ichigo/engine/point.go

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package engine
import (
"image"
"strconv"
)
// Point3 is a an element of int^3.
type Point3 struct {
X, Y, Z int
}
// Pt3(x, y, z) is shorthand for Point3{x, y, z}.
func Pt3(x, y, z int) Point3 {
return Point3{x, y, z}
}
// String returns a string representation of p like "(3,4,5)".
func (p Point3) String() string {
return "(" + strconv.Itoa(p.X) + "," + strconv.Itoa(p.Y) + "," + strconv.Itoa(p.Z) + ")"
}
// XY applies the Z-forgetting projection. (It returns just X and Y.)
func (p Point3) XY() image.Point {
return image.Point{p.X, p.Y}
}
// Add performs vector addition.
func (p Point3) Add(q Point3) Point3 {
return Point3{p.X + q.X, p.Y + q.Y, p.Z + q.Z}
}
// Sub performs vector subtraction.
func (p Point3) Sub(q Point3) Point3 {
return p.Add(q.Neg())
}
// CMul performs componentwise multiplication.
func (p Point3) CMul(q Point3) Point3 {
return Point3{p.X * q.X, p.Y * q.Y, p.Z * q.Z}
}
// Mul performs scalar multiplication.
func (p Point3) Mul(k int) Point3 {
return Point3{p.X * k, p.Y * k, p.Z * k}
}
// CDiv performs componentwise division.
func (p Point3) CDiv(q Point3) Point3 {
return Point3{p.X / q.X, p.Y / q.Y, p.Z / q.Z}
}
// Div performs scalar division by k.
func (p Point3) Div(k int) Point3 {
return Point3{p.X / k, p.Y / k, p.Z / k}
}
// Neg returns the vector pointing in the opposite direction.
func (p Point3) Neg() Point3 {
return Point3{-p.X, -p.Y, -p.Z}
}
// Coord returns the components of the vector.
func (p Point3) Coord() (x, y, z int) {
return p.X, p.Y, p.Z
}
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// Sign returns a sign vector.
func (p Point3) Sign() Point3 {
return Point3{sign(p.X), sign(p.Y), sign(p.Z)}
}
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// Dot returns the dot product of the two vectors.
func (p Point3) Dot(q Point3) int {
return p.X*q.X + p.Y*q.Y + p.Z*q.Z
}
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func sign(m int) int {
if m == 0 {
return 0
}
if m < 0 {
return -1
}
return 1
}
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// IsoProject performs isometric projection of a 3D coordinate into 2D.
//
// If π.X = 0, the x returned is p.X; similarly for π.Y and y.
// Otherwise, x projects to x + z/π.X and y projects to y + z/π.Y.
func (p Point3) IsoProject(π image.Point) image.Point {
/*
I'm using the π character because I'm a maths wanker.
Dividing is used because there's little reason for an isometric
projection in a game to exaggerate the Z position.
Integers are used to preserve that "pixel perfect" calculation in case
you are making the next Celeste.
*/
q := image.Point{p.X, p.Y}
if π.X != 0 {
q.X += p.Z / π.X
}
if π.Y != 0 {
q.Y += p.Z / π.Y
}
return q
}