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use super::ICoord; use enum_map::Enum; #[cfg(feature = "serde")] use serde::{Deserialize, Serialize}; /// Four-way directions. /// /// These start at North and increment counter-clockwise, /// so you can convert them to integers with `as` and use them /// in rotational calculations if you need. #[derive(Debug, Copy, Clone, Eq, PartialEq, Ord, PartialOrd, Hash, Enum)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum Direction4 { North, East, South, West, } impl Direction4 { /// All the directions in order. /// This is used internally for rotations and flips. /// I made it public just in case it's helpful for you the programmer. pub const DIRECTIONS: [Direction4; 4] = [ Direction4::North, Direction4::East, Direction4::South, Direction4::West, ]; /// Rotate this by the given amount. /// /// ``` /// # use cogs_gamedev::grids::{Direction4, Rotation}; /// use Direction4::*; /// use Rotation::*; /// /// assert_eq!(North.rotate(Clockwise), East); /// assert_eq!(North.rotate(CounterClockwise), West); /// ``` pub fn rotate(self, rot: Rotation) -> Self { self.rotate_by(rot.steps_clockwise()) } /// Get this direction, rotated by this many steps clockwise. /// Negative numbers go counter-clockwise. /// /// ``` /// # use cogs_gamedev::grids::Direction4; /// use Direction4::*; /// assert_eq!(North.rotate_by(1), East); /// assert_eq!(North.rotate_by(2), South); /// assert_eq!(North.rotate_by(-1), West); /// assert_eq!(North.rotate_by(5).rotate_by(-11), South); /// ``` pub fn rotate_by(self, steps_clockwise: isize) -> Self { let idx = self as isize; let new_idx = ((idx + steps_clockwise).rem_euclid(Self::DIRECTIONS.len() as isize)) as usize; Self::DIRECTIONS[new_idx] } /// Flip this direction. /// /// ``` /// # use cogs_gamedev::directions::Direction4; /// use Direction4::*; /// assert_eq!(North.flip(), South); /// assert_eq!(West.flip(), East); /// assert_eq!(East.flip().flip(), East); /// ``` pub fn flip(self) -> Self { self.rotate_by(2) } /// Get this direction in radians. /// /// This uses trigonometric + graphical standard, where: /// - 0 radians is to the right /// - Positive radians increment *clockwise*. NOTE: this is opposite from normal trig, /// but makes sense in computer graphics where +Y is downwards. /// /// If you need it in degrees just call `.to_degrees` on the result. /// /// ``` /// # use cogs_gamedev::directions::Direction4; /// use Direction4::*; /// use std::f32::consts::TAU; /// /// let north_radians = North.radians(); /// assert!((north_radians - (TAU / 4.0 * 3.0)).abs() < 1e-10); /// /// let west_radians = West.radians(); /// assert!((west_radians - (TAU / 4.0 * 2.0)).abs() < 1e-10); /// /// ``` pub fn radians(self) -> f32 { ((self as i8) - 1).rem_euclid(4) as f32 * std::f32::consts::TAU / 4.0 } /// Get the deltas a step in this direction would result in, as a ICoord. /// /// ``` /// # use cogs_gamedev::directions::Direction4; /// # use cogs_gamedev::int_coords::ICoord; /// use Direction4::*; /// /// assert_eq!(North.deltas(), ICoord {x: 0, y: -1}); /// assert_eq!(West.deltas(), ICoord {x: -1, y: 0}); /// ``` pub fn deltas(self) -> ICoord { let (x, y) = match self { Direction4::North => (0, -1), Direction4::East => (1, 0), Direction4::South => (0, 1), Direction4::West => (-1, 0), }; ICoord { x, y } } } /// Eight-way directions. /// /// These start at North and increment counter-clockwise, /// so you can convert them to integers with `as` and use them /// in rotational calculations if you need. #[derive(Debug, Copy, Clone, Eq, PartialEq, Ord, PartialOrd, Hash, Enum)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum Direction8 { North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest, } impl Direction8 { /// All the directions in order. /// This is used internally for rotations and flips. /// I made it public just in case it's helpful for you the programmer. pub const DIRECTIONS: [Direction8; 8] = [ Direction8::North, Direction8::NorthEast, Direction8::East, Direction8::SouthEast, Direction8::South, Direction8::SouthWest, Direction8::West, Direction8::NorthWest, ]; /// Rotate this by the given amount. /// /// ``` /// # use cogs_gamedev::grids::{Direction8, Rotation}; /// use Direction8::*; /// use Rotation::*; /// /// assert_eq!