//
// $Id: IsoUtil.java,v 1.32 2002/05/24 20:32:11 ray Exp $
package com.threerings.miso.scene.util;
import java.awt.Point;
import java.awt.Polygon;
import java.awt.Rectangle;
import com.samskivert.swing.SmartPolygon;
import com.threerings.media.sprite.Sprite;
import com.threerings.media.tile.ObjectTile;
import com.threerings.media.util.MathUtil;
import com.threerings.util.DirectionCodes;
import com.threerings.miso.Log;
import com.threerings.miso.scene.IsoSceneViewModel;
import com.threerings.miso.scene.MisoCharacterSprite;
/**
* The IsoUtil class is a holding place for miscellaneous
* isometric-display-related utility routines.
*/
public class IsoUtil
implements DirectionCodes
{
/**
* Sets the given character sprite's tile and fine coordinate
* locations within the scene based on the sprite's current screen
* pixel coordinates. This method should be called whenever a
* {@link MisoCharacterSprite} is first created, but after its
* location has been set via {@link Sprite#setLocation}.
*/
public static void setSpriteSceneLocation (
IsoSceneViewModel model, MisoCharacterSprite sprite)
{
// get the sprite's position in full coordinates
Point fpos = new Point();
screenToFull(model, sprite.getX(), sprite.getY(), fpos);
// set the sprite's tile and fine coordinates
sprite.setTileLocation(
IsoUtil.fullToTile(fpos.x), IsoUtil.fullToTile(fpos.y));
sprite.setFineLocation(
IsoUtil.fullToFine(fpos.x), IsoUtil.fullToFine(fpos.y));
}
/**
* Returns a polygon bounding all footprint tiles of the given
* object tile.
*
* @param model the scene view model.
* @param root the polygon for the root tile at which the object
* is located.
* @param tile the object tile.
*
* @return the bounding polygon.
*/
public static Polygon getObjectFootprint (
IsoSceneViewModel model, Polygon root, ObjectTile tile)
{
Polygon boundsPoly = new SmartPolygon();
Rectangle bounds = root.getBounds();
int bwid = tile.getBaseWidth(), bhei = tile.getBaseHeight();
int oox = bounds.x + model.tilehwid, ooy = bounds.y + model.tilehei;
int rx = oox, ry = ooy;
// bottom-center point
boundsPoly.addPoint(rx, ry);
// left point
rx -= bwid * model.tilehwid;
ry -= bwid * model.tilehhei;
boundsPoly.addPoint(rx, ry);
// top-center point
rx += bhei * model.tilehwid;
ry -= bhei * model.tilehhei;
boundsPoly.addPoint(rx, ry);
// right point
rx += bwid * model.tilehwid;
ry += bwid * model.tilehhei;
boundsPoly.addPoint(rx, ry);
// bottom-center point
boundsPoly.addPoint(rx, ry);
return boundsPoly;
}
/**
* Returns a polygon bounding the given object tile display image,
* with the bottom of the polygon shaped to conform to the known
* object dimensions. This is currently not used.
*
* @param model the scene view model.
* @param root the polygon for the root tile at which the object is
* located.
* @param tile the object tile.
*
* @return the bounding polygon.
*/
public static Polygon getTightObjectBounds (
IsoSceneViewModel model, Polygon root, ObjectTile tile)
{
Rectangle bounds = root.getBounds();
// if the tile has an origin, use that, otherwise compute the
// origin based on the tile footprint
int tox = tile.getOriginX(), toy = tile.getOriginY();
if (tox == -1 || toy == -1) {
tox = tile.getBaseWidth() * model.tilehwid;
toy = tile.getHeight();
}
float slope = (float)model.tilehei / (float)model.tilewid;
int oox = bounds.x + model.tilehwid, ooy = bounds.y + model.tilehei;
int sx = oox - tox, sy = ooy - toy;
Polygon boundsPoly = new SmartPolygon();
int rx = sx, ry = sy;
// top-left point
boundsPoly.addPoint(rx, ry);
// top-right point
rx = sx + tile.getWidth();
boundsPoly.addPoint(rx, ry);
// bottom-right point
ry = ooy - (int)((rx-oox) * slope);
boundsPoly.addPoint(rx, ry);
// bottom-middle point
boundsPoly.addPoint(bounds.x + model.tilehwid,
bounds.y + model.tilehei);
// bottom-left point
rx = sx;
ry = ooy - (int)(tox * slope);
boundsPoly.addPoint(rx, ry);
// top-left point
boundsPoly.addPoint(sx, sy);
return boundsPoly;
}
/**
* Returns a rectangle that encloses the entire object image, with the
* upper left set to the appropriate values for rendering the object
* image.
*
* @param model the scene view model.
* @param root the polygon for the root tile at which the object is
* located.
* @param tile the object tile.
*
* @return the bounding rectangle.
*/
public static Rectangle getObjectBounds (
IsoSceneViewModel model, Polygon root, ObjectTile tile)
{
Rectangle bounds = root.getBounds();
// if the tile has an origin, use that, otherwise compute the
// origin based on the tile footprint
int tox = tile.getOriginX(), toy = tile.getOriginY();
if (tox == -1 || toy == -1) {
tox = tile.getBaseWidth() * model.tilehwid;
toy = tile.getHeight();
}
int oox = bounds.x + model.tilehwid, ooy = bounds.y + model.tilehei;
int sx = oox - tox, sy = ooy - toy;
return new Rectangle(sx, sy, tile.getWidth(), tile.getHeight());
}
/**
* Returns true if the footprints of the two object tiles overlap when
* the objects occupy the specified coordinates, false if not.
