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#pragma once
#include <cmath>
#include <limits>
#ifdef BUILD_TESTING
#include <ostream>
#endif
#include "appfat.h"
#include "engine/direction.hpp"
#include "engine/size.hpp"
#include "utils/attributes.h"
namespace devilution {
template <typename DeltaT>
struct DisplacementOf;
using Displacement = DisplacementOf<int>;
template <typename DeltaT>
struct DisplacementOf {
DeltaT deltaX;
DeltaT deltaY;
DisplacementOf() = default;
template <typename DisplacementDeltaT>
DVL_ALWAYS_INLINE constexpr DisplacementOf(DisplacementOf<DisplacementDeltaT> other)
: deltaX(other.deltaX)
, deltaY(other.deltaY)
{
}
DVL_ALWAYS_INLINE constexpr DisplacementOf(DeltaT deltaX, DeltaT deltaY)
: deltaX(deltaX)
, deltaY(deltaY)
{
}
DVL_ALWAYS_INLINE explicit constexpr DisplacementOf(DeltaT delta)
: deltaX(delta)
, deltaY(delta)
{
}
template <typename SizeT>
DVL_ALWAYS_INLINE explicit constexpr DisplacementOf(const SizeOf<SizeT> &size)
: deltaX(size.width)
, deltaY(size.height)
{
}
DVL_ALWAYS_INLINE explicit constexpr DisplacementOf(Direction direction)
: DisplacementOf(fromDirection(direction))
{
}
template <typename DisplacementDeltaT>
DVL_ALWAYS_INLINE constexpr bool operator==(const DisplacementOf<DisplacementDeltaT> &other) const
{
return deltaX == other.deltaX && deltaY == other.deltaY;
}
template <typename DisplacementDeltaT>
DVL_ALWAYS_INLINE constexpr bool operator!=(const DisplacementOf<DisplacementDeltaT> &other) const
{
return !(*this == other);
}
template <typename DisplacementDeltaT = DeltaT>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DeltaT> &operator+=(DisplacementOf<DisplacementDeltaT> displacement)
{
deltaX += displacement.deltaX;
deltaY += displacement.deltaY;
return *this;
}
template <typename DisplacementDeltaT = DeltaT>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DeltaT> &operator-=(DisplacementOf<DisplacementDeltaT> displacement)
{
deltaX -= displacement.deltaX;
deltaY -= displacement.deltaY;
return *this;
}
DVL_ALWAYS_INLINE constexpr DisplacementOf<DeltaT> &operator*=(const int factor)
{
deltaX *= factor;
deltaY *= factor;
return *this;
}
DVL_ALWAYS_INLINE constexpr DisplacementOf<DeltaT> &operator*=(const float factor)
{
deltaX = static_cast<DeltaT>(deltaX * factor);
deltaY = static_cast<DeltaT>(deltaY * factor);
return *this;
}
template <typename DeltaU>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DeltaT> &operator*=(const DisplacementOf<DeltaU> factor)
{
deltaX = static_cast<DeltaT>(deltaX * factor.deltaX);
deltaY = static_cast<DeltaT>(deltaY * factor.deltaY);
return *this;
}
DVL_ALWAYS_INLINE constexpr DisplacementOf<DeltaT> &operator/=(const int factor)
{
deltaX /= factor;
deltaY /= factor;
return *this;
}
DVL_ALWAYS_INLINE constexpr DisplacementOf<DeltaT> &operator/=(const float factor)
{
deltaX = static_cast<DeltaT>(deltaX / factor);
deltaY = static_cast<DeltaT>(deltaY / factor);
return *this;
}
DVL_ALWAYS_INLINE float magnitude() const
{
// If [x * x <= max], then [x <= max / x] for x > 0
assert(deltaX == 0 || std::abs(deltaX) <= std::numeric_limits<DeltaT>::max() / std::abs(deltaX));
assert(deltaY == 0 || std::abs(deltaY) <= std::numeric_limits<DeltaT>::max() / std::abs(deltaY));
// If [x + y <= max], then [x <= max - y]
assert(deltaX * deltaX <= std::numeric_limits<DeltaT>::max() - deltaY * deltaY);
// Maximum precision of float is 24 bits
assert(deltaX * deltaX + deltaY * deltaY < (1 << 24));
// We do not use `std::hypot` here because it is slower and we do not need the extra precision.
return sqrtf(static_cast<float>(deltaX * deltaX + deltaY * deltaY));
}
/**
* @brief Returns a new Displacement object in screen coordinates.
