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using System ;
using System.Collections.Generic ;
using System.Linq ;
using Microsoft.Xna.Framework ;
namespace MLEM.Misc {
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/// <summary>
/// An enum that represents two-dimensional directions.
/// Both straight and diagonal directions are supported.
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/// There are several extension methods and arrays available in <see cref="Direction2Helper"/>.
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/// </summary>
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[Flags]
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public enum Direction2 {
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/// <summary>
/// No direction.
/// </summary>
None = 0 ,
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/// <summary>
/// The up direction, or -y.
/// </summary>
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Up = 1 ,
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/// <summary>
/// The right direction, or +x.
/// </summary>
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Right = 2 ,
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/// <summary>
/// The down direction, or +y.
/// </summary>
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Down = 4 ,
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/// <summary>
/// The left direction, or -x.
/// </summary>
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Left = 8 ,
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/// <summary>
/// The up and right direction, or +x, -y.
/// </summary>
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UpRight = Up | Right ,
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/// <summary>
/// The down and right direction, or +x, +y.
/// </summary>
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DownRight = Down | Right ,
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/// <summary>
/// The up and left direction, or -x, -y.
/// </summary>
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UpLeft = Up | Left ,
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/// <summary>
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/// The down and left direction, or -x, +y.
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/// </summary>
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DownLeft = Down | Left
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}
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/// <summary>
/// A set of helper and extension methods for dealing with <see cref="Direction2"/>
/// </summary>
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public static class Direction2Helper {
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/// <summary>
/// All <see cref="Direction2"/> enum values
/// </summary>
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public static readonly Direction2 [ ] All = EnumHelper . GetValues < Direction2 > ( ) . ToArray ( ) ;
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/// <summary>
/// The <see cref="Direction2.Up"/> through <see cref="Direction2.Left"/> directions
/// </summary>
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public static readonly Direction2 [ ] Adjacent = All . Where ( IsAdjacent ) . ToArray ( ) ;
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/// <summary>
/// The <see cref="Direction2.UpRight"/> through <see cref="Direction2.UpLeft"/> directions
/// </summary>
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public static readonly Direction2 [ ] Diagonals = All . Where ( IsDiagonal ) . ToArray ( ) ;
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/// <summary>
/// All directions except <see cref="Direction2.None"/>
/// </summary>
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public static readonly Direction2 [ ] AllExceptNone = All . Where ( dir = > dir ! = Direction2 . None ) . ToArray ( ) ;
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/// <summary>
/// Returns if the given direction is considered an "adjacent" direction.
/// An adjacent direction is one that is not a diagonal.
/// </summary>
/// <param name="dir">The direction to query</param>
/// <returns>Whether the direction is adjacent</returns>
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public static bool IsAdjacent ( this Direction2 dir ) {
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return dir = = Direction2 . Up | | dir = = Direction2 . Right | | dir = = Direction2 . Down | | dir = = Direction2 . Left ;
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}
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/// <summary>
/// Returns if the given direction is considered a diagonal direction.
/// </summary>
/// <param name="dir">The direction to query</param>
/// <returns>Whether the direction is diagonal</returns>
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public static bool IsDiagonal ( this Direction2 dir ) {
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return dir = = Direction2 . UpRight | | dir = = Direction2 . DownRight | | dir = = Direction2 . UpLeft | | dir = = Direction2 . DownLeft ;
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}
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/// <summary>
/// Returns the directional offset of a given direction.
/// The offset direction will be exactly one unit in each axis that the direction represents.
/// </summary>
/// <param name="dir">The direction whose offset to query</param>
/// <returns>The direction's offset</returns>
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public static Point Offset ( this Direction2 dir ) {
switch ( dir ) {
case Direction2 . Up :
return new Point ( 0 , - 1 ) ;
case Direction2 . Right :
return new Point ( 1 , 0 ) ;
case Direction2 . Down :
return new Point ( 0 , 1 ) ;
case Direction2 . Left :
return new Point ( - 1 , 0 ) ;
case Direction2 . UpRight :
return new Point ( 1 , - 1 ) ;
case Direction2 . DownRight :
return new Point ( 1 , 1 ) ;
case Direction2 . DownLeft :
return new Point ( - 1 , 1 ) ;
case Direction2 . UpLeft :
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return new Point ( - 1 , - 1 ) ;
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default :
return Point . Zero ;
}
}
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/// <summary>
/// Maps each direction in the given enumerable of directions to its <see cref="Offset"/>.
/// </summary>
/// <param name="directions">The direction enumerable</param>
/// <returns>The directions' offsets, in the same order as the input directions.</returns>
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public static IEnumerable < Point > Offsets ( this IEnumerable < Direction2 > directions ) {
foreach ( var dir in directions )
yield return dir . Offset ( ) ;
}
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/// <summary>
/// Returns the opposite of the given direction.
/// For "adjacent" directions, this is the direction that points into the same axis, but the opposite sign.
/// For diagonal directions, this is the direction that points into the opposite of both the x and y axis.
