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nickmcintyre avatar nickmcintyre commented on July 18, 2024 2

@davepagurek @Garima3110 I think I'm in favor of using setCamera() for clarity. Are there other options that are likely to be included in the options object?

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Garima3110 avatar Garima3110 commented on July 18, 2024 2

Since we already have setCamera, it's maybe less confusing to just have the one way to do it rather than two

Considering your points, @davepagurek and @nickmcintyre, I agree that using setCamera() is preferable to adding an options object to createCamera().
As mentioned in the discussion, having options like createCamera(true) or even createCamera({ default: true }) can be cryptic and less intuitive compared to the explicit setCamera(). This explicit approach maybe (not exactly sure though) would enhance readability and clarity but would also ensure that the API remains accessible to beginners in the p5 community.

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Garima3110 avatar Garima3110 commented on July 18, 2024 1

There are a few ways we could try to resolve this, from lightest to heaviest touch:

  • Make framebuffer cameras not auto-apply themselves. This would resolve point 3 without really being a breaking change, because it would have caused buggy behaviour before if you were creating a framebuffer camera outside of push/pop. It introduces a bit of inconsistency, but the way you use cameras in framebuffers is already a bit inconsistent because you have to apply a camera within each begin/end due to it not saving state between draws.

In view of this @davepagurek maybe we can introduce a new parameter or function option for createCamera() to control whether it sets itself as the default camera. For example, createCamera(autoSetDefault = true). This allows for backward compatibility while giving users more control.

Its implementation example can be something like:

// Current behavior
let mainCamera = createCamera();  // Sets itself as default

// Suggested new parameter approach
let mainCamera = createCamera(true);  // Explicitly sets itself as default
let framebufferCamera = createCamera(false);  // Does not set itself as default

// Usage with push/pop
push();
setCamera(framebufferCamera);
// Perform framebuffer operations
pop();

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davepagurek avatar davepagurek commented on July 18, 2024 1

Hi, sorry for the delay! I think making it by default not set itself, and letting you optionally make it set itself would be a good change. Maybe to make it easier to read the code, we could have an options object instead of just a boolean parameter? Something like:

myCam = createCamera({ setDefault: true })

The other thing is, as this would be a change to default behaviour, we'd probably need to branch off of the dev-2.0 branch rather than the main branch to make the change just be released as part of 2.0.

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davepagurek avatar davepagurek commented on July 18, 2024 1

I think we're ok to make a PR into the dev-2.0 branch then if you're up for it! For all 2.0 features, we're going to have an advisory committee help make the final decision on what gets included, but the dev-2.0 branch is where we've been working on things we feel reasonably confident in and wanted to start prototyping.

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Garima3110 avatar Garima3110 commented on July 18, 2024

There are a few ways we could try to resolve this, from lightest to heaviest touch:

  • Make framebuffer cameras not auto-apply themselves. This would resolve point 3 without really being a breaking change, because it would have caused buggy behaviour before if you were creating a framebuffer camera outside of push/pop. It introduces a bit of inconsistency, but the way you use cameras in framebuffers is already a bit inconsistent because you have to apply a camera within each begin/end due to it not saving state between draws.

In view of this @davepagurek maybe we can introduce a new parameter or function option for createCamera() to control whether it sets itself as the default camera. For example, createCamera(autoSetDefault = true). This allows for backward compatibility while giving users more control.

Its implementation example can be something like:

// Current behavior
let mainCamera = createCamera();  // Sets itself as default

// Suggested new parameter approach
let mainCamera = createCamera(true);  // Explicitly sets itself as default
let framebufferCamera = createCamera(false);  // Does not set itself as default

// Usage with push/pop
push();
setCamera(framebufferCamera);
// Perform framebuffer operations
pop();

@davepagurek Please let me know if this approach seems fine to you, and if you agree may be I could go on with making a PR for this?!

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nickmcintyre avatar nickmcintyre commented on July 18, 2024

+1 for the "Make all cameras not auto-apply themselves" approach. What do people think about matching createCamera()'s parameters with camera()?

// createCamera([x], [y], [z], [centerX], [centerY], [centerZ], [upX], [upY], [upZ])

let myCam = createCamera(200, -400, 800);
setCamera(myCam);

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davepagurek avatar davepagurek commented on July 18, 2024

I think that could make sense @nickmcintyre. What are your thoughts on having the optional ability to set a camera as default? Would it be worth adding an optional options object to the end of that signature, or just relying on setCamera()? I can see an argument for the explicit setCamera being more readable.

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davepagurek avatar davepagurek commented on July 18, 2024

Not currently I think, I had suggested it to avoid the slightly more cryptic API of createCamera(true) or createCamera(false).

Since we already have setCamera, it's maybe less confusing to just have the one way to do it rather than two, so I think my preference also leans toward just using that and not adding options to createCamera, but I don't have a super strong opinion here.

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