Port of the miso scene model and related bits (so, data only, no rendering of any kind yet).
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@923 ed5b42cb-e716-0410-a449-f6a68f950b19
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/nenya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.util {
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import flash.geom.Point;
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import com.threerings.util.ArrayUtil;
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public class DirectionUtil extends DirectionCodes
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{
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/**
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* Returns an array of names corresponding to each direction constant.
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*/
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public static function getDirectionNames () :Array
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{
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return DIR_STRINGS;
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}
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/**
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* Returns a string representation of the supplied direction code.
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*/
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public static function toString (direction :int) :String
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{
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return ((direction >= 0) && (direction < FINE_DIRECTION_COUNT)) ?
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DIR_STRINGS[direction] : "INVALID";
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}
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/**
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* Returns an abbreviated string representation of the supplied
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* direction code.
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*/
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public static function toShortString (direction :int) :String
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{
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return ((direction >= 0) && (direction < FINE_DIRECTION_COUNT)) ?
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SHORT_DIR_STRINGS[direction] : "?";
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}
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/**
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* Returns the direction code that corresponds to the supplied string
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* or {@link #NONE} if the string does not correspond to a known
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* direction code.
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*/
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public static function fromString (dirstr :String) :int
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{
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for (var ii :int = 0; ii < FINE_DIRECTION_COUNT; ii++) {
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if (DIR_STRINGS[ii].equals(dirstr)) {
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return ii;
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}
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}
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return NONE;
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}
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/**
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* Returns the direction code that corresponds to the supplied short
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* string or {@link #NONE} if the string does not correspond to a
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* known direction code.
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*/
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public static function fromShortString (dirstr :String) :int
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{
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for (var ii :int = 0; ii < FINE_DIRECTION_COUNT; ii++) {
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if (SHORT_DIR_STRINGS[ii].equals(dirstr)) {
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return ii;
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}
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}
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return NONE;
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}
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/**
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* Returns a string representation of an array of direction codes. The
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* directions are represented by the abbreviated names.
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*/
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public static function dirsToString (directions :Array) :String
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{
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var result :String = "{";
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for (var ii :int = 0; ii < directions.length; ii++) {
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if (ii > 0) {
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result += ", ";
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}
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result += toShortString(directions[ii]);
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}
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result += "}";
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return result;
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}
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/**
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* Rotates the requested <em>fine</em> direction constant clockwise by
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* the requested number of ticks.
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*/
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public static function rotateCW (direction :int, ticks :int) :int
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{
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for (var ii :int = 0; ii < ticks; ii++) {
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direction = FINE_CW_ROTATE[direction];
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}
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return direction;
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}
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/**
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* Rotates the requested <em>fine</em> direction constant
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* counter-clockwise by the requested number of ticks.
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*/
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public static function rotateCCW (direction :int, ticks :int) :int
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{
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for (var ii :int = 0; ii < ticks; ii++) {
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direction = FINE_CCW_ROTATE[direction];
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}
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return direction;
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}
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/**
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* Returns the opposite of the specified direction.
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*/
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public static function getOpposite (direction :int) :int
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{
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return rotateCW(direction, FINE_CW_ROTATE.length/2);
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}
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/**
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* Get the cardinal direction closest to the specified direction (preferring a clockwise match).
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*/
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public static function getClosestCardinal (direction :int) :int
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{
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return getClosest(direction, CARDINAL_DIRECTIONS, true);
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}
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/**
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* Get the direction closest to the specified direction, out of
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* the directions in the possible list.
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*
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* @param preferCW whether to prefer a clockwise match or a
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* counter-clockwise match.
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*/
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public static function getClosest (direction :int, possible :Array,
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preferCW :Boolean = true) :int
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{
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// rotate a tick at a time, looking for matches
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var first :int = direction;
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var second :int = direction;
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for (var ii :int = 0; ii <= FINE_DIRECTION_COUNT / 2; ii++) {
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if (ArrayUtil.contains(possible, first)) {
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return first;
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}
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if (ii != 0 && ArrayUtil.contains(possible, second)) {
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return second;
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}
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first = preferCW ? rotateCW(first, 1) : rotateCCW(first, 1);
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second = preferCW ? rotateCCW(second, 1) : rotateCW(second, 1);
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}
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return NONE;
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}
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/**
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* Returns which of the eight compass directions that point
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* <code>b</code> lies in from point <code>a</code> as one of the
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* {@link DirectionCodes} direction constants. <em>Note:</em> that the
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* coordinates supplied are assumed to be logical (screen) rather than
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* cartesian coordinates and <code>NORTH</code> is considered to point
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* toward the top of the screen.
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*/
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public static function getDirectionForPts (a :Point, b :Point) :int
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{
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return getDirection(a.x, a.y, b.x, b.y);
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}
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/**
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* Returns which of the eight compass directions that point
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* <code>b</code> lies in from point <code>a</code> as one of the
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* {@link DirectionCodes} direction constants. <em>Note:</em> that the
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* coordinates supplied are assumed to be logical (screen) rather than
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* cartesian coordinates and <code>NORTH</code> is considered to point
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* toward the top of the screen.
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*/
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public static function getDirection (ax :Number, ay :Number, bx :Number, by :Number) :int
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{
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return getDirectionForAngle(Math.atan2(by-ay, bx-ax));
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}
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/**
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* Returns which of the eight compass directions is associated with
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* the specified angle theta. <em>Note:</em> that the angle supplied
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* is assumed to increase clockwise around the origin (which screen
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* angles do) rather than counter-clockwise around the origin (which
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* cartesian angles do) and <code>NORTH</code> is considered to point
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* toward the top of the screen.
