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https://github.com/OpenDiablo2/OpenDiablo2
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aadfa35e6b
* smooth camera with vectors * add smooth cam support to map engine test smooth cam now works in map engine test. clicking or holding the left-mouse button will move the camera. also works with freecam mode in single-player. * Update ebiten_renderer.go did not mean to edit this file
219 lines
6.3 KiB
Go
219 lines
6.3 KiB
Go
package d2maprenderer
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import (
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"math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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)
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type worldTrans struct {
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x float64
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y float64
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}
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const (
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center = 0
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left = 1
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right = 2
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)
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// Viewport is used for converting vectors between screen (pixel), orthogonal (Camera) and world (isometric) space.
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// TODO: Has a coordinate (issue #456)
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type Viewport struct {
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defaultScreenRect d2common.Rectangle
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screenRect d2common.Rectangle
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transStack []worldTrans
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transCurrent worldTrans
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camera *Camera
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align int
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}
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// NewViewport creates a new Viewport with the given parameters and returns a pointer to it.
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func NewViewport(x, y, width, height int) *Viewport {
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return &Viewport{
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screenRect: d2common.Rectangle{
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Left: x,
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Top: y,
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Width: width,
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Height: height,
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},
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defaultScreenRect: d2common.Rectangle{
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Left: x,
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Top: y,
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Width: width,
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Height: height,
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},
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}
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}
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// SetCamera sets the current Camera to the given value.
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func (v *Viewport) SetCamera(camera *Camera) {
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v.camera = camera
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}
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// WorldToScreen returns the screen space for the given world coordinates as two integers.
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func (v *Viewport) WorldToScreen(x, y float64) (int, int) {
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return v.OrthoToScreen(v.WorldToOrtho(x, y))
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}
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// WorldToScreenF returns the screen space for the given world coordinates as two float64s.
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func (v *Viewport) WorldToScreenF(x, y float64) (float64, float64) {
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return v.OrthoToScreenF(v.WorldToOrtho(x, y))
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}
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// ScreenToWorld returns the world position for the given screen coordinates.
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func (v *Viewport) ScreenToWorld(x, y int) (float64, float64) {
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return v.OrthoToWorld(v.ScreenToOrtho(x, y))
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}
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// OrthoToWorld returns the world position for the given orthogonal coordinates.
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func (v *Viewport) OrthoToWorld(x, y float64) (float64, float64) {
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worldX := (x/80 + y/40) / 2
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worldY := (y/40 - x/80) / 2
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return worldX, worldY
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}
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// WorldToOrtho returns the orthogonal position for the given world coordinates.
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func (v *Viewport) WorldToOrtho(x, y float64) (float64, float64) {
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orthoX := (x - y) * 80
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orthoY := (x + y) * 40
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return orthoX, orthoY
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}
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// ScreenToOrtho returns the orthogonal position for the given screen coordinates.
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func (v *Viewport) ScreenToOrtho(x, y int) (float64, float64) {
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camX, camY := v.getCameraOffset()
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screenX := float64(x) + camX - float64(v.screenRect.Left)
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screenY := float64(y) + camY - float64(v.screenRect.Top)
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return screenX, screenY
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}
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// OrthoToScreen returns the screen position for the given orthogonal coordinates as two ints.
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func (v *Viewport) OrthoToScreen(x, y float64) (int, int) {
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camOrthoX, camOrthoY := v.getCameraOffset()
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orthoX := int(math.Floor(x - camOrthoX + float64(v.screenRect.Left)))
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orthoY := int(math.Floor(y - camOrthoY + float64(v.screenRect.Top)))
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return orthoX, orthoY
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}
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// OrthoToScreenF returns the screen position for the given orthogonal coordinates as two float64s.
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func (v *Viewport) OrthoToScreenF(x, y float64) (float64, float64) {
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camOrthoX, camOrthoY := v.getCameraOffset()
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orthoX := x - camOrthoX + float64(v.screenRect.Left)
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orthoY := y - camOrthoY + float64(v.screenRect.Top)
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return orthoX, orthoY
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}
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// IsTileVisible returns false if no part of the tile is within the game screen.
