//
// $Id: IsoUtil.java,v 1.2 2001/08/14 23:35:22 mdb Exp $
package com.threerings.miso.scene.util;
import java.awt.Point;
import java.awt.Polygon;
import com.threerings.media.sprite.Path;
import com.threerings.media.util.MathUtil;
import com.threerings.miso.scene.*;
/**
* The IsoUtil class is a holding place for miscellaneous
* isometric-display-related utility routines.
*/
public class IsoUtil
{
/**
* Given two points in screen pixel coordinates, return the
* compass direction that point B lies in from point A from an
* isometric perspective.
*
* @param ax the x-position of point A.
* @param ay the y-position of point A.
* @param bx the x-position of point B.
* @param by the y-position of point B.
*
* @return the direction specified as one of the Path
* class's direction constants.
*/
public static int getDirection (
IsoSceneModel model, int ax, int ay, int bx, int by)
{
Point afpos = new Point(), bfpos = new Point();
// convert screen coordinates to full coordinates to get both
// tile coordinates and fine coordinates
screenToFull(model, ax, ay, afpos);
screenToFull(model, bx, by, bfpos);
// pull out the tile coordinates for each point
int tax = afpos.x / FULL_TILE_FACTOR;
int tay = afpos.y / FULL_TILE_FACTOR;
int tbx = bfpos.x / FULL_TILE_FACTOR;
int tby = bfpos.y / FULL_TILE_FACTOR;
// compare tile coordinates to determine direction
int dir = getIsoDirection(model, tax, tay, tbx, tby);
if (dir != Path.DIR_NONE) return dir;
// destination point is in the same tile as the
// origination point, so consider fine coordinates
// pull out the fine coordinates for each point
int fax = afpos.x - (tax * FULL_TILE_FACTOR);
int fay = afpos.y - (tay * FULL_TILE_FACTOR);
int fbx = bfpos.x - (tbx * FULL_TILE_FACTOR);
int fby = bfpos.y - (tby * FULL_TILE_FACTOR);
// compare fine coordinates to determine direction
dir = getIsoDirection(model, fax, fay, fbx, fby);
// arbitrarily return southwest if fine coords were also equivalent
return (dir == -1) ? Path.DIR_SOUTHWEST : dir;
}
/**
* Given two points in an isometric coordinate system, return the
* compass direction that point B lies in from point A. This
* method is used to determine direction for both tile coordinates
* and fine coordinates within a tile, since the coordinate
* systems are the same.
*
* @param ax the x-position of point A.
* @param ay the y-position of point A.
* @param bx the x-position of point B.
* @param by the y-position of point B.
*
* @return the direction specified as one of the Path
* class's direction constants, or Path.DIR_NONE
* if point B is equivalent to point A.
*/
public static int getIsoDirection (
IsoSceneModel model, int ax, int ay, int bx, int by)
{
if (bx > ax) {
if (by == ay) return Path.DIR_SOUTH;
return (by < ay) ? Path.DIR_SOUTHEAST : Path.DIR_SOUTHWEST;
} else if (bx == ax) {
if (by == ay) return Path.DIR_NONE;
return (by < ay) ? Path.DIR_EAST : Path.DIR_WEST;
} else { // bx < ax
if (by == ay) return Path.DIR_NORTH;
return (by < ay) ? Path.DIR_NORTHEAST : Path.DIR_NORTHWEST;
}
}
/**
* Convert the given screen-based pixel coordinates to their
* corresponding tile-based coordinates. Converted coordinates
* are placed in the given point object.
*
* @param sx the screen x-position pixel coordinate.
* @param sy the screen y-position pixel coordinate.
* @param tpos the point object to place coordinates in.
*/
public static void screenToTile (
IsoSceneModel model, int sx, int sy, Point tpos)
{
// calculate line parallel to the y-axis (from mouse pos to x-axis)
int bY = (int)(sy - (model.slopeY * sx));
// determine intersection of x- and y-axis lines
int crossx = (int)((bY - (model.bX + model.origin.y)) /
(model.slopeX - model.slopeY));
int crossy = (int)((model.slopeY * crossx) + bY);
// determine distance of mouse pos along the x axis
int xdist = (int)MathUtil.distance(
model.origin.x, model.origin.y, crossx, crossy);
tpos.x = (int)(xdist / model.tilelen);
// determine distance of mouse pos along the y-axis
int ydist = (int)MathUtil.distance(sx, sy, crossx, crossy);
tpos.y = (int)(ydist / model.tilelen);
}
/**
* Convert the given tile-based coordinates to their corresponding
* screen-based pixel coordinates. Converted coordinates are
* placed in the given point object.
*
* @param x the tile x-position coordinate.
* @param y the tile y-position coordinate.
* @param spos the point object to place coordinates in.
