#include "orthoAPI.h" namespace dsr { OrthoView::OrthoView(int id, const IVector2D roundedXAxis, const IVector2D roundedZAxis, int yPixelsPerTile, const FMatrix3x3 &normalToWorldSpace, Direction worldDirection) : id(id), worldDirection(worldDirection), normalToWorldSpace(normalToWorldSpace), pixelOffsetPerTileX(roundedXAxis), pixelOffsetPerTileZ(roundedZAxis), yPixelsPerTile(yPixelsPerTile) { // Pixel aligned 3D transformation matrix from tile (x, y, z) to screen (x, y, h) FMatrix3x3 tileToScreen = FMatrix3x3( FVector3D(roundedXAxis.x, roundedXAxis.y, 0), FVector3D(0, -this->yPixelsPerTile, 1.0f), FVector3D(roundedZAxis.x, roundedZAxis.y, 0) ); // Back from deep screen pixels to world tile coordinates FMatrix3x3 screenToTile = inverse(tileToScreen); // TODO: Obsolete this->roundedScreenPixelsToWorldTiles = inverse(FMatrix2x2(FVector2D(roundedXAxis.x, roundedXAxis.y), FVector2D(roundedZAxis.x, roundedZAxis.y))); // Save the conversion from screen-space to world-space in tile units this->screenDepthToWorldSpace = screenToTile; this->worldSpaceToScreenDepth = tileToScreen; // Save the conversion from screen-space to light-space in tile units this->screenDepthToLightSpace = FMatrix3x3( this->normalToWorldSpace.transformTransposed(screenToTile.xAxis), this->normalToWorldSpace.transformTransposed(screenToTile.yAxis), this->normalToWorldSpace.transformTransposed(screenToTile.zAxis) ); this->lightSpaceToScreenDepth = inverse(this->screenDepthToLightSpace); } IVector2D OrthoView::miniTileOffsetToScreenPixel(const IVector3D& miniTileOffset) const { IVector2D centeredPixelLocation = this->pixelOffsetPerTileX * miniTileOffset.x + this->pixelOffsetPerTileZ * miniTileOffset.z; centeredPixelLocation.y -= miniTileOffset.y * this->yPixelsPerTile; return centeredPixelLocation / ortho_miniUnitsPerTile; } IVector2D OrthoView::miniTilePositionToScreenPixel(const IVector3D& position, const IVector2D& worldCenter) const { return this->miniTileOffsetToScreenPixel(position) + worldCenter; } FVector3D OrthoView::pixelToTileOffset(const IVector2D& pixelOffset) const { FVector2D xzTiles = this->roundedScreenPixelsToWorldTiles.transform(FVector2D(pixelOffset.x, pixelOffset.y)); return FVector3D(xzTiles.x, 0.0f, xzTiles.y); } IVector3D OrthoView::pixelToMiniOffset(const IVector2D& pixelOffset) const { FVector3D tiles = this->pixelToTileOffset(pixelOffset); return IVector3D(ortho_floatingTileToMini(tiles.x), 0, ortho_floatingTileToMini(tiles.z)); } IVector3D OrthoView::pixelToMiniPosition(const IVector2D& pixelLocation, const IVector2D& worldCenter) const { return this->pixelToMiniOffset(pixelLocation - worldCenter); } OrthoSystem::OrthoSystem() : cameraTilt(0), pixelsPerTile(0) {} OrthoSystem::OrthoSystem(float cameraTilt, int pixelsPerTile) : cameraTilt(cameraTilt), pixelsPerTile(pixelsPerTile) { this->update(); } OrthoSystem::OrthoSystem(const ReadableString& content) { config_parse_ini(content, [this](const ReadableString& block, const ReadableString& key, const ReadableString& value) { if (string_length(block) == 0) { if (string_caseInsensitiveMatch(key, U"DownTiltPerThousand")) { this->cameraTilt = (float)string_toInteger(value) * -0.001f; } else if (string_caseInsensitiveMatch(key, U"PixelsPerTile")) { this->pixelsPerTile = string_toInteger(value); } else { printText("Unrecognized key \"", key, "\" in orthogonal camera configuration file.