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func (v *Viewport) IsTileVisible(x, y float64) bool {
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orthoX1, orthoY1 := v.WorldToOrtho(x-3, y)
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orthoX2, orthoY2 := v.WorldToOrtho(x+3, y)
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return v.IsOrthoRectVisible(orthoX1, orthoY1, orthoX2, orthoY2)
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}
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// IsTileRectVisible returns false if none of the tiles rects are within the game screen.
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func (v *Viewport) IsTileRectVisible(rect d2common.Rectangle) bool {
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left := float64((rect.Left - rect.Bottom()) * 80)
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top := float64((rect.Left + rect.Top) * 40)
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right := float64((rect.Right() - rect.Top) * 80)
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bottom := float64((rect.Right() + rect.Bottom()) * 40)
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return v.IsOrthoRectVisible(left, top, right, bottom)
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}
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// IsOrthoRectVisible returns false if the given orthogonal position is outside the game screen.
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func (v *Viewport) IsOrthoRectVisible(x1, y1, x2, y2 float64) bool {
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screenX1, screenY1 := v.OrthoToScreen(x1, y1)
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screenX2, screenY2 := v.OrthoToScreen(x2, y2)
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return !(screenX1 >= v.defaultScreenRect.Width || screenX2 < 0 || screenY1 >= v.defaultScreenRect.Height || screenY2 < 0)
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}
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// GetTranslationOrtho returns the viewport's current orthogonal space translation.
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func (v *Viewport) GetTranslationOrtho() (float64, float64) {
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return v.transCurrent.x, v.transCurrent.y
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}
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// GetTranslationScreen returns the viewport's current screen space translation.
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func (v *Viewport) GetTranslationScreen() (int, int) {
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return v.OrthoToScreen(v.transCurrent.x, v.transCurrent.y)
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}
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// PushTranslationOrtho adds a new orthogonal translation to the stack.
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func (v *Viewport) PushTranslationOrtho(x, y float64) *Viewport {
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v.transStack = append(v.transStack, v.transCurrent)
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v.transCurrent.x += x
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v.transCurrent.y += y
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return v
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}
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// PushTranslationWorld adds a new world translation to the stack, converting it to orthogonal space.
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func (v *Viewport) PushTranslationWorld(x, y float64) {
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v.PushTranslationOrtho(v.WorldToOrtho(x, y))
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}
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// PushTranslationScreen adds a new screen translation to the stack, converting it to orthogonal space.
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func (v *Viewport) PushTranslationScreen(x, y int) {
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v.PushTranslationOrtho(v.ScreenToOrtho(x, y))
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}
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// PopTranslation pops a translation from the stack.
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func (v *Viewport) PopTranslation() {
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count := len(v.transStack)
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if count == 0 {
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panic("empty stack")
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}
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v.transCurrent = v.transStack[count-1]
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v.transStack = v.transStack[:count-1]
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}
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func (v *Viewport) getCameraOffset() (float64, float64) {
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var camX, camY float64
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if v.camera != nil {
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camPosition := v.camera.GetPosition()
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camX, camY = camPosition.X(), camPosition.Y()
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}
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camX -= float64(v.screenRect.Width / 2)
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camY -= float64(v.screenRect.Height / 2)
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return camX, camY
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}
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func (v *Viewport) toLeft() {
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if v.align == left {
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return
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}
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v.screenRect.Width = v.defaultScreenRect.Width / 2
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v.screenRect.Left = v.defaultScreenRect.Left + v.defaultScreenRect.Width/2
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v.align = left
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}
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func (v *Viewport) toRight() {
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if v.align == right {
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return
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}
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v.screenRect.Width = v.defaultScreenRect.Width / 2
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v.align = right
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}
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func (v *Viewport) resetAlign() {
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if v.align == center {
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return
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}
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v.screenRect.Width = v.defaultScreenRect.Width
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v.screenRect.Left = v.defaultScreenRect.Left
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v.align = center
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}
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