light renaming and 3 space stuff

This commit is contained in:
Josh Deprez 2021-09-02 13:42:44 +10:00
parent 882d0c623d
commit 464cf9a678
9 changed files with 115 additions and 30 deletions

View file

@ -37,6 +37,6 @@ func (b *Billboard) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
func (b *Billboard) Scan() []interface{} { return []interface{}{&b.Src} } func (b *Billboard) Scan() []interface{} { return []interface{}{&b.Src} }
func (b *Billboard) Transform() (opts ebiten.DrawImageOptions) { func (b *Billboard) Transform() (opts ebiten.DrawImageOptions) {
opts.GeoM.Translate(pfloat(b.Pos)) opts.GeoM.Translate(cfloat(b.Pos))
return opts return opts
} }

View file

@ -59,7 +59,7 @@ func (c *Camera) PointAt(centre image.Point, zoom float64) {
// If the configured centre puts the camera out of bounds, move it. // If the configured centre puts the camera out of bounds, move it.
// Camera frame currently Rectangle{ centre ± (screen/(2*zoom)) }. // Camera frame currently Rectangle{ centre ± (screen/(2*zoom)) }.
sw2, sh2 := pfloat(c.game.ScreenSize.Div(2)) sw2, sh2 := cfloat(c.game.ScreenSize.Div(2))
swz, shz := int(sw2/zoom), int(sh2/zoom) swz, shz := int(sw2/zoom), int(sh2/zoom)
if centre.X-swz < br.Min.X { if centre.X-swz < br.Min.X {
centre.X = br.Min.X + swz centre.X = br.Min.X + swz
@ -87,9 +87,9 @@ func (c *Camera) Scan() []interface{} { return []interface{}{c.Child} }
// Transform returns the camera transform. // Transform returns the camera transform.
func (c *Camera) Transform() (opts ebiten.DrawImageOptions) { func (c *Camera) Transform() (opts ebiten.DrawImageOptions) {
opts.GeoM.Translate(pfloat(c.Centre.Mul(-1))) opts.GeoM.Translate(cfloat(c.Centre.Mul(-1)))
opts.GeoM.Scale(c.Zoom, c.Zoom) opts.GeoM.Scale(c.Zoom, c.Zoom)
opts.GeoM.Rotate(c.Rotation) opts.GeoM.Rotate(c.Rotation)
opts.GeoM.Translate(pfloat(c.game.ScreenSize.Div(2))) opts.GeoM.Translate(cfloat(c.game.ScreenSize.Div(2)))
return opts return opts
} }

View file

@ -1,9 +1,94 @@
package engine package engine
import "strconv"
// Point3 is a en 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) + ")"
}
// 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
}
// Box describes an axis-aligned rectangular prism. // Box describes an axis-aligned rectangular prism.
type Box struct { type Box struct {
X, Y, Z int // coordinate of the left-top-farthest corner Min, Max Point3
W, H, D int // width, height, depth }
// String returns a string representation of b like "(3,4,5)-(6,5,8)".
func (b Box) String() string {
return b.Min.String() + "-" + b.Max.String()
}
// Empty reports whether the box contains no points.
func (b Box) Empty() bool {
return b.Min.X >= b.Max.X || b.Min.Y >= b.Max.Y || b.Min.Z >= b.Max.Z
}
// Eq reports whether b and c contain the same set of points. All empty boxes
// are considered equal.
func (b Box) Eq(c Box) bool {
return b == c || b.Empty() && c.Empty()
}
// Overlaps reports whether b and c have non-empty intersection.
func (b Box) Overlaps(c Box) bool {
return !b.Empty() && !c.Empty() &&
b.Min.X < c.Max.X && c.Min.X < b.Max.X &&
b.Min.Y < c.Max.Y && c.Min.Y < b.Max.Y &&
b.Min.Z < c.Max.Z && c.Min.Z < b.Max.Z
}
// Size returns b's width, height, and depth.
func (b Box) Size() Point3 {
return b.Max.Sub(b.Min)
} }
// IsoProjection translates an integer 3D coordinate into an integer 2D // IsoProjection translates an integer 3D coordinate into an integer 2D

