location helper functions for camera work

This commit is contained in:
2025-02-10 13:34:42 -06:00
parent f94abd3575
commit f24283e0e2
3 changed files with 141 additions and 0 deletions

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@@ -11,6 +11,7 @@
#include <iostream> #include <iostream>
#include <sstream> #include <sstream>
#include <string> #include <string>
#include <limits>
eDirection& operator++ (eDirection& me, int) { eDirection& operator++ (eDirection& me, int) {
if(me == DIR_HERE) return me = DIR_N; if(me == DIR_HERE) return me = DIR_N;
@@ -31,6 +32,10 @@ short dist(location p1,location p2){
return hypot(p1.x - p2.x, p1.y - p2.y); return hypot(p1.x - p2.x, p1.y - p2.y);
} }
float fdist(location p1,location p2){
return hypot(p1.x - p2.x, p1.y - p2.y);
}
short vdist(location p1,location p2) { short vdist(location p1,location p2) {
short i,j; short i,j;
i = abs((long double)p1.x - p2.x); i = abs((long double)p1.x - p2.x);
@@ -306,3 +311,109 @@ std::ostream& operator<< (std::ostream& out, info_rect_t r) {
out << " -- \"" << r.descr << '"'; out << " -- \"" << r.descr << '"';
return out; return out;
} }
bool is_on_screen(location loc, location view_center, int radius) {
return loc.x >= view_center.x - radius
&& loc.x <= view_center.x + radius
&& loc.y >= view_center.y - radius
&& loc.y <= view_center.y + radius;
}
location between_anchor_points(location anchor1, location anchor2, int padding){
// First check the point directly between anchor1 and anchor2 (rounding towards anchor1)
float center_x_f = (anchor1.x + anchor2.x) / 2.0;
float center_y_f = (anchor1.y + anchor2.y) / 2.0;
location point_between;
if(anchor1.x < anchor2.x){
point_between.x = floor(center_x_f);
}else{
point_between.x = ceil(center_x_f);
}
if(anchor1.y < anchor2.y){
point_between.y = floor(center_y_f);
}else{
point_between.y = ceil(center_y_f);
}
// Then if necessary, move back towards anchor1 until it is visible with the desired padding
int padded_radius = SCREEN_RADIUS - padding;
while(!is_on_screen(anchor1, point_between, padded_radius)){
if(anchor1.x < point_between.x - padded_radius){
--point_between.x;
}else if(anchor1.x > point_between.x + padded_radius){
++point_between.x;
}
if(anchor1.y < point_between.y - padded_radius){
--point_between.y;
}else if(anchor1.y > point_between.y + padded_radius){
++point_between.y;
}
}
return point_between;
}
std::vector<location> points_containing_most(std::vector<location> points, int padding) {
// Find the bounding box of the given points:
int min_x = std::numeric_limits<int>::max();
int min_y = min_x;
int max_x = std::numeric_limits<int>::min();
int max_y = max_x;
for(location p : points){
if(p.x < min_x) min_x = p.x;
if(p.y < min_y) min_y = p.y;
if(p.x > max_x) max_x = p.x;
if(p.y > max_y) max_y = p.y;
}
// Expand the bounds by the view radius:
int padded_radius = SCREEN_RADIUS - padding;
min_x -= padded_radius; min_y -= padded_radius;
max_x += padded_radius; max_y += padded_radius;
// This function's output may include out-of-bounds points, but those will be eliminated
// by calling closest_point() with an anchor point that is in-bounds.
// Calculate how many of the points can be seen from each point in the bounding box:
std::vector<std::pair<location, int>> points_seen_from;
location checking_point;
for(checking_point.x = min_x; checking_point.x <= max_x; ++checking_point.x){
for(checking_point.y = min_y; checking_point.y <= max_y; ++checking_point.y){
int can_see = 0;
for(location p : points){
if(is_on_screen(p, checking_point, padded_radius)) ++can_see;
}
points_seen_from.push_back(std::make_pair(checking_point, can_see));
}
}
// Sort candidates by how many of the points they see
std::sort(points_seen_from.begin(), points_seen_from.end(), [](std::pair<location,int> pair1, std::pair<location,int> pair2) -> bool {
return pair1.second > pair2.second;
});
int max_seen = points_seen_from[0].second;
// Return all of them that see the max number
std::vector<location> return_points;
for(auto pair : points_seen_from){
if(pair.second == max_seen) return_points.push_back(pair.first);
}
return return_points;
}
int closest_point_idx(std::vector<location> points, location anchor) {
float min_distance = std::numeric_limits<float>::max();
int min_idx = -1;
for(int idx = 0; idx < points.size(); ++idx){
float distance = fdist(points[idx], anchor);
if(distance < min_distance){
min_distance = distance;
min_idx = idx;
}
}
return min_idx;
}
location closest_point(std::vector<location> points, location anchor) {
return points[closest_point_idx(points, anchor)];
}

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@@ -154,6 +154,7 @@ bool operator != (rectangle r1, rectangle r2);
rectangle operator&(rectangle one, rectangle two); rectangle operator&(rectangle one, rectangle two);
rectangle rectunion(rectangle one, rectangle two); rectangle rectunion(rectangle one, rectangle two);
short dist(location p1,location p2); short dist(location p1,location p2);
float fdist(location p1,location p2);
short vdist(location p1,location p2); short vdist(location p1,location p2);
location loc(int a, int b); location loc(int a, int b);
@@ -172,4 +173,30 @@ std::ostream& operator<< (std::ostream& out, rectangle r);
std::istream& operator>> (std::istream& in, rectangle& r); std::istream& operator>> (std::istream& in, rectangle& r);
std::ostream& operator<< (std::ostream& out, info_rect_t r); std::ostream& operator<< (std::ostream& out, info_rect_t r);
const int SCREEN_RADIUS=4;
// CAMERA UTILITY FUNCTIONS
// Whether a tile is within a radius of a given view center.
// 4 is the actual tile radius of the terrain screen.
bool is_on_screen(location loc, location view_center, int radius=SCREEN_RADIUS);
// Default view center: the actual current view center
extern location center;
inline bool is_on_screen(location loc, int radius=SCREEN_RADIUS) {
return is_on_screen(loc, center, radius);
}
// Calculate the closest point to the center of two anchors that is
// guaranteed to contain the first anchor with the given amount of padding
location between_anchor_points(location anchor1, location anchor2, int padding=1);
// Get all view center points which contain the greatest possible number of the given points
// with the given amount of padding
std::vector<location> points_containing_most(std::vector<location> points, int padding=1);
// Find which of the given points is closest to the given anchor point.
int closest_point_idx(std::vector<location> points, location anchor);
location closest_point(std::vector<location> points, location anchor);
#endif #endif

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@@ -80,6 +80,9 @@ extern bool cur_scen_is_mac;
short specials_res_id; short specials_res_id;
char start_name[256]; char start_name[256];
// This is just to make location.hpp compile, and represents nothing:
location center;
static void process_args(int argc, char* argv[]) { static void process_args(int argc, char* argv[]) {
preprocess_args(argc, argv); preprocess_args(argc, argv);
clara::Args args(argc, argv); clara::Args args(argc, argv);