rs 更新日志
- 最新版本号
- DR game: 0.3.2.1
- DR game: 0.3.3.0
- DR rs: 0.2.21.0
## 20230812 DR game 0.3.3.0
### Changes
- 将 `sr1_ship` 渲染器使用的 Camera 改成 `CenterGroupCamera`
- 删除了之前的 Camera 相关代码
## 20230809 DR game 0.3.2.1
### Fix

View File

@ -2,7 +2,30 @@
# DR SDK 更新日志
- 最新版本号
- DR sdk: 0.8.6.0
- DR sdk: 0.8.7.0
- DR api: 0.1.1.0
## DR sdk 0.8.7.0
### Add
- 添加了 `Difficult_Rocket.utils.camera.GroupCamera`
- 和 `Difficult_Rocket.utils.camera.CenterGroupCamera`
- 实际上就是使用 `pyglet.graphics.Group` 来实现的 `Camera`
- 具有相同的功能
- 顺便同样在 `api.camera` 里添加了导出
- 这次我一定不会再忘记导出了
- Added `Difficult_Rocket.utils.camera.GroupCamera`
- And `Difficult_Rocket.utils.camera.CenterGroupCamera`
- Actually, it is implemented `Camera` using `pyglet.graphics.Group`
- Has the same function
- By the way, the export was also added in `api.camera`
- This time I will never forget to export it again
- 为所有 `xxCamera` 添加了
- `reset` 方法
- 用于一键重置缩放+平移
- Added `reset` method for all `xxCamera`
- Used to reset zoom + translation with one click
## DR sdk 0.8.6.1

View File

@ -53,7 +53,7 @@ DR_mod_runtime = _DR_mod_runtime()
class DR_mod(ModInfo): # NOQA
mod_id = "difficult_rocket_mod"
name = "Difficult Rocket mod"
version = Version("0.3.2.1")
version = Version("0.3.3.0")
writer = "shenjackyuanjie"
link = "shenjack.top"

