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@ -14,8 +14,8 @@ type IsoProjection struct {
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// Project projects a 3D coordinate into 2D.
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// Project projects a 3D coordinate into 2D.
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// If ZX = 0, x is unchanged; similarly for ZY and y.
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// If ZX = 0, x is unchanged; similarly for ZY and y.
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// Otherwise, x becomes x + z/ZX and y becomes y + z/ZY.
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// Otherwise, x projects to x + z/ZX and y projects to y + z/ZY.
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// Dividing Z is used because there's little reason for an isometric projection
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// Dividing is used because there's little reason for an isometric projection
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// in a game to exaggerate the Z position, and integers are used to preserve
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// in a game to exaggerate the Z position, and integers are used to preserve
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// "pixel perfect" calculation in case you are making the next Celeste.
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// "pixel perfect" calculation in case you are making the next Celeste.
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func (π IsoProjection) Project(x, y, z int) (xp, yp int) {
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func (π IsoProjection) Project(x, y, z int) (xp, yp int) {
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