*
* Transforming from world space to screen space involves a rotation of -135° and scaling to fit within a 64x32 pixel tile (since Diablo uses isometric projection)
* 32 and 16 are used as the x/y scaling factors being half the relevant max dimension, the rotation matrix is [[-, +], [-, -]] as sin(-135°) = cos(-135°) = ~-0.7.
*
* [-32, 32] [dx] = [-32dx + 32dy] = [ 32dy - 32dx ] = [ 32(dy - dx)]
* [-16, -16] [dy] = [-16dx + -16dy] = [-(16dy + 16dx)] = [-16(dy + dx)]
*
* @return A representation of the original displacement in screen coordinates.
*/
DVL_ALWAYS_INLINE constexpr DisplacementOf<DeltaT> worldToScreen() const
{
static_assert(std::is_signed<DeltaT>::value, "DeltaT must be signed for transformations involving a rotation");
return { (deltaY - deltaX) * 32, (deltaY + deltaX) * -16 };
}
/**
* @brief Returns a new Displacement object in world coordinates.
*
* This is an inverse matrix of the worldToScreen transformation.
*
* @return A representation of the original displacement in world coordinates.
*/
DVL_ALWAYS_INLINE constexpr DisplacementOf<DeltaT> screenToWorld() const
{
static_assert(std::is_signed<DeltaT>::value, "DeltaT must be signed for transformations involving a rotation");
return { (2 * deltaY + deltaX) / -64, (2 * deltaY - deltaX) / -64 };
}
/**
* @brief Missiles flip the axes for some reason -_-
* @return negated and rounded world displacement, for use with missile movement routines.
*/
constexpr DisplacementOf<DeltaT> screenToMissile() const
{
static_assert(std::is_signed<DeltaT>::value, "DeltaT must be signed for transformations involving a rotation");
DeltaT xNumerator = 2 * deltaY + deltaX;
DeltaT yNumerator = 2 * deltaY - deltaX;
DeltaT xOffset = (xNumerator >= 0) ? 32 : -32;
DeltaT yOffset = (yNumerator >= 0) ? 32 : -32;
return { (xNumerator + xOffset) / 64, (yNumerator + yOffset) / 64 };
}
constexpr DisplacementOf<DeltaT> screenToLight() const
{
static_assert(std::is_signed<DeltaT>::value, "DeltaT must be signed for transformations involving a rotation");
return { static_cast<DeltaT>((2 * deltaY + deltaX) / 8), static_cast<DeltaT>((2 * deltaY - deltaX) / 8) };
}
/**
* @brief Returns a 16 bit fixed point normalised displacement in isometric projection
*
* This will return a displacement of the form (-1.0 to 1.0, -0.5 to 0.5), to get a full tile offset you can multiply by 16
*/
[[nodiscard]] Displacement worldToNormalScreen() const
{
static_assert(std::is_signed<DeltaT>::value, "DeltaT must be signed for transformations involving a rotation");
// Most transformations between world and screen space take shortcuts when scaling to simplify the math. This
// routine is typically used with missiles where we want a normal vector that can be multiplied with a target
// velocity (given in pixels). We could normalize the vector first but then we'd need to scale it during
// rotation from world to screen space. To save performing unnecessary divisions we rotate first without
// correcting the scaling. This gives a vector in elevation projection aligned with screen space.