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*/
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public static function getDirectionForAngle (theta :Number) :int
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{
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theta = ((theta + Math.PI) * 4) / Math.PI;
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return (int)(Math.round(theta) + WEST) % 8;
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}
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/**
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* Returns which of the sixteen compass directions that point
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* <code>b</code> lies in from point <code>a</code> as one of the
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* {@link DirectionCodes} direction constants. <em>Note:</em> that the
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* coordinates supplied are assumed to be logical (screen) rather than
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* cartesian coordinates and <code>NORTH</code> is considered to point
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* toward the top of the screen.
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*/
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public static function getFineDirectionForPts (a :Point, b :Point) :int
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{
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return getFineDirection(a.x, a.y, b.x, b.y);
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}
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/**
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* Returns which of the sixteen compass directions that point
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* <code>b</code> lies in from point <code>a</code> as one of the
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* {@link DirectionCodes} direction constants. <em>Note:</em> that the
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* coordinates supplied are assumed to be logical (screen) rather than
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* cartesian coordinates and <code>NORTH</code> is considered to point
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* toward the top of the screen.
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*/
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public static function getFineDirection (ax :Number, ay :Number, bx :Number, by :Number) :int
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{
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return getFineDirectionForAngle(Math.atan2(by-ay, bx-ax));
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}
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/**
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* Returns which of the sixteen compass directions is associated with
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* the specified angle theta. <em>Note:</em> that the angle supplied
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* is assumed to increase clockwise around the origin (which screen
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* angles do) rather than counter-clockwise around the origin (which
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* cartesian angles do) and <code>NORTH</code> is considered to point
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* toward the top of the screen.
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*/
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public static function getFineDirectionForAngle (theta :Number) :int
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{
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theta = ((theta + Math.PI) * 8) / Math.PI;
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return ANGLE_MAP[int(Math.round(theta)) % FINE_DIRECTION_COUNT];
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}
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/**
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* Move the specified point in the specified screen direction,
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* adjusting by the specified adjustments. Fine directions are
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* not supported.
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*/
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public static function moveDirection (p :Point, direction :int, dx :int, dy :int) :void
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{
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if (direction >= DIRECTION_COUNT) {
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throw new ArgumentError(
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"Fine coordinates not supported.");
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}
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switch (direction) {
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case NORTH: case NORTHWEST: case NORTHEAST: p.y -= dy;
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}
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switch (direction) {
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case SOUTH: case SOUTHWEST: case SOUTHEAST: p.y += dy;
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}
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switch (direction) {
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case WEST: case SOUTHWEST: case NORTHWEST: p.x -= dx;
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}
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switch (direction) {
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case EAST: case SOUTHEAST: case NORTHEAST: p.x += dx;
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}
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}
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/** Direction constant string names. */
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protected static const DIR_STRINGS :Array = [
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"SOUTHWEST", "WEST", "NORTHWEST", "NORTH",
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"NORTHEAST", "EAST", "SOUTHEAST", "SOUTH",
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"WESTSOUTHWEST", "WESTNORTHWEST", "NORTHNORTHWEST", "NORTHNORTHEAST",
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"EASTNORTHEAST", "EASTSOUTHEAST", "SOUTHSOUTHEAST", "SOUTHSOUTHWEST",
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];
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/** Abbreviated direction constant string names. */
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protected static const SHORT_DIR_STRINGS :Array = [
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"SW", "W", "NW", "N", "NE", "E", "SE", "S",
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"WSW", "WNW", "NNW", "NNE", "ENE", "ESE", "SSE", "SSW",
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];
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/** Used to rotate a fine compass direction clockwise. */
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protected static const FINE_CW_ROTATE :Array = [
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/* SW -> */ WESTSOUTHWEST, /* W -> */ WESTNORTHWEST,
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/* NW -> */ NORTHNORTHWEST, /* N -> */ NORTHNORTHEAST,
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/* NE -> */ EASTNORTHEAST, /* E -> */ EASTSOUTHEAST,
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/* SE -> */ SOUTHSOUTHEAST, /* S -> */ SOUTHSOUTHWEST,
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/* WSW -> */ WEST, /* WNW -> */ NORTHWEST,
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/* NNW -> */ NORTH, /* NNE -> */ NORTHEAST,
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/* ENE -> */ EAST, /* ESE -> */ SOUTHEAST,
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/* SSE -> */ SOUTH, /* SSW -> */ SOUTHWEST
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];
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/** Used to rotate a fine compass direction counter-clockwise. */
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protected static const FINE_CCW_ROTATE :Array = [
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/* SW -> */ SOUTHSOUTHWEST, /* W -> */ WESTSOUTHWEST,
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/* NW -> */ WESTNORTHWEST, /* N -> */ NORTHNORTHWEST,
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/* NE -> */ NORTHNORTHEAST, /* E -> */ EASTNORTHEAST,
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/* SE -> */ EASTSOUTHEAST, /* S -> */ SOUTHSOUTHEAST,
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/* WSW -> */ SOUTHWEST, /* WNW -> */ WEST,
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/* NNW -> */ NORTHWEST, /* NNE -> */ NORTH,
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/* ENE -> */ NORTHEAST, /* ESE -> */ EAST,
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/* SSE -> */ SOUTHEAST, /* SSW -> */ SOUTH
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];
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/** Used to map an angle to a fine compass direction. */
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protected static const ANGLE_MAP :Array = [
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WEST, WESTNORTHWEST, NORTHWEST, NORTHNORTHWEST, NORTH, NORTHNORTHEAST,
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NORTHEAST, EASTNORTHEAST, EAST, EASTSOUTHEAST, SOUTHEAST,
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SOUTHSOUTHEAST, SOUTH, SOUTHSOUTHWEST, SOUTHWEST, WESTSOUTHWEST ];
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}
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}
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