View file

@ -44,20 +44,20 @@ type ZOrder float64
// DrawOrder returns z as a float64. // DrawOrder returns z as a float64.
func (z ZOrder) DrawOrder() float64 { return float64(z) } func (z ZOrder) DrawOrder() float64 { return float64(z) }
// ---------- Some math helpers for image.Point ---------- // ---------- Some helpers for image.Point ----------
func pmul(p, q image.Point) image.Point { // cmul performs componentwise multiplication of two image.Points.
p.X *= q.X func cmul(p, q image.Point) image.Point {
p.Y *= q.Y return image.Point{p.X * q.X, p.Y * q.Y}
return p
} }
func pdiv(p, q image.Point) image.Point { // cdiv performs componentwise division of two image.Points.
p.X /= q.X func cdiv(p, q image.Point) image.Point {
p.Y /= q.Y return image.Point{p.X / q.X, p.Y / q.Y}
return p
} }
func pfloat(p image.Point) (float64, float64) { // cfloat returns the components of an image.Point as two floats.
func cfloat(p image.Point) (x, y float64) {
return float64(p.X), float64(p.Y) return float64(p.X), float64(p.Y)
} }

View file

@ -42,7 +42,7 @@ func (p *Parallax) Scan() []interface{} { return []interface{}{p.Child} }
// Transform returns a GeoM translation of Factor * camera.Centre. // Transform returns a GeoM translation of Factor * camera.Centre.
func (p *Parallax) Transform() (opts ebiten.DrawImageOptions) { func (p *Parallax) Transform() (opts ebiten.DrawImageOptions) {
x, y := pfloat(p.camera.Centre) x, y := cfloat(p.camera.Centre)
opts.GeoM.Translate(x*p.Factor, y*p.Factor) opts.GeoM.Translate(x*p.Factor, y*p.Factor)
return opts return opts
} }

View file

@ -41,7 +41,7 @@ func (s *Sheet) Scan() []interface{} { return []interface{}{&s.Src} }
// SubImage returns an *ebiten.Image corresponding to the given cell index. // SubImage returns an *ebiten.Image corresponding to the given cell index.
func (s *Sheet) SubImage(i int) *ebiten.Image { func (s *Sheet) SubImage(i int) *ebiten.Image {
p := pmul(image.Pt(i%s.w, i/s.w), s.CellSize) p := cmul(image.Pt(i%s.w, i/s.w), s.CellSize)
r := image.Rectangle{p, p.Add(s.CellSize)} r := image.Rectangle{p, p.Add(s.CellSize)}
return s.Src.Image().SubImage(r).(*ebiten.Image) return s.Src.Image().SubImage(r).(*ebiten.Image)
} }

View file

@ -54,7 +54,7 @@ func (s *Sprite) SetAnim(a *Anim) {
// Transform returns a translation by the FrameOffset. // Transform returns a translation by the FrameOffset.
func (s *Sprite) Transform() (opts ebiten.DrawImageOptions) { func (s *Sprite) Transform() (opts ebiten.DrawImageOptions) {
opts.GeoM.Translate(pfloat(s.Actor.Pos.Add(s.FrameOffset))) opts.GeoM.Translate(cfloat(s.Actor.Pos.Add(s.FrameOffset)))
return opts return opts
} }