\n"); } } else { printText("Unrecognized block \"", block, "\" in orthogonal camera configuration file.\n"); } }); this->update(); } void OrthoSystem::update() { // Calculate y offset rounded to whole tiles to prevent random gaps in grids int yPixelsPerTile = (float)this->pixelsPerTile / sqrt(this->cameraTilt * this->cameraTilt + 1); // Define sprite directions FVector3D upAxis = FVector3D(0.0f, 1.0f, 0.0f); Direction worldDirections[8] = {ortho_dir315, ortho_dir45, ortho_dir135, ortho_dir225, ortho_dir0, ortho_dir90, ortho_dir180, ortho_dir270}; // Define approximate camera systems just to get something axis aligned FMatrix3x3 cameraSystems[8]; cameraSystems[0] = FMatrix3x3::makeAxisSystem(FVector3D(diag, this->cameraTilt, diag), upAxis); cameraSystems[1] = FMatrix3x3::makeAxisSystem(FVector3D(-diag, this->cameraTilt, diag), upAxis); cameraSystems[2] = FMatrix3x3::makeAxisSystem(FVector3D(-diag, this->cameraTilt, -diag), upAxis); cameraSystems[3] = FMatrix3x3::makeAxisSystem(FVector3D(diag, this->cameraTilt, -diag), upAxis); cameraSystems[4] = FMatrix3x3::makeAxisSystem(FVector3D( 0, this->cameraTilt, 1), upAxis); cameraSystems[5] = FMatrix3x3::makeAxisSystem(FVector3D(-1, this->cameraTilt, 0), upAxis); cameraSystems[6] = FMatrix3x3::makeAxisSystem(FVector3D( 0, this->cameraTilt,-1), upAxis); cameraSystems[7] = FMatrix3x3::makeAxisSystem(FVector3D( 1, this->cameraTilt, 0), upAxis); for (int a = 0; a < maxCameraAngles; a++) { // Define the coordinate system for normals FVector3D normalSystemDirection = cameraSystems[a].zAxis; normalSystemDirection.y = 0.0f; FMatrix3x3 normalToWorldSpace = FMatrix3x3::makeAxisSystem(normalSystemDirection, FVector3D(0.0f, 1.0f, 0.0f)); // Create an axis system truncated inwards to whole pixels to prevent creating empty seams between tile aligned sprites Camera approximateCamera = Camera::createOrthogonal(Transform3D(FVector3D(), cameraSystems[a]), this->pixelsPerTile, this->pixelsPerTile, 0.5f); float halfTile = (float)this->pixelsPerTile * 0.5f; FVector2D XAxis = approximateCamera.worldToScreen(FVector3D(1.0f, 0.0f, 0.0f)).is - halfTile; FVector2D ZAxis = approximateCamera.worldToScreen(FVector3D(0.0f, 0.0f, 1.0f)).is - halfTile; this->view[a] = OrthoView( a, IVector2D((int)XAxis.x, (int)XAxis.y), IVector2D((int)ZAxis.x, (int)ZAxis.y), yPixelsPerTile, normalToWorldSpace, worldDirections[a] ); } } int ortho_roundToTile(int miniCoordinate) { return roundDown(miniCoordinate + (ortho_miniUnitsPerTile / 2), ortho_miniUnitsPerTile); } IVector3D ortho_roundToTile(const IVector3D& miniPosition) { return IVector3D(ortho_roundToTile(miniPosition.x), miniPosition.y, ortho_roundToTile(miniPosition.z)); } float ortho_miniToFloatingTile(int miniCoordinate) { return (float)miniCoordinate * ortho_tilesPerMiniUnit; } FVector3D ortho_miniToFloatingTile(const IVector3D& miniPosition) { return FVector3D( ortho_miniToFloatingTile(miniPosition.x), ortho_miniToFloatingTile(miniPosition.y), ortho_miniToFloatingTile(miniPosition.z) ); } int ortho_floatingTileToMini(float tileCoordinate) { return (int)round((double)tileCoordinate * (double)ortho_miniUnitsPerTile); } IVector3D ortho_floatingTileToMini(const FVector3D& tilePosition) { return IVector3D( ortho_floatingTileToMini(tilePosition.x), ortho_floatingTileToMini(tilePosition.y), ortho_floatingTileToMini(tilePosition.z) ); } }