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//! Isometric grid coordinate system implementation for pseudo-3D visualization.
//!
//! This module provides coordinate systems for isometric grids, commonly used in
//! strategy games, city builders, and RPGs for creating pseudo-3D visual effects
//! while maintaining 2D grid logic underneath.
//!
//! # Coordinate Systems
//!
//! The isometric coordinate system transforms a regular square grid into a
//! diamond-shaped visual representation rotated 45 degrees. This creates the
//! illusion of depth while maintaining simple 2D coordinate mathematics.
//!
//! # Screen Coordinates vs World Coordinates
//!
//! - **World Coordinates**: Logical (x, y) grid positions in the underlying square grid
//! - **Screen Coordinates**: Visual pixel positions after isometric transformation
//!
//! The transformation involves:
//! - Rotating the grid 45 degrees
//! - Scaling the y-axis by ~0.5 to create the diamond shape
//! - Applying perspective adjustments for pseudo-3D effect
//!
//! # Examples
//!
//! ```rust
//! use tiles_tools::coordinates::isometric::{Coordinate, Diamond};
//! use tiles_tools::coordinates::{Distance, Neighbors};
//! use tiles_tools::coordinates::pixel::Pixel;
//!
//! // Create an isometric coordinate
//! let coord = Coordinate::<Diamond>::new(3, 2);
//!
//! // Get 4 orthogonal neighbors (inherits square grid logic)
//! let neighbors = coord.neighbors();
//! assert_eq!(neighbors.len(), 4);
//!
//! // Convert to screen coordinates for rendering
//! let screen_pos: Pixel = coord.to_screen(32.0); // 32 pixels per tile
//!
//! // Convert screen coordinates back to world coordinates
//! let world_coord = Coordinate::<Diamond>::from_screen(screen_pos, 32.0);
//! assert_eq!(world_coord, coord);
//! ```
use crate;
use cratePixel;
use ;
use Debug;
use Hash;
use PhantomData;
/// Marker struct representing the diamond-shaped isometric grid system.
///
/// Diamond isometric projection creates a diamond/rhombus visual appearance
/// from an underlying square grid, commonly used in strategy and simulation games.
;
/// Represents a coordinate in an isometric grid system.
///
/// The isometric coordinate system maintains logical square grid coordinates
/// internally while providing transformation methods to convert between
/// world coordinates and screen coordinates for rendering.
///
/// # Coordinate Transformation
///
/// The isometric transformation applies these operations:
/// 1. Rotate the square grid 45 degrees
/// 2. Scale the y-axis to create the diamond shape
/// 3. Apply tile size scaling for pixel positioning
///
/// # Examples
///
/// ```rust
/// use tiles_tools::coordinates::isometric::{Coordinate, Diamond};
///
/// let coord = Coordinate::<Diamond>::new(2, 3);
/// assert_eq!(coord.x, 2);
/// assert_eq!(coord.y, 3);
///
/// // Check if coordinate is valid
/// assert!(coord.is_valid());
/// ```
/// Distance calculation for isometric coordinates.
///
/// Isometric grids use the same distance calculation as square grids
/// since they're built on top of square grid logic. The visual
/// transformation doesn't affect logical distances.
/// Four-neighbor connectivity for isometric coordinates.
///
/// Isometric grids maintain the same neighbor relationships as square grids
/// in the logical coordinate space, even though they appear diamond-shaped
/// when rendered.
/// Convenience type alias for diamond isometric coordinates.
///
/// Equivalent to `Coordinate<Diamond>` with Manhattan distance calculation
/// and orthogonal neighbor finding, but with isometric screen transformations.
pub type IsometricCoord = ;