/// </summary>
/// <param name="dir">The direction whose opposite to get</param>
/// <returns>The opposite of the direction</returns>
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public static Direction2 Opposite ( this Direction2 dir ) {
switch ( dir ) {
case Direction2 . Up :
return Direction2 . Down ;
case Direction2 . Right :
return Direction2 . Left ;
case Direction2 . Down :
return Direction2 . Up ;
case Direction2 . Left :
return Direction2 . Right ;
case Direction2 . UpRight :
return Direction2 . DownLeft ;
case Direction2 . DownRight :
return Direction2 . UpLeft ;
case Direction2 . DownLeft :
return Direction2 . UpRight ;
case Direction2 . UpLeft :
return Direction2 . DownRight ;
default :
return Direction2 . None ;
}
}
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/// <summary>
/// Returns the angle of the direction in radians, where <see cref="Direction2.Right"/> has an angle of 0.
/// </summary>
/// <param name="dir">The direction whose angle to get</param>
/// <returns>The direction's angle</returns>
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public static float Angle ( this Direction2 dir ) {
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var offset = dir . Offset ( ) ;
return ( float ) Math . Atan2 ( offset . Y , offset . X ) ;
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}
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/// <summary>
/// Rotates the given direction clockwise and returns the resulting direction.
/// </summary>
/// <param name="dir">The direction to rotate</param>
/// <param name="fortyFiveDegrees">Whether to rotate by 45 degrees. If this is false, the rotation is 90 degrees instead.</param>
/// <returns>The rotated direction</returns>
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public static Direction2 RotateCw ( this Direction2 dir , bool fortyFiveDegrees = false ) {
switch ( dir ) {
case Direction2 . Up :
return fortyFiveDegrees ? Direction2 . UpRight : Direction2 . Right ;
case Direction2 . Right :
return fortyFiveDegrees ? Direction2 . DownRight : Direction2 . Down ;
case Direction2 . Down :
return fortyFiveDegrees ? Direction2 . DownLeft : Direction2 . Left ;
case Direction2 . Left :
return fortyFiveDegrees ? Direction2 . UpLeft : Direction2 . Up ;
case Direction2 . UpRight :
return fortyFiveDegrees ? Direction2 . Right : Direction2 . DownRight ;
case Direction2 . DownRight :
return fortyFiveDegrees ? Direction2 . Down : Direction2 . DownLeft ;
case Direction2 . DownLeft :
return fortyFiveDegrees ? Direction2 . Left : Direction2 . UpLeft ;
case Direction2 . UpLeft :
return fortyFiveDegrees ? Direction2 . Up : Direction2 . UpRight ;
default :
return Direction2 . None ;
}
}
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/// <summary>
/// Rotates the given direction counter-clockwise and returns the resulting direction.
/// </summary>
/// <param name="dir">The direction to rotate counter-clockwise</param>
/// <param name="fortyFiveDegrees">Whether to rotate by 45 degrees. If this is false, the rotation is 90 degrees instead.</param>
/// <returns>The rotated direction</returns>
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public static Direction2 RotateCcw ( this Direction2 dir , bool fortyFiveDegrees = false ) {
switch ( dir ) {
case Direction2 . Up :
return fortyFiveDegrees ? Direction2 . UpLeft : Direction2 . Left ;
case Direction2 . Right :
return fortyFiveDegrees ? Direction2 . UpRight : Direction2 . Up ;
case Direction2 . Down :
return fortyFiveDegrees ? Direction2 . DownRight : Direction2 . Right ;
case Direction2 . Left :
return fortyFiveDegrees ? Direction2 . DownLeft : Direction2 . Down ;
case Direction2 . UpRight :
return fortyFiveDegrees ? Direction2 . Up : Direction2 . UpLeft ;
case Direction2 . DownRight :
return fortyFiveDegrees ? Direction2 . Right : Direction2 . UpRight ;
case Direction2 . DownLeft :
return fortyFiveDegrees ? Direction2 . Down : Direction2 . DownRight ;
case Direction2 . UpLeft :
return fortyFiveDegrees ? Direction2 . Left : Direction2 . DownLeft ;
default :
return Direction2 . None ;
}
}
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/// <summary>
/// Returns the <see cref="Direction2"/> that is closest to the given position's facing direction.
/// </summary>
/// <param name="offset">The vector whose corresponding direction to get</param>
/// <returns>The vector's direction</returns>
public static Direction2 ToDirection ( this Vector2 offset ) {
var offsetAngle = ( float ) Math . Atan2 ( offset . Y , offset . X ) ;
foreach ( var dir in AllExceptNone ) {
if ( Math . Abs ( dir . Angle ( ) - offsetAngle ) < = MathHelper . PiOver4 / 2 )
return dir ;
}
return Direction2 . None ;
}
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/// <summary>
/// Returns the <see cref="Direction2"/> that is closest to the given position's facing direction, only taking <see cref="Adjacent"/> directions into account.
/// Diagonal directions will be rounded to the nearest vertical direction.
/// </summary>
/// <param name="offset">The vector whose corresponding direction to get</param>
/// <returns>The vector's direction</returns>
public static Direction2 To90Direction ( this Vector2 offset ) {
if ( offset . X = = 0 & & offset . Y = = 0 )
return Direction2 . None ;
if ( Math . Abs ( offset . X ) > Math . Abs ( offset . Y ) )
return offset . X > 0 ? Direction2 . Right : Direction2 . Left ;
return offset . Y > 0 ? Direction2 . Down : Direction2 . Up ;
}
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}
}