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279 lines
7.3 KiB
279 lines
7.3 KiB
#pragma once |
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#include <cmath> |
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#ifdef BUILD_TESTING |
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#include <ostream> |
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#endif |
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#include "direction.hpp" |
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#include "size.hpp" |
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#include "utils/stdcompat/abs.hpp" |
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namespace devilution { |
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struct Displacement { |
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int deltaX; |
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int deltaY; |
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Displacement() = default; |
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constexpr Displacement(int deltaX, int deltaY) |
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: deltaX(deltaX) |
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, deltaY(deltaY) |
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{ |
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} |
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explicit constexpr Displacement(int delta) |
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: deltaX(delta) |
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, deltaY(delta) |
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{ |
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} |
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explicit constexpr Displacement(const Size &size) |
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: deltaX(size.width) |
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, deltaY(size.height) |
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{ |
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} |
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explicit constexpr Displacement(Direction direction) |
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: Displacement(fromDirection(direction)) |
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{ |
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} |
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constexpr bool operator==(const Displacement &other) const |
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{ |
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return deltaX == other.deltaX && deltaY == other.deltaY; |
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} |
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constexpr bool operator!=(const Displacement &other) const |
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{ |
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return !(*this == other); |
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} |
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constexpr Displacement &operator+=(const Displacement &displacement) |
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{ |
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deltaX += displacement.deltaX; |
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deltaY += displacement.deltaY; |
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return *this; |
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} |
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constexpr Displacement &operator-=(const Displacement &displacement) |
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{ |
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deltaX -= displacement.deltaX; |
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deltaY -= displacement.deltaY; |
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return *this; |
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} |
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constexpr Displacement &operator*=(const int factor) |
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{ |
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deltaX *= factor; |
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deltaY *= factor; |
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return *this; |
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} |
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constexpr Displacement &operator*=(const float factor) |
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{ |
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deltaX = static_cast<int>(deltaX * factor); |
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deltaY = static_cast<int>(deltaY * factor); |
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return *this; |
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} |
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constexpr Displacement &operator/=(const int factor) |
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{ |
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deltaX /= factor; |
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deltaY /= factor; |
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return *this; |
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} |
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constexpr Displacement &operator/=(const float factor) |
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{ |
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deltaX = static_cast<int>(deltaX / factor); |
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deltaY = static_cast<int>(deltaY / factor); |
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return *this; |
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} |
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constexpr friend Displacement operator+(Displacement a, Displacement b) |
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{ |
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a += b; |
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return a; |
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} |
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constexpr friend Displacement operator-(Displacement a, Displacement b) |
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{ |
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a -= b; |
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return a; |
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} |
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constexpr friend Displacement operator*(Displacement a, const int factor) |
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{ |
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a *= factor; |
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return a; |
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} |
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constexpr friend Displacement operator*(Displacement a, const float factor) |
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{ |
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a *= factor; |
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return a; |
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} |
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constexpr friend Displacement operator/(Displacement a, const int factor) |
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{ |
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a /= factor; |
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return a; |
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} |
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constexpr friend Displacement operator/(Displacement a, const float factor) |
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{ |
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a /= factor; |
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return a; |
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} |
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constexpr friend Displacement operator-(const Displacement &a) |
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{ |
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return { -a.deltaX, -a.deltaY }; |
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} |
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constexpr friend Displacement operator<<(Displacement a, unsigned factor) |
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{ |
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return { a.deltaX << factor, a.deltaY << factor }; |
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} |
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constexpr friend Displacement operator>>(Displacement a, unsigned factor) |
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{ |
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return { a.deltaX >> factor, a.deltaY >> factor }; |
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} |
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constexpr friend Displacement abs(Displacement a) |
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{ |
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return { abs(a.deltaX), abs(a.deltaY) }; |
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} |
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float magnitude() const |
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{ |
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return static_cast<float>(hypot(deltaX, deltaY)); |
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} |
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/** |