View File

@ -10,26 +10,25 @@ import logging
import traceback
from pathlib import Path
from typing import List, TYPE_CHECKING, Union, Dict, Optional, Generator, Tuple
from typing import List, TYPE_CHECKING, Dict, Optional, Generator, Tuple
from pyglet.math import Vec4
from pyglet.text import Label
from pyglet.sprite import Sprite
# from pyglet.image import Texture
from pyglet.graphics import Batch, Group
from pyglet.shapes import Line, Rectangle
from pyglet.image import Framebuffer, Texture
from . import DR_mod_runtime
from .types import SR1Textures, SR1Rotation
# Difficult Rocket
from Difficult_Rocket import DR_status
from Difficult_Rocket.utils.translate import Tr
from Difficult_Rocket.api.camera import CenterCamera, GroupCamera
from Difficult_Rocket.api.types import Fonts, Options
from Difficult_Rocket.command.line import CommandText
from Difficult_Rocket.client.screen import BaseScreen
from .types import SR1Textures, SR1Rotation
from Difficult_Rocket.api.camera import CenterGroupCamera
if TYPE_CHECKING:
from Difficult_Rocket.client import ClientWindow
@ -81,9 +80,12 @@ class SR1ShipRender(BaseScreen):
self.buffer.attach_texture(self.render_texture)
self.main_batch = Batch()
# self.group_camera = GroupCamera(window=main_window, order=10, parent=main_window.main_group)
# self.part_group = Group(0, parent=self.group_camera)
self.part_group = Group(10, parent=main_window.main_group)
self.group_camera = CenterGroupCamera(window=main_window,
order=10,
parent=main_window.main_group,
min_zoom=(1 / 2) ** 10,
max_zoom=10)
self.part_group = Group(0, parent=self.group_camera)
self.debug_label = Label(x=20, y=main_window.height - 100, font_size=DR_status.std_font_size,
text='SR1 render!', font_name=Fonts.微软等宽无线,
@ -96,7 +98,6 @@ class SR1ShipRender(BaseScreen):
self.render_d_label = Label('debug label NODATA', font_name=Fonts.微软等宽无线,
x=main_window.width / 2, y=main_window.height / 2)
self.render_d_label.visible = self.status.draw_d_pos
self.camera = CenterCamera(main_window, min_zoom=(1 / 2) ** 10, max_zoom=10)
# Optional data
self.textures: SR1Textures = SR1Textures()
@ -255,9 +256,7 @@ class SR1ShipRender(BaseScreen):
self.parts_sprite: Dict[int, Sprite] = {}
self.part_line_box = {}
self.part_line_list = []
self.camera.zoom = 1.0
self.camera.dx = 0
self.camera.dy = 0
self.group_camera.reset()
# 调用生成器 减少卡顿
try:
self.gen_draw = self.gen_sprite()
@ -277,16 +276,14 @@ class SR1ShipRender(BaseScreen):
def draw_batch(self, window: "ClientWindow"):
if self.status.draw_done:
self.render_d_label.text = f'x: {self.camera.dx} y: {self.camera.dy}'
self.render_d_label.position = self.camera.dx + (self.window_pointer.width / 2), self.camera.dy + (
self.render_d_label.text = f'x: {self.group_camera.view_x} y: {self.group_camera.view_y}'
self.render_d_label.position = self.group_camera.view_x + (self.window_pointer.width / 2), self.group_camera.view_y + (
self.window_pointer.height / 2) + 10, 0 # 0 for z
self.render_d_line.x2 = self.camera.dx
self.render_d_line.y2 = self.camera.dy
self.render_d_line.x2 = self.group_camera.view_x
self.render_d_line.y2 = self.group_camera.view_y
self.buffer.bind()
window.clear()
with self.camera:
self.main_batch.draw()
# self.main_batch.draw() # use group camera, no need to with
self.main_batch.draw() # use group camera, no need to with
self.buffer.unbind()
self.render_texture.blit(x=self.dx, y=self.dy, z=0, width=self.width, height=self.height)
@ -320,24 +317,24 @@ class SR1ShipRender(BaseScreen):
mouse_dx = x - (window.width / 2)
mouse_dy = y - (window.height / 2)
# 鼠标缩放位置相对于屏幕中心的位置
mouse_dx_d = mouse_dx - self.camera.dx
mouse_dy_d = mouse_dy - self.camera.dy
mouse_dx_d = mouse_dx - self.group_camera.view_x
mouse_dy_d = mouse_dy - self.group_camera.view_y
# 鼠标相对偏移量的偏移量
if scroll_y == 0:
zoom_d = 1
else:
zoom_d = ((2 ** scroll_y) - 1) * 0.5 + 1
# 缩放的变换量
if not (self.camera.zoom == 10 and scroll_y > 0):
if self.camera.zoom * zoom_d >= 10:
zoom_d = 10 / self.camera.zoom
self.camera.zoom = 10
if not (self.group_camera.zoom == 10 and scroll_y > 0):
if self.group_camera.zoom * zoom_d >= 10:
zoom_d = 10 / self.group_camera.zoom
self.group_camera.zoom = 10
else:
self.camera.zoom *= zoom_d
self.group_camera.zoom *= zoom_d
mouse_dx_d *= (1 - zoom_d)
mouse_dy_d *= (1 - zoom_d)
self.camera.dx += mouse_dx_d
self.camera.dy += mouse_dy_d
self.group_camera.view_x += mouse_dx_d
self.group_camera.view_y += mouse_dy_d
elif self.status.moving:
# 如果是在移动整体渲染位置
size_x, size_y = self.size
@ -354,9 +351,7 @@ class SR1ShipRender(BaseScreen):
self.logger.info(f'command: {command}')
if command.find('render'):
if command.find('reset'):
self.camera.zoom = 1
self.camera.dx = 0
self.camera.dy = 0
self.group_camera.reset()
self.window_pointer.view = Vec4()
else:
self.status.draw_call = True
@ -444,8 +439,6 @@ class SR1ShipRender(BaseScreen):
def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int, window: "ClientWindow"):
if self.status.focus:
self.camera.dx += dx
self.camera.dy += dy
self.group_camera.view_x += dx
self.group_camera.view_y += dy
self.status.update_call = True