View file

@ -54,8 +54,8 @@ func (t *Tilemap) CollidesWith(r image.Rectangle) bool {
// Probe the map at all tilespace coordinates overlapping the rect. // Probe the map at all tilespace coordinates overlapping the rect.
r = r.Sub(t.Offset) r = r.Sub(t.Offset)
min := pdiv(r.Min, t.Sheet.CellSize) min := cdiv(r.Min, t.Sheet.CellSize)
max := pdiv(r.Max.Sub(image.Pt(1, 1)), t.Sheet.CellSize) // NB: fencepost max := cdiv(r.Max.Sub(image.Pt(1, 1)), t.Sheet.CellSize) // NB: fencepost
for j := min.Y; j <= max.Y; j++ { for j := min.Y; j <= max.Y; j++ {
for i := min.X; i <= max.X; i++ { for i := min.X; i <= max.X; i++ {
@ -75,7 +75,7 @@ func (t *Tilemap) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
continue continue
} }
var geom ebiten.GeoM var geom ebiten.GeoM
geom.Translate(pfloat(pmul(p, t.Sheet.CellSize))) geom.Translate(cfloat(cmul(p, t.Sheet.CellSize)))
geom.Concat(og) geom.Concat(og)
opts.GeoM = geom opts.GeoM = geom
@ -110,24 +110,24 @@ func (t *Tilemap) Scan() []interface{} {
} }
func (t *Tilemap) Transform() (opts ebiten.DrawImageOptions) { func (t *Tilemap) Transform() (opts ebiten.DrawImageOptions) {
opts.GeoM.Translate(pfloat(t.Offset)) opts.GeoM.Translate(cfloat(t.Offset))
return opts return opts
} }
// TileAt returns the tile present at the given world coordinate. // TileAt returns the tile present at the given world coordinate.
func (t *Tilemap) TileAt(wc image.Point) Tile { func (t *Tilemap) TileAt(wc image.Point) Tile {
return t.Map[pdiv(wc.Sub(t.Offset), t.Sheet.CellSize)] return t.Map[cdiv(wc.Sub(t.Offset), t.Sheet.CellSize)]
} }
// SetTileAt sets the tile at the given world coordinate. // SetTileAt sets the tile at the given world coordinate.
func (t *Tilemap) SetTileAt(wc image.Point, tile Tile) { func (t *Tilemap) SetTileAt(wc image.Point, tile Tile) {
t.Map[pdiv(wc.Sub(t.Offset), t.Sheet.CellSize)] = tile t.Map[cdiv(wc.Sub(t.Offset), t.Sheet.CellSize)] = tile
} }
// TileBounds returns a rectangle describing the tile boundary for the tile // TileBounds returns a rectangle describing the tile boundary for the tile
// at the given world coordinate. // at the given world coordinate.
func (t *Tilemap) TileBounds(wc image.Point) image.Rectangle { func (t *Tilemap) TileBounds(wc image.Point) image.Rectangle {
p := pmul(pdiv(wc.Sub(t.Offset), t.Sheet.CellSize), t.Sheet.CellSize).Add(t.Offset) p := cmul(cdiv(wc.Sub(t.Offset), t.Sheet.CellSize), t.Sheet.CellSize).Add(t.Offset)
return image.Rectangle{p, p.Add(t.Sheet.CellSize)} return image.Rectangle{p, p.Add(t.Sheet.CellSize)}
} }

View file

@ -46,8 +46,8 @@ func (w *Wall) CollidesWith(r image.Rectangle) bool {
// Probe the map at all tilespace coordinates overlapping the rect. // Probe the map at all tilespace coordinates overlapping the rect.
r = r.Sub(w.Offset) r = r.Sub(w.Offset)
min := pdiv(r.Min, w.UnitSize) min := cdiv(r.Min, w.UnitSize)
max := pdiv(r.Max.Sub(image.Pt(1, 1)), w.UnitSize) // NB: fencepost max := cdiv(r.Max.Sub(image.Pt(1, 1)), w.UnitSize) // NB: fencepost
for j := min.Y; j <= max.Y; j++ { for j := min.Y; j <= max.Y; j++ {
for i := min.X; i <= max.X; i++ { for i := min.X; i <= max.X; i++ {
@ -80,7 +80,7 @@ func (w *Wall) Prepare(*Game) error {
// Transform returns a GeoM translation by Offset. // Transform returns a GeoM translation by Offset.
func (w *Wall) Transform() (opts ebiten.DrawImageOptions) { func (w *Wall) Transform() (opts ebiten.DrawImageOptions) {
opts.GeoM.Translate(pfloat(w.Offset)) opts.GeoM.Translate(cfloat(w.Offset))
return opts return opts
} }
@ -106,6 +106,6 @@ func (u *WallUnit) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
func (u *WallUnit) Scan() []interface{} { return []interface{}{u.Tile} } func (u *WallUnit) Scan() []interface{} { return []interface{}{u.Tile} }
func (u *WallUnit) Transform() (opts ebiten.DrawImageOptions) { func (u *WallUnit) Transform() (opts ebiten.DrawImageOptions) {
opts.GeoM.Translate(pfloat(pmul(u.Pos, u.wall.UnitSize).Add(u.wall.UnitOffset))) opts.GeoM.Translate(cfloat(cmul(u.Pos, u.wall.UnitSize).Add(u.wall.UnitOffset)))
return opts return opts
} }