package d2maprenderer import ( "math" "github.com/OpenDiablo2/OpenDiablo2/d2common" ) type worldTrans struct { x float64 y float64 } const ( center = 0 left = 1 right = 2 ) // Viewport is used for converting vectors between screen (pixel), orthogonal (Camera) and world (isometric) space. // TODO: Has a coordinate (issue #456) type Viewport struct { defaultScreenRect d2common.Rectangle screenRect d2common.Rectangle transStack []worldTrans transCurrent worldTrans camera *Camera align int } // NewViewport creates a new Viewport with the given parameters and returns a pointer to it. 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, }, } } // SetCamera sets the current Camera to the given value. func (v *Viewport) SetCamera(camera *Camera) { v.camera = camera } // WorldToScreen returns the screen space for the given world coordinates as two integers. func (v *Viewport) WorldToScreen(x, y float64) (int, int) { return v.OrthoToScreen(v.WorldToOrtho(x, y)) } // WorldToScreenF returns the screen space for the given world coordinates as two float64s. func (v *Viewport) WorldToScreenF(x, y float64) (float64, float64) { return v.OrthoToScreenF(v.WorldToOrtho(x, y)) } // ScreenToWorld returns the world position for the given screen coordinates. func (v *Viewport) ScreenToWorld(x, y int) (float64, float64) { return v.OrthoToWorld(v.ScreenToOrtho(x, y)) } // OrthoToWorld returns the world position for the given orthogonal coordinates. func (v *Viewport) OrthoToWorld(x, y float64) (float64, float64) { worldX := (x/80 + y/40) / 2 worldY := (y/40 - x/80) / 2 return worldX, worldY } // WorldToOrtho returns the orthogonal position for the given world coordinates. func (v *Viewport) WorldToOrtho(x, y float64) (float64, float64) { orthoX := (x - y) * 80 orthoY := (x + y) * 40 return orthoX, orthoY } // ScreenToOrtho returns the orthogonal position for the given screen coordinates. 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 } // OrthoToScreen returns the screen position for the given orthogonal coordinates as two ints. 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 } // OrthoToScreenF returns the screen position for the given orthogonal coordinates as two float64s. 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 } // IsTileVisible returns false if no part of the tile is within the game screen. 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) } // IsTileRectVisible returns false if none of the tiles rects are within the game screen. 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) } // IsOrthoRectVisible returns false if the given orthogonal position is outside the game screen. 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) } // GetTranslationOrtho returns the viewport's current orthogonal space translation. func (v *Viewport) GetTranslationOrtho() (float64, float64) { return v.transCurrent.x, v.transCurrent.y } // GetTranslationScreen returns the viewport's current screen space translation. func (v *Viewport) GetTranslationScreen() (int, int) { return v.OrthoToScreen(v.transCurrent.x, v.transCurrent.y) } // PushTranslationOrtho adds a new orthogonal translation to the stack. func (v *Viewport) PushTranslationOrtho(x, y float64) *Viewport { v.transStack = append(v.transStack, v.transCurrent) v.transCurrent.x += x v.transCurrent.y += y return v } // PushTranslationWorld adds a new world translation to the stack, converting it to orthogonal space. func (v *Viewport) PushTranslationWorld(x, y float64) { v.PushTranslationOrtho(v.WorldToOrtho(x, y)) } // PushTranslationScreen adds a new screen translation to the stack, converting it to orthogonal space. func (v *Viewport) PushTranslationScreen(x, y int) { v.PushTranslationOrtho(v.ScreenToOrtho(x, y)) } // PopTranslation pops a translation from the stack. 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 { camPosition := v.camera.GetPosition() camX, camY = camPosition.X(), camPosition.Y() } 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 }