*/
public static boolean objectFootprintsOverlap (
ObjectTile tile1, int x1, int y1,
ObjectTile tile2, int x2, int y2)
{
return (x2 > x1 - tile1.getBaseWidth() &&
x1 > x2 - tile2.getBaseWidth() &&
y2 > y1 - tile1.getBaseHeight() &&
y1 > y2 - tile2.getBaseHeight());
}
/**
* 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 Sprite
* class's direction constants.
*/
public static int getDirection (
IsoSceneViewModel 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(tax, tay, tbx, tby);
if (dir != DirectionCodes.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(fax, fay, fbx, fby);
// arbitrarily return southwest if fine coords were also equivalent
return (dir == -1) ? 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 Sprite
* class's direction constants, or DirectionCodes.NONE if
* point B is equivalent to point A.
*/
public static int getIsoDirection (int ax, int ay, int bx, int by)
{
// head off a div by 0 at the pass..
if (bx == ax) {
if (by == ay) {
return DirectionCodes.NONE;
}
return (by < ay) ? EAST : WEST;
}
// figure direction base on the slope of the line
float slope = ((float) (ay - by)) / ((float) Math.abs(ax - bx));
if (slope > 2f) {
return EAST;
}
if (slope > .5f) {
return (bx < ax) ? NORTHEAST : SOUTHEAST;
}
if (slope > -.5f) {
return (bx < ax) ? NORTH : SOUTH;
}
if (slope > -2f) {
return (bx < ax) ? NORTHWEST : SOUTHWEST;
}
return WEST;
}
/**
* Given two points in screen (cartesian) coordinates, return the
* isometrically projected compass direction that point B lies in from
* point A.
*
* @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 Sprite
* class's direction constants, or DirectionCodes.NONE if
* point B is equivalent to point A.
*/
public static int getProjectedIsoDirection (int ax, int ay, int bx, int by)
{
int dir = getIsoDirection(ax, ay, bx, by);
if (dir != DirectionCodes.NONE) {
// offset the direction by -1, ie change SOUTHWEST to SOUTH
dir = (dir + 7) % 8;
}
return dir;
}
/**
* Returns the tile coordinate of the given full coordinate.
*/
public static int fullToTile (int val)
{
return (val / FULL_TILE_FACTOR);
}
/**
* Returns the fine coordinate of the given full coordinate.
*/
public static int fullToFine (int val)
{
return (val - ((val / FULL_TILE_FACTOR) * FULL_TILE_FACTOR));
}
/**
* 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 (
IsoSceneViewModel 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 (
IsoSceneViewModel 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 (
IsoSceneViewModel 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 (
IsoSceneViewModel 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 (
IsoSceneViewModel 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 (
IsoSceneViewModel 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 (
IsoSceneViewModel 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 SmartPolygon();
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);
return poly;
}
/**
* Return a screen-coordinates polygon framing the two specified
* tile-coordinate points.
*/
public static Polygon getMultiTilePolygon (IsoSceneViewModel model,
Point sp1, Point sp2)
{
int minx, maxx, miny, maxy;
Point[] p = new Point[4];
// load in all possible screen coords
IsoUtil.tileToScreen(model, sp1.x, sp1.y, p[0] = new Point());
IsoUtil.tileToScreen(model, sp2.x, sp2.y, p[1] = new Point());
IsoUtil.tileToScreen(model, sp1.x, sp2.y, p[2] = new Point());
IsoUtil.tileToScreen(model, sp2.x, sp1.y, p[3] = new Point());
// locate the indexes of min/max for x and y
minx = maxx = miny = maxy = 0;
for (int ii=1; ii < 4; ii++) {
if (p[ii].x < p[minx].x) {
minx = ii;
} else if (p[ii].x > p[maxx].x) {
maxx = ii;
}
if (p[ii].y < p[miny].y) {
miny = ii;
} else if (p[ii].y > p[maxy].y) {
maxy = ii;
}
}
// now make the polygon! Whoo!
Polygon poly = new SmartPolygon();
poly.addPoint(p[minx].x, p[minx].y + model.tilehhei);
poly.addPoint(p[miny].x + model.tilehwid, p[miny].y);
poly.addPoint(p[maxx].x + model.tilewid, p[maxx].y + model.tilehhei);
poly.addPoint(p[maxy].x + model.tilehwid, p[maxy].y + model.tilehei);
return poly;
}
/**
* Turns x and y scene coordinates into an integer key.
*
* @return the hash key, given x and y.
*/
public static final int coordsToKey (int x, int y)
{
return ((y << 16) & (0xFFFF0000)) | (x & 0xFFFF);
}
/**
* Gets the x coordinate from an integer hash key.
*
* @return the x coordinate.
*/
public static final int xCoordFromKey (int key)
{
return (key & 0xFFFF);
}
/**
* Gets the y coordinate from an integer hash key.
*
* @return the y coordinate from the hash key.
*/
public static final int yCoordFromKey (int key)
{
return ((key >> 16) & 0xFFFF);
}
/** Multiplication factor to embed tile coords in full coords. */
protected static final int FULL_TILE_FACTOR = 100;
}