(NorthEast.rotate(Clockwise), East); /// assert_eq!(South.rotate(CounterClockwise), SouthWest); /// ``` pub fn rotate(self, rot: Rotation) -> Self { self.rotate_by(rot.steps_clockwise()) } /// Get this direction, rotated by this many steps clockwise. /// Negative numbers go counter-clockwise. /// /// ``` /// # use cogs_gamedev::grids::Direction8; /// use Direction8::*; /// let north = North; /// assert_eq!(north.rotate_by(1), NorthEast); /// assert_eq!(north.rotate_by(2), East); /// assert_eq!(north.rotate_by(-1), NorthWest); /// assert_eq!(north.rotate_by(4), South); /// assert_eq!(north.rotate_by(5).rotate_by(-11), East); /// ``` pub fn rotate_by(self, steps_clockwise: isize) -> Self { let idx = self as isize; let new_idx = ((idx + steps_clockwise).rem_euclid(Self::DIRECTIONS.len() as isize)) as usize; Self::DIRECTIONS[new_idx] } /// Flip this direction. /// /// ``` /// # use cogs_gamedev::directions::Direction8; /// use Direction8::*; /// assert_eq!(North.flip(), South); /// assert_eq!(West.flip(), East); /// assert_eq!(SouthWest.flip(), NorthEast); /// assert_eq!(East.flip().flip(), East); /// ``` pub fn flip(self) -> Self { self.rotate_by(4) } /// Get this direction in radians. /// /// This uses trigonometric + graphical standard, where: /// - 0 radians is to the right /// - Positive radians increment *clockwise*. NOTE: this is opposite from normal trig, /// but makes sense in computer graphics where +Y is downwards. /// /// If you need it in degrees just call `.to_degrees` on the result. /// /// ``` /// # use cogs_gamedev::directions::Direction8; /// use Direction8::*; /// use std::f32::consts::TAU; /// /// let north_radians = North.radians(); /// assert!((north_radians - (TAU / 8.0 * 6.0)).abs() < 1e-10); /// /// let west_radians = West.radians(); /// assert!((west_radians - (TAU / 8.0 * 4.0)).abs() < 1e-10); /// /// let southeast_radians = SouthEast.radians(); /// assert!((southeast_radians - (TAU / 8.0)).abs() < 1e-10); /// /// ``` pub fn radians(self) -> f32 { ((self as i8) - 2).rem_euclid(8) as f32 * std::f32::consts::TAU / 8.0 } /// Get the deltas a step in this direction would result in, /// as an ICoord. /// /// ``` /// # use cogs_gamedev::directions::Direction8; /// # use cogs_gamedev::int_coords::ICoord; /// use Direction8::*; /// /// assert_eq!(East.deltas(), ICoord {x: 1, y: 0}); /// assert_eq!(NorthWest.deltas(), ICoord {x: -1, y: -1}); /// ``` pub fn deltas(self) -> ICoord { let (x, y) = match self { Direction8::North => (0, -1), Direction8::NorthEast => (1, -1), Direction8::East => (1, 0), Direction8::SouthEast => (1, 1), Direction8::South => (0, 1), Direction8::SouthWest => (-1, 1), Direction8::West => (-1, 0), Direction8::NorthWest => (-1, -1), }; ICoord { x, y } } } /// 2-way rotations: clockwise or counterclockwise. /// These don't indicate any specific angle by themselves, only in relation to something. #[derive(Debug, Copy, Clone, Eq, PartialEq, Hash, Enum)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum Rotation { Clockwise, CounterClockwise, } impl Rotation { /// Get the number of steps clockwise this does. /// - `Clockwise` is 1 /// - `CounterClockwise` is -1 pub fn steps_clockwise(&self) -> isize { match self { Rotation::Clockwise => 1, Rotation::CounterClockwise => -1, } } }