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MLEM/MLEM/Misc/Direction2.cs

264 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.Serialization;
using Microsoft.Xna.Framework;
using static MLEM.Misc.Direction2;
namespace MLEM.Misc {
/// <summary>
/// An enum that represents two-dimensional directions.
/// Both straight and diagonal directions are supported.
/// There are several extension methods and arrays available in <see cref="Direction2Helper"/>.
/// </summary>
[Flags, DataContract]
public enum Direction2 {
/// <summary>
/// No direction.
/// </summary>
[EnumMember]
None = 0,
/// <summary>
/// The up direction, or -y.
/// </summary>
[EnumMember]
Up = 1,
/// <summary>
/// The right direction, or +x.
/// </summary>
[EnumMember]
Right = 2,
/// <summary>
/// The down direction, or +y.
/// </summary>
[EnumMember]
Down = 4,
/// <summary>
/// The left direction, or -x.
/// </summary>
[EnumMember]
Left = 8,
/// <summary>
/// The up and right direction, or +x, -y.
/// </summary>
[EnumMember]
UpRight = Up | Right,
/// <summary>
/// The down and right direction, or +x, +y.
/// </summary>
[EnumMember]
DownRight = Down | Right,
/// <summary>
/// The up and left direction, or -x, -y.
/// </summary>
[EnumMember]
UpLeft = Up | Left,
/// <summary>
/// The down and left direction, or -x, +y.
/// </summary>
[EnumMember]
DownLeft = Down | Left
}
/// <summary>
/// A set of helper and extension methods for dealing with <see cref="Direction2"/>
/// </summary>
public static class Direction2Helper {
/// <summary>
/// All <see cref="Direction2"/> enum values
/// </summary>
public static readonly Direction2[] All = EnumHelper.GetValues<Direction2>().ToArray();
/// <summary>
/// The <see cref="Direction2.Up"/> through <see cref="Direction2.Left"/> directions
/// </summary>
public static readonly Direction2[] Adjacent = All.Where(IsAdjacent).ToArray();
/// <summary>
/// The <see cref="Direction2.UpRight"/> through <see cref="Direction2.UpLeft"/> directions
/// </summary>
public static readonly Direction2[] Diagonals = All.Where(IsDiagonal).ToArray();
/// <summary>
/// All directions except <see cref="Direction2.None"/>
/// </summary>
public static readonly Direction2[] AllExceptNone = All.Where(dir => dir != None).ToArray();
private static readonly Direction2[] Clockwise = {Up, UpRight, Right, DownRight, Down, DownLeft, Left, UpLeft};
private static readonly Dictionary<Direction2, int> ClockwiseLookup = Clockwise.Select((d, i) => (d, i)).ToDictionary(kv => kv.d, kv => kv.i);
/// <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>
public static bool IsAdjacent(this Direction2 dir) {
return dir == Up || dir == Right || dir == Down || dir == Left;
}
/// <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>
public static bool IsDiagonal(this Direction2 dir) {
return dir == UpRight || dir == DownRight || dir == UpLeft || dir == DownLeft;
}
/// <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>
public static Point Offset(this Direction2 dir) {
switch (dir) {
case Up:
return new Point(0, -1);
case Right:
return new Point(1, 0);
case Down:
return new Point(0, 1);
case Left:
return new Point(-1, 0);
case UpRight:
return new Point(1, -1);
case DownRight:
return new Point(1, 1);
case DownLeft:
return new Point(-1, 1);
case UpLeft:
return new Point(-1, -1);
default:
return Point.Zero;
}
}
/// <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>
public static IEnumerable<Point> Offsets(this IEnumerable<Direction2> directions) {
foreach (var dir in directions)
yield return dir.Offset();
}
/// <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>
public static Direction2 Opposite(this Direction2 dir) {
switch (dir) {
case Up:
return Down;
case Right:
return Left;
case Down:
return Up;
case Left:
return Right;
case UpRight:
return DownLeft;
case DownRight:
return UpLeft;
case DownLeft:
return UpRight;
case UpLeft:
return DownRight;
default:
return None;
}
}
/// <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>
public static float Angle(this Direction2 dir) {
var (x, y) = dir.Offset();
return (float) Math.Atan2(y, x);
}
/// <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>
public static Direction2 RotateCw(this Direction2 dir, bool fortyFiveDegrees = false) {
if (!ClockwiseLookup.TryGetValue(dir, out var dirIndex))
return None;
return Clockwise[(dirIndex + (fortyFiveDegrees ? 1 : 2)) % Clockwise.Length];
}
/// <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>
public static Direction2 RotateCcw(this Direction2 dir, bool fortyFiveDegrees = false) {
if (!ClockwiseLookup.TryGetValue(dir, out var dirIndex))
return None;
var index = dirIndex - (fortyFiveDegrees ? 1 : 2);
return Clockwise[index < 0 ? index + Clockwise.Length : index];
}
/// <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 None;
}
/// <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 None;
if (Math.Abs(offset.X) > Math.Abs(offset.Y))
return offset.X > 0 ? Right : Left;
return offset.Y > 0 ? Down : Up;
}
/// <summary>
/// Rotates the given direction by a given reference direction
/// </summary>
/// <param name="dir">The direction to rotate</param>
/// <param name="reference">The direction to rotate by</param>
/// <param name="start">The direction to use as the default direction</param>
/// <returns>The direction, rotated by the reference direction</returns>
public static Direction2 RotateBy(this Direction2 dir, Direction2 reference, Direction2 start = Up) {
if (!ClockwiseLookup.TryGetValue(reference, out var refIndex))
return None;
if (!ClockwiseLookup.TryGetValue(start, out var startIndex))
return None;
if (!ClockwiseLookup.TryGetValue(dir, out var dirIndex))
return None;
var diff = refIndex - startIndex;
if (diff < 0)
diff += Clockwise.Length;
return Clockwise[(dirIndex + diff) % Clockwise.Length];
}
}
}