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* @brief Returns a new Displacement object in screen coordinates. |
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* |
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* 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) |
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* 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. |
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* |
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* [-32, 32] [dx] = [-32dx + 32dy] = [ 32dy - 32dx ] = [ 32(dy - dx)] |
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* [-16, -16] [dy] = [-16dx + -16dy] = [-(16dy + 16dx)] = [-16(dy + dx)] |
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* |
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* @return A representation of the original displacement in screen coordinates. |
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*/ |
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constexpr Displacement worldToScreen() const |
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{ |
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return { (deltaY - deltaX) * 32, (deltaY + deltaX) * -16 }; |
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} |
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/** |
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* @brief Returns a new Displacement object in world coordinates. |
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* |
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* This is an inverse matrix of the worldToScreen transformation. |
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* |
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* @return A representation of the original displacement in world coordinates. |
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*/ |
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constexpr Displacement screenToWorld() const |
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{ |
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return { (2 * deltaY + deltaX) / -64, (2 * deltaY - deltaX) / -64 }; |
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} |
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/** |
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* @brief Missiles flip the axes for some reason -_- |
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* @return negated world displacement, for use with missile movement routines. |
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*/ |
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constexpr Displacement screenToMissile() const |
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{ |
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return -screenToWorld(); |
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} |
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constexpr Displacement screenToLight() const |
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{ |
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return { (2 * deltaY + deltaX) / 8, (2 * deltaY - deltaX) / 8 }; |
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} |
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/** |
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* @brief Returns a 16 bit fixed point normalised displacement in isometric projection |
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* |
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* 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 |
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*/ |
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Displacement worldToNormalScreen() const |
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{ |
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// Most transformations between world and screen space take shortcuts when scaling to simplify the math. This |
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// routine is typically used with missiles where we want a normal vector that can be multiplied with a target |
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// velocity (given in pixels). We could normalize the vector first but then we'd need to scale it during |
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// rotation from world to screen space. To save performing unnecessary divisions we rotate first without |
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// correcting the scaling. This gives a vector in elevation projection aligned with screen space. |
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Displacement rotated { (deltaY - deltaX), -(deltaY + deltaX) }; |
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// then normalize this vector |
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Displacement rotatedAndNormalized = rotated.normalized(); |
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// and finally scale the y axis to bring it to isometric projection |
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return { rotatedAndNormalized.deltaX, rotatedAndNormalized.deltaY / 2 }; |
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} |
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/** |
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* @brief Calculates a 16 bit fixed point normalized displacement (having magnitude of ~1.0) from the current Displacement |
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*/ |
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Displacement normalized() const |
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{ |
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float magnitude = this->magnitude(); |
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Displacement normalDisplacement = *this << 16; |
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normalDisplacement /= magnitude; |
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return normalDisplacement; |
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} |
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constexpr Displacement Rotate(int quadrants) |
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{ |
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constexpr int Sines[] = { 0, 1, 0, -1 }; |
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quadrants = (quadrants % 4 + 4) % 4; |
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int sine = Sines[quadrants]; |
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int cosine = Sines[(quadrants + 1) % 4]; |
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return Displacement { deltaX * cosine - deltaY * sine, deltaX * sine + deltaY * cosine }; |
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} |
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#ifdef BUILD_TESTING |
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/** |
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* @brief Format displacements nicely in test failure messages |
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* @param stream output stream, expected to have overloads for int and char* |
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* @param offset Object to display |
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* @return the stream, to allow chaining |
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*/ |
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friend std::ostream &operator<<(std::ostream &stream, const Displacement &offset) |
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{ |
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return stream << "(x: " << offset.deltaX << ", y: " << offset.deltaY << ")"; |
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} |
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#endif |
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private: |
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static constexpr Displacement fromDirection(Direction direction) |
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{ |
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switch (direction) { |
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case Direction::South: |
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return { 1, 1 }; |
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case Direction::SouthWest: |
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return { 0, 1 }; |
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case Direction::West: |
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return { -1, 1 }; |
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case Direction::NorthWest: |
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return { -1, 0 }; |
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case Direction::North: |
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return { -1, -1 }; |
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case Direction::NorthEast: |
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return { 0, -1 }; |
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case Direction::East: |
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return { 1, -1 }; |
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case Direction::SouthEast: |
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return { 1, 0 }; |
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default: |
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return { 0, 0 }; |
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} |
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}; |
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}; |
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} // namespace devilution
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