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OpenDiablo2/d2core/d2map/d2maprenderer/viewport.go

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package d2maprenderer
import (
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
)
type worldTrans struct {
x float64
y float64
}
const (
center = 0
left = 1
right = 2
)
type Viewport struct {
defaultScreenRect d2common.Rectangle
screenRect d2common.Rectangle
transStack []worldTrans
transCurrent worldTrans
camera *Camera
align int
}
func NewViewport(x, y, width, height int) *Viewport {
return &Viewport{
screenRect: d2common.Rectangle{
Left: x,
Top: y,
Width: width,
Height: height,
},
defaultScreenRect: d2common.Rectangle{
Left: x,
Top: y,
Width: width,
Height: height,
},
}
}
func (v *Viewport) SetCamera(camera *Camera) {
v.camera = camera
}
func (v *Viewport) WorldToScreen(x, y float64) (int, int) {
return v.OrthoToScreen(v.WorldToOrtho(x, y))
}
func (v *Viewport) WorldToScreenF(x, y float64) (float64, float64) {
return v.OrthoToScreenF(v.WorldToOrtho(x, y))
}
func (v *Viewport) ScreenToWorld(x, y int) (float64, float64) {
return v.OrthoToWorld(v.ScreenToOrtho(x, y))
}
func (v *Viewport) OrthoToWorld(x, y float64) (float64, float64) {
worldX := (x/80 + y/40) / 2
worldY := (y/40 - x/80) / 2
return worldX, worldY
}
func (v *Viewport) WorldToOrtho(x, y float64) (float64, float64) {
orthoX := (x - y) * 80
orthoY := (x + y) * 40
return orthoX, orthoY
}
func (v *Viewport) ScreenToOrtho(x, y int) (float64, float64) {
camX, camY := v.getCameraOffset()
screenX := float64(x) + camX - float64(v.screenRect.Left)
screenY := float64(y) + camY - float64(v.screenRect.Top)
return screenX, screenY
}
func (v *Viewport) OrthoToScreen(x, y float64) (int, int) {
camOrthoX, camOrthoY := v.getCameraOffset()
orthoX := int(math.Floor(x - camOrthoX + float64(v.screenRect.Left)))
orthoY := int(math.Floor(y - camOrthoY + float64(v.screenRect.Top)))
return orthoX, orthoY
}
func (v *Viewport) OrthoToScreenF(x, y float64) (float64, float64) {
camOrthoX, camOrthoY := v.getCameraOffset()
orthoX := x - camOrthoX + float64(v.screenRect.Left)
orthoY := y - camOrthoY + float64(v.screenRect.Top)
return orthoX, orthoY
}
func (v *Viewport) IsTileVisible(x, y float64) bool {
orthoX1, orthoY1 := v.WorldToOrtho(x-3, y)
orthoX2, orthoY2 := v.WorldToOrtho(x+3, y)
return v.IsOrthoRectVisible(orthoX1, orthoY1, orthoX2, orthoY2)
}
func (v *Viewport) IsTileRectVisible(rect d2common.Rectangle) bool {
left := float64((rect.Left - rect.Bottom()) * 80)
top := float64((rect.Left + rect.Top) * 40)
right := float64((rect.Right() - rect.Top) * 80)
bottom := float64((rect.Right() + rect.Bottom()) * 40)
return v.IsOrthoRectVisible(left, top, right, bottom)
}
func (v *Viewport) IsOrthoRectVisible(x1, y1, x2, y2 float64) bool {
screenX1, screenY1 := v.OrthoToScreen(x1, y1)
screenX2, screenY2 := v.OrthoToScreen(x2, y2)
return !(screenX1 >= v.defaultScreenRect.Width || screenX2 < 0 || screenY1 >= v.defaultScreenRect.Height || screenY2 < 0)
}
func (v *Viewport) GetTranslationOrtho() (float64, float64) {
return v.transCurrent.x, v.transCurrent.y
}
func (v *Viewport) GetTranslationScreen() (int, int) {
return v.OrthoToScreen(v.transCurrent.x, v.transCurrent.y)
}
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func (v *Viewport) PushTranslationOrtho(x, y float64) *Viewport {
v.transStack = append(v.transStack, v.transCurrent)
v.transCurrent.x += x
v.transCurrent.y += y
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return v
}
func (v *Viewport) PushTranslationWorld(x, y float64) {
v.PushTranslationOrtho(v.WorldToOrtho(x, y))
}
func (v *Viewport) PushTranslationScreen(x, y int) {
v.PushTranslationOrtho(v.ScreenToOrtho(x, y))
}
func (v *Viewport) PopTranslation() {
count := len(v.transStack)
if count == 0 {
panic("empty stack")
}
v.transCurrent = v.transStack[count-1]
v.transStack = v.transStack[:count-1]
}
func (v *Viewport) getCameraOffset() (float64, float64) {
var camX, camY float64
if v.camera != nil {
camX, camY = v.camera.GetPosition()
}
camX -= float64(v.screenRect.Width / 2)
camY -= float64(v.screenRect.Height / 2)
return camX, camY
}
func (v *Viewport) toLeft() {
if v.align == left {
return
}
v.screenRect.Width = v.defaultScreenRect.Width / 2
v.screenRect.Left = v.defaultScreenRect.Left + v.defaultScreenRect.Width/2
v.align = left
}
func (v *Viewport) toRight() {
if v.align == right {
return
}
v.screenRect.Width = v.defaultScreenRect.Width / 2
v.align = right
}
func (v *Viewport) resetAlign() {
if v.align == center {
return
}
v.screenRect.Width = v.defaultScreenRect.Width
v.screenRect.Left = v.defaultScreenRect.Left
v.align = center
}