Files
nenya/src/as/com/threerings/util/DirectionUtil.as
T
Mike Thomas 2f634e3a60 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
2010-06-08 01:48:12 +00:00

321 lines
12 KiB
ActionScript

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