*/
public static void tileToScreen (
IsoSceneModel model, int x, int y, Point spos)
{
spos.x = model.origin.x + ((x - y - 1) * model.tilehwid);
spos.y = model.origin.y + ((x + y) * model.tilehhei);
}
/**
* Convert the given fine coordinates to pixel coordinates within
* the containing tile. Converted coordinates are placed in the
* given point object.
*
* @param x the x-position fine coordinate.
* @param y the y-position fine coordinate.
* @param ppos the point object to place coordinates in.
*/
public static void fineToPixel (
IsoSceneModel model, int x, int y, Point ppos)
{
ppos.x = model.tilehwid + ((x - y) * model.finehwid);
ppos.y = (x + y) * model.finehhei;
}
/**
* Convert the given pixel coordinates, whose origin is at the
* top-left of a tile's containing rectangle, to fine coordinates
* within that tile. Converted coordinates are placed in the
* given point object.
*
* @param x the x-position pixel coordinate.
* @param y the y-position pixel coordinate.
* @param fpos the point object to place coordinates in.
*/
public static void pixelToFine (
IsoSceneModel model, int x, int y, Point fpos)
{
// calculate line parallel to the y-axis (from the given
// x/y-pos to the x-axis)
float bY = y - (model.fineSlopeY * x);
// determine intersection of x- and y-axis lines
int crossx = (int)((bY - model.fineBX) /
(model.fineSlopeX - model.fineSlopeY));
int crossy = (int)((model.fineSlopeY * crossx) + bY);
// TODO: final position should check distance between our
// position and the surrounding fine coords and return the
// actual closest fine coord, rather than just dividing.
// determine distance along the x-axis
float xdist = MathUtil.distance(model.tilehwid, 0, crossx, crossy);
fpos.x = (int)(xdist / model.finelen);
// determine distance along the y-axis
float ydist = MathUtil.distance(x, y, crossx, crossy);
fpos.y = (int)(ydist / model.finelen);
}
/**
* Convert the given screen-based pixel coordinates to full
* scene-based coordinates that include both the tile coordinates
* and the fine coordinates in each dimension. Converted
* coordinates are placed in the given point object.
*
* @param sx the screen x-position pixel coordinate.
* @param sy the screen y-position pixel coordinate.
* @param fpos the point object to place coordinates in.
*/
public static void screenToFull (
IsoSceneModel model, int sx, int sy, Point fpos)
{
// get the tile coordinates
Point tpos = new Point();
screenToTile(model, sx, sy, tpos);
// get the screen coordinates for the containing tile
Point spos = new Point();
tileToScreen(model, tpos.x, tpos.y, spos);
// get the fine coordinates within the containing tile
pixelToFine(model, sx - spos.x, sy - spos.y, fpos);
// toss in the tile coordinates for good measure
fpos.x += (tpos.x * FULL_TILE_FACTOR);
fpos.y += (tpos.y * FULL_TILE_FACTOR);
}
/**
* Convert the given full coordinates to screen-based pixel
* coordinates. Converted coordinates are placed in the given
* point object.
*
* @param x the x-position full coordinate.
* @param y the y-position full coordinate.
* @param spos the point object to place coordinates in.
*/
public static void fullToScreen (
IsoSceneModel model, int x, int y, Point spos)
{
// get the tile screen position
Point tspos = new Point();
int tx = x / FULL_TILE_FACTOR, ty = y / FULL_TILE_FACTOR;
tileToScreen(model, tx, ty, tspos);
// get the pixel position of the fine coords within the tile
Point ppos = new Point();
int fx = x - (tx * FULL_TILE_FACTOR), fy = y - (ty * FULL_TILE_FACTOR);
fineToPixel(model, fx, fy, ppos);
// final position is tile position offset by fine position
spos.x = tspos.x + ppos.x;
spos.y = tspos.y + ppos.y;
}
/**
* Return a polygon framing the specified tile.
*
* @param x the tile x-position coordinate.
* @param y the tile y-position coordinate.
*/
public static Polygon getTilePolygon (IsoSceneModel model, int x, int y)
{
// get the top-left screen coordinate for the tile
Point spos = new Point();
IsoUtil.tileToScreen(model, x, y, spos);
// create a polygon framing the tile
Polygon poly = new Polygon();
poly.addPoint(spos.x, spos.y + model.tilehhei);
poly.addPoint(spos.x + model.tilehwid, spos.y);
poly.addPoint(spos.x + model.tilewid, spos.y + model.tilehhei);
poly.addPoint(spos.x + model.tilehwid, spos.y + model.tilehei);
poly.addPoint(spos.x, spos.y + model.tilehhei);
return poly;
}
/** Multiplication factor to embed tile coords in full coords. */
protected static final int FULL_TILE_FACTOR = 100;
}