mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-04 17:27:16 -05:00
97 lines
3.2 KiB
Go
97 lines
3.2 KiB
Go
package d2vector
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import (
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"fmt"
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"math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
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)
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const (
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subTilesPerTile float64 = 5 // The number of sub tiles that make up one map tile.
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entityDirectionCount float64 = 64 // The Diablo equivalent of 360 degrees when dealing with entity rotation.
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entityDirectionIncrement float64 = 8 // One 8th of 64. There 8 possible facing directions for entities.
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// Note: there should be 16 facing directions for entities. See Position.DirectionTo()
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)
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// Position is a vector in world space. The stored value is the sub tile position.
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type Position struct {
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Vector
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}
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// NewPosition returns a Position struct with the given sub tile coordinates where 1 = 1 sub tile, with a fractional
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// offset.
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func NewPosition(x, y float64) Position {
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p := Position{*NewVector(x, y)}
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p.checkValues()
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return p
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}
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// NewPositionTile returns a Position struct with the given tile coordinates where 1 = 1 tile, with a fractional offset.
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func NewPositionTile(x, y float64) Position {
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p := Position{*NewVector(x*subTilesPerTile, y*subTilesPerTile)}
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p.checkValues()
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return p
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}
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// Set sets this position to the given sub tile coordinates where 1 = 1 sub tile, with a fractional offset.
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func (p *Position) Set(x, y float64) {
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p.x, p.y = x, y
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p.checkValues()
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}
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func (p *Position) checkValues() {
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if math.IsNaN(p.x) || math.IsNaN(p.y) {
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panic(fmt.Sprintf("float value is NaN: %s", p.Vector))
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}
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if math.IsInf(p.x, 0) || math.IsInf(p.y, 0) {
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panic(fmt.Sprintf("float value is Inf: %s", p.Vector))
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}
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}
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// World is the exact position where 1 = one map tile and 0.2 = one sub tile.
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func (p *Position) World() *Vector {
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c := p.Clone()
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return c.DivideScalar(subTilesPerTile)
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}
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// Tile is the position of the current map tile. It is the floor of World(), always a whole number.
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func (p *Position) Tile() *Vector {
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return p.World().Floor()
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}
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// RenderOffset is the offset in sub tiles from the curren tile, + 1. This places the vector at the bottom vertex of an
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// isometric diamond visually representing one sub tile. Sub tile indices increase to the lower right diagonal ('down')
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// and to the lower left diagonal ('left') of the isometric grid. This renders the target one index above which visually
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// is one tile below.
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func (p *Position) RenderOffset() *Vector {
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return p.SubTileOffset().AddScalar(1)
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}
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// SubTileOffset is the offset from the current map tile in sub tiles.
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func (p *Position) SubTileOffset() *Vector {
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t := p.Tile().Scale(subTilesPerTile)
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c := p.Clone()
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return c.Subtract(t)
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}
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// DirectionTo returns the entity direction from this vector to the given vector.
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func (v *Vector) DirectionTo(target Vector) int {
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direction := target.Clone()
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direction.Subtract(v)
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angle := direction.SignedAngle(VectorRight())
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radiansPerDirection := d2math.RadFull / entityDirectionCount
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// Note: The direction is always one increment out so we must subtract one increment.
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// This might not work when we implement all 16 directions (as of this writing entities can only face one of 8
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// directions). See entityDirectionIncrement.
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newDirection := int((angle / radiansPerDirection) - entityDirectionIncrement)
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return d2math.WrapInt(newDirection, int(entityDirectionCount))
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}
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