Package com.badlogic.gdx.maps.tiled.renderers

Source Code of com.badlogic.gdx.maps.tiled.renderers.IsometricTiledMapRenderer

/*******************************************************************************
* Copyright 2013 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
*   http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/

package com.badlogic.gdx.maps.tiled.renderers;

import static com.badlogic.gdx.graphics.g2d.Batch.*;

import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.maps.MapObject;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TiledMapTile;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell;
import com.badlogic.gdx.maps.tiled.renderers.BatchTiledMapRenderer;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;

public class IsometricTiledMapRenderer extends BatchTiledMapRenderer {

  private Matrix4 isoTransform;
  private Matrix4 invIsotransform;
  private Vector3 screenPos = new Vector3();

  private Vector2 topRight = new Vector2();
  private Vector2 bottomLeft = new Vector2();
  private Vector2 topLeft = new Vector2();
  private Vector2 bottomRight = new Vector2();

  public IsometricTiledMapRenderer (TiledMap map) {
    super(map);
    init();
  }

  public IsometricTiledMapRenderer (TiledMap map, Batch batch) {
    super(map, batch);
    init();
  }

  public IsometricTiledMapRenderer (TiledMap map, float unitScale) {
    super(map, unitScale);
    init();
  }

  public IsometricTiledMapRenderer (TiledMap map, float unitScale, Batch batch) {
    super(map, unitScale, batch);
    init();
  }

  private void init () {
    // create the isometric transform
    isoTransform = new Matrix4();
    isoTransform.idt();

    // isoTransform.translate(0, 32, 0);
    isoTransform.scale((float)(Math.sqrt(2.0) / 2.0), (float)(Math.sqrt(2.0) / 4.0), 1.0f);
    isoTransform.rotate(0.0f, 0.0f, 1.0f, -45);

    // ... and the inverse matrix
    invIsotransform = new Matrix4(isoTransform);
    invIsotransform.inv();
  }

  @Override
  public void renderObject (MapObject object) {

  }

  private Vector3 translateScreenToIso (Vector2 vec) {
    screenPos.set(vec.x, vec.y, 0);
    screenPos.mul(invIsotransform);

    return screenPos;
  }

  @Override
  public void renderTileLayer (TiledMapTileLayer layer) {
    final Color batchColor = spriteBatch.getColor();
    final float color = Color.toFloatBits(batchColor.r, batchColor.g, batchColor.b, batchColor.a * layer.getOpacity());

    float tileWidth = layer.getTileWidth() * unitScale;
    float tileHeight = layer.getTileHeight() * unitScale;
    float halfTileWidth = tileWidth * 0.5f;
    float halfTileHeight = tileHeight * 0.5f;

    // setting up the screen points
    // COL1
    topRight.set(viewBounds.x + viewBounds.width, viewBounds.y);
    // COL2
    bottomLeft.set(viewBounds.x, viewBounds.y + viewBounds.height);
    // ROW1
    topLeft.set(viewBounds.x, viewBounds.y);
    // ROW2
    bottomRight.set(viewBounds.x + viewBounds.width, viewBounds.y + viewBounds.height);

    // transforming screen coordinates to iso coordinates
    int row1 = (int)(translateScreenToIso(topLeft).y / tileWidth) - 2;
    int row2 = (int)(translateScreenToIso(bottomRight).y / tileWidth) + 2;

    int col1 = (int)(translateScreenToIso(bottomLeft).x / tileWidth) - 2;
    int col2 = (int)(translateScreenToIso(topRight).x / tileWidth) + 2;

    for (int row = row2; row >= row1; row--) {
      for (int col = col1; col <= col2; col++) {
        float x = (col * halfTileWidth) + (row * halfTileWidth);
        float y = (row * halfTileHeight) - (col * halfTileHeight);

        final TiledMapTileLayer.Cell cell = layer.getCell(col, row);
        if (cell == null) continue;
        final TiledMapTile tile = cell.getTile();

        if (tile != null) {
          final boolean flipX = cell.getFlipHorizontally();
          final boolean flipY = cell.getFlipVertically();
          final int rotations = cell.getRotation();

          TextureRegion region = tile.getTextureRegion();

          float x1 = x + tile.getOffsetX() * unitScale;
          float y1 = y + tile.getOffsetY() * unitScale;
          float x2 = x1 + region.getRegionWidth() * unitScale;
          float y2 = y1 + region.getRegionHeight() * unitScale;

          float u1 = region.getU();
          float v1 = region.getV2();
          float u2 = region.getU2();
          float v2 = region.getV();

          vertices[X1] = x1;
          vertices[Y1] = y1;
          vertices[C1] = color;
          vertices[U1] = u1;
          vertices[V1] = v1;

          vertices[X2] = x1;
          vertices[Y2] = y2;
          vertices[C2] = color;
          vertices[U2] = u1;
          vertices[V2] = v2;

          vertices[X3] = x2;
          vertices[Y3] = y2;
          vertices[C3] = color;
          vertices[U3] = u2;
          vertices[V3] = v2;

          vertices[X4] = x2;
          vertices[Y4] = y1;
          vertices[C4] = color;
          vertices[U4] = u2;
          vertices[V4] = v1;

          if (flipX) {
            float temp = vertices[U1];
            vertices[U1] = vertices[U3];
            vertices[U3] = temp;
            temp = vertices[U2];
            vertices[U2] = vertices[U4];
            vertices[U4] = temp;
          }
          if (flipY) {
            float temp = vertices[V1];
            vertices[V1] = vertices[V3];
            vertices[V3] = temp;
            temp = vertices[V2];
            vertices[V2] = vertices[V4];
            vertices[V4] = temp;
          }
          if (rotations != 0) {
            switch (rotations) {
            case Cell.ROTATE_90: {
              float tempV = vertices[V1];
              vertices[V1] = vertices[V2];
              vertices[V2] = vertices[V3];
              vertices[V3] = vertices[V4];
              vertices[V4] = tempV;

              float tempU = vertices[U1];
              vertices[U1] = vertices[U2];
              vertices[U2] = vertices[U3];
              vertices[U3] = vertices[U4];
              vertices[U4] = tempU;
              break;
            }
            case Cell.ROTATE_180: {
              float tempU = vertices[U1];
              vertices[U1] = vertices[U3];
              vertices[U3] = tempU;
              tempU = vertices[U2];
              vertices[U2] = vertices[U4];
              vertices[U4] = tempU;
              float tempV = vertices[V1];
              vertices[V1] = vertices[V3];
              vertices[V3] = tempV;
              tempV = vertices[V2];
              vertices[V2] = vertices[V4];
              vertices[V4] = tempV;
              break;
            }
            case Cell.ROTATE_270: {
              float tempV = vertices[V1];
              vertices[V1] = vertices[V4];
              vertices[V4] = vertices[V3];
              vertices[V3] = vertices[V2];
              vertices[V2] = tempV;

              float tempU = vertices[U1];
              vertices[U1] = vertices[U4];
              vertices[U4] = vertices[U3];
              vertices[U3] = vertices[U2];
              vertices[U2] = tempU;
              break;
            }
            }
          }
          spriteBatch.draw(region.getTexture(), vertices, 0, 20);
        }
      }
    }
  }
}
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