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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-18 02:16:23 -05:00
OpenDiablo2/d2core/d2map/d2maprenderer/viewport.go
gravestench 18c9e85cbc
d2game/d2player/ lint error cleanup (#788)
* d2game/d2player/inventory.go: magic number lint cleanup

* d2game/d2player/mini_panel.go: magic number lint cleanup

* d2game/d2player/skill_select_panel.go: lint cleanup

* d2game/d2player/skilltree.go: removed all lint errors

* removed the rest of the magic number errors from d2game

* hotfix for bug i added in map engine test

* all magic numbers removed (excluding  mapgen)
2020-10-25 00:42:31 -07:00

224 lines
6.5 KiB
Go

package d2maprenderer
import (
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
)
type worldTrans struct {
x float64
y float64
}
const (
center = 0
left = 1
right = 2
tileWidth = 80
tileHeight = 40
half = 2
)
const (
worldToOrthoOffsetX = 3
)
// Viewport is used for converting vectors between screen (pixel), orthogonal (Camera) and world (isometric) space.
type Viewport struct {
defaultScreenRect d2geom.Rectangle
screenRect d2geom.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: d2geom.Rectangle{
Left: x,
Top: y,
Width: width,
Height: height,
},
defaultScreenRect: d2geom.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) (screenX, screenY 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) (screenX, screenY 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) (worldX, worldY 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) (worldX, worldY float64) {
worldX = (x/80 + y/40) / half
worldY = (y/40 - x/80) / half
return worldX, worldY
}
// WorldToOrtho returns the orthogonal position for the given world coordinates.
func (v *Viewport) WorldToOrtho(x, y float64) (orthoX, orthoY float64) {
orthoX = (x - y) * tileWidth
orthoY = (x + y) * tileHeight
return orthoX, orthoY
}
// ScreenToOrtho returns the orthogonal position for the given screen coordinates.
func (v *Viewport) ScreenToOrtho(x, y int) (orthoX, orthoY float64) {
camX, camY := v.getCameraOffset()
orthoX = float64(x) + camX - float64(v.screenRect.Left)
orthoY = float64(y) + camY - float64(v.screenRect.Top)
return orthoX, orthoY
}
// OrthoToScreen returns the screen position for the given orthogonal coordinates as two ints.
func (v *Viewport) OrthoToScreen(x, y float64) (screenX, screenY int) {
camOrthoX, camOrthoY := v.getCameraOffset()
screenX = int(math.Floor(x - camOrthoX + float64(v.screenRect.Left)))
screenY = int(math.Floor(y - camOrthoY + float64(v.screenRect.Top)))
return screenX, screenY
}
// OrthoToScreenF returns the screen position for the given orthogonal coordinates as two float64s.
func (v *Viewport) OrthoToScreenF(x, y float64) (screenX, screenY float64) {
camOrthoX, camOrthoY := v.getCameraOffset()
screenX = x - camOrthoX + float64(v.screenRect.Left)
screenY = y - camOrthoY + float64(v.screenRect.Top)
return screenX, screenY
}
// 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-worldToOrthoOffsetX, y)
orthoX2, orthoY2 := v.WorldToOrtho(x+worldToOrthoOffsetX, 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 d2geom.Rectangle) bool {
left := float64((rect.Left - rect.Bottom()) * tileWidth)
top := float64((rect.Left + rect.Top) * tileHeight)
right := float64((rect.Right() - rect.Top) * tileWidth)
bottom := float64((rect.Right() + rect.Bottom()) * tileHeight)
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() (orthoX, orthoY float64) {
return v.transCurrent.x, v.transCurrent.y
}
// GetTranslationScreen returns the viewport's current screen space translation.
func (v *Viewport) GetTranslationScreen() (screenX, screenY 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() (camX, camY float64) {
if v.camera != nil {
camPosition := v.camera.GetPosition()
camX, camY = camPosition.X(), camPosition.Y()
}
camX -= float64(v.screenRect.Width / half)
camY -= float64(v.screenRect.Height / half)
return camX, camY
}
func (v *Viewport) toLeft() {
if v.align == left {
return
}
v.screenRect.Width = v.defaultScreenRect.Width / half
v.screenRect.Left = v.defaultScreenRect.Left + v.defaultScreenRect.Width/half
v.align = left
}
func (v *Viewport) toRight() {
if v.align == right {
return
}
v.screenRect.Width = v.defaultScreenRect.Width / half
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
}