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coordinates.go
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coordinates.go
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/* D3pixelbot - Custom client, recorder and bot for pixel drawing games
Copyright (C) 2019 David Vogel
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>. */
package main
import "image"
// TODO: Use better names than "chunkSize", ...
type pixelSize image.Point // Size of something measured in pixels
type (
chunkCoordinate image.Point // Coordinate of something measured in chunks
chunkRectangle struct{ image.Rectangle } // A rectangle something measured in chunks
chunkSize image.Point // A size of something measured in chunks
)
// Converts a pixel coordinate into a chunk coordinate containing the given pixel
//
// Positive origin values move the chunk grid into negative direction
func (ps pixelSize) getChunkCoord(coord image.Point, origin image.Point) chunkCoordinate {
return chunkCoordinate{
X: divideFloor(coord.X+origin.X, ps.X),
Y: divideFloor(coord.Y+origin.Y, ps.Y),
}
}
// Converts a pixel rectangle into the closest possible rectangle in chunk coordinates.
// The given pixel rectangle will always be inside or equal to the resulting chunk rectangle.
//
// Positive origin values move the chunk grid into negative direction
func (ps pixelSize) getOuterChunkRect(rect image.Rectangle, origin image.Point) chunkRectangle {
rectTemp := rect.Canon().Add(origin)
min := image.Point{
X: divideFloor(rectTemp.Min.X, ps.X),
Y: divideFloor(rectTemp.Min.Y, ps.Y),
}
max := image.Point{
X: divideCeil(rectTemp.Max.X, ps.X),
Y: divideCeil(rectTemp.Max.Y, ps.Y),
}
return chunkRectangle{image.Rectangle{
Min: min,
Max: max,
}}
}
// Converts a pixel rectangle into the closest possible rectangle in chunk coordinates.
// The resulting chunk rectangle will always be inside or equal to the given pixel rectangle.
//
// Be aware that the resulting rectangle can have a length of 0 in any axis!
//
// Positive origin values move the chunk grid into negative direction
func (ps pixelSize) getInnerChunkRect(rect image.Rectangle, origin image.Point) chunkRectangle {
rectTemp := rect.Canon().Add(origin)
min := image.Point{
X: divideCeil(rectTemp.Min.X, ps.X),
Y: divideCeil(rectTemp.Min.Y, ps.Y),
}
max := image.Point{
X: divideFloor(rectTemp.Max.X, ps.X),
Y: divideFloor(rectTemp.Max.Y, ps.Y),
}
if max.X < min.X {
max.X = min.X
}
if max.Y < min.Y {
max.Y = min.Y
}
return chunkRectangle{image.Rectangle{
Min: min,
Max: max,
}}
}
// Converts a rectangle from chunk coordinates into pixel coordinates
//
// Positive origin values moves the chunk grid into negative direction
func (ps chunkRectangle) getPixelRectangle(chunkSize pixelSize, origin image.Point) image.Rectangle {
rectTemp := ps.Canon()
rectTemp.Min.X *= chunkSize.X
rectTemp.Min.Y *= chunkSize.Y
rectTemp.Max.X *= chunkSize.X
rectTemp.Max.Y *= chunkSize.Y
return image.Rectangle(rectTemp).Sub(origin)
}
// Converts a size in chunks into a size in pixels
func (cs chunkSize) getPixelSize(chunkSize pixelSize) pixelSize {
return pixelSize{
X: cs.X * chunkSize.X,
Y: cs.Y * chunkSize.Y,
}
}