/*******************************************************************************
* 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.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.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();
}
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 = batch.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;
final float layerOffsetX = layer.getOffsetX() * unitScale;
// offset in tiled is y down, so we flip it
final float layerOffsetY = -layer.getOffsetY() * unitScale;
float halfTileWidth = tileWidth * 0.5f;