DisplacementOf<DeltaT> rotated { deltaY - deltaX, -(deltaY + deltaX) };
// then normalize this vector
Displacement rotatedAndNormalized = rotated.normalized();
// and finally scale the y axis to bring it to isometric projection
return { rotatedAndNormalized.deltaX, rotatedAndNormalized.deltaY / 2 };
}
/**
* @brief Calculates a 16 bit fixed point normalized displacement (having magnitude of ~1.0) from the current Displacement
*/
[[nodiscard]] Displacement normalized() const;
[[nodiscard]] DVL_ALWAYS_INLINE constexpr DisplacementOf<DeltaT> Rotate(int quadrants) const
{
static_assert(std::is_signed<DeltaT>::value, "DeltaT must be signed for Rotate");
constexpr DeltaT Sines[] = { 0, 1, 0, -1 };
quadrants = (quadrants % 4 + 4) % 4;
DeltaT sine = Sines[quadrants];
DeltaT cosine = Sines[(quadrants + 1) % 4];
return DisplacementOf { deltaX * cosine - deltaY * sine, deltaX * sine + deltaY * cosine };
}
[[nodiscard]] constexpr DisplacementOf<DeltaT> flipX() const
{
static_assert(std::is_signed<DeltaT>::value, "DeltaT must be signed for flipX");
return { static_cast<DeltaT>(-deltaX), deltaY };
}
[[nodiscard]] constexpr DisplacementOf<DeltaT> flipY() const
{
static_assert(std::is_signed<DeltaT>::value, "DeltaT must be signed for flipY");
return { deltaX, static_cast<DeltaT>(-deltaY) };
}
[[nodiscard]] constexpr DisplacementOf<DeltaT> flipXY() const
{
static_assert(std::is_signed<DeltaT>::value, "DeltaT must be signed for flipXY");
return { static_cast<DeltaT>(-deltaX), static_cast<DeltaT>(-deltaY) };
}
private:
DVL_ALWAYS_INLINE static constexpr DisplacementOf<DeltaT> fromDirection(Direction direction)
{
static_assert(std::is_signed<DeltaT>::value, "DeltaT must be signed for conversion from Direction");
switch (direction) {
case Direction::South:
return { 1, 1 };
case Direction::SouthWest:
return { 0, 1 };
case Direction::West:
return { -1, 1 };
case Direction::NorthWest:
return { -1, 0 };
case Direction::North:
return { -1, -1 };
case Direction::NorthEast:
return { 0, -1 };
case Direction::East:
return { 1, -1 };
case Direction::SouthEast:
return { 1, 0 };
case Direction::NoDirection:
return { 0, 0 };
default:
return { 0, 0 };
}
};
};
#ifdef BUILD_TESTING
/**
* @brief Format displacements nicely in test failure messages
* @param stream output stream, expected to have overloads for int and char*
* @param offset Object to display
* @return the stream, to allow chaining
*/
template <typename DisplacementDeltaT>
std::ostream &operator<<(std::ostream &stream, const DisplacementOf<DisplacementDeltaT> &offset)
{
return stream << "(x: " << offset.deltaX << ", y: " << offset.deltaY << ")";
}
#endif
template <typename DisplacementDeltaT, typename OtherDisplacementDeltaT>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DisplacementDeltaT> operator+(DisplacementOf<DisplacementDeltaT> a, DisplacementOf<OtherDisplacementDeltaT> b)
{
a += b;
return a;
}
template <typename DisplacementDeltaT, typename OtherDisplacementDeltaT>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DisplacementDeltaT> operator-(DisplacementOf<DisplacementDeltaT> a, DisplacementOf<OtherDisplacementDeltaT> b)
{
a -= b;
return a;
}
template <typename DisplacementDeltaT>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DisplacementDeltaT> operator*(DisplacementOf<DisplacementDeltaT> a, const int factor)
{
a *= factor;
return a;
}
template <typename DisplacementDeltaT>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DisplacementDeltaT> operator*(DisplacementOf<DisplacementDeltaT> a, const float factor)
{
a *= factor;
return a;
}
template <typename DisplacementDeltaT, typename DisplacementDeltaU>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DisplacementDeltaT> operator*(DisplacementOf<DisplacementDeltaT> a, const DisplacementOf<DisplacementDeltaU> factor)
{
a *= factor;
return a;
}
template <typename DisplacementDeltaT>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DisplacementDeltaT> operator/(DisplacementOf<DisplacementDeltaT> a, const int factor)
{
a /= factor;
return a;
}
template <typename DisplacementDeltaT>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DisplacementDeltaT> operator/(DisplacementOf<DisplacementDeltaT> a, const float factor)
{
a /= factor;
return a;
}
template <typename DisplacementDeltaT>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DisplacementDeltaT> operator-(DisplacementOf<DisplacementDeltaT> a)
{
return { -a.deltaX, -a.deltaY };
}
template <typename DisplacementDeltaT>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DisplacementDeltaT> operator<<(DisplacementOf<DisplacementDeltaT> a, unsigned factor)
{
return { a.deltaX << factor, a.deltaY << factor };
}
template <typename DisplacementDeltaT>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DisplacementDeltaT> operator>>(DisplacementOf<DisplacementDeltaT> a, unsigned factor)
{
return { a.deltaX >> factor, a.deltaY >> factor };
}
template <typename DisplacementDeltaT>
DVL_ALWAYS_INLINE constexpr DisplacementOf<DisplacementDeltaT> abs(DisplacementOf<DisplacementDeltaT> a)
{
return DisplacementOf<DisplacementDeltaT>(std::abs(a.deltaX), std::abs(a.deltaY));
}
template <typename DeltaT>
Displacement DisplacementOf<DeltaT>::normalized() const
{
const float magnitude = this->magnitude();
Displacement normalDisplacement = Displacement(*this) << 16u;
normalDisplacement /= magnitude;
return normalDisplacement;
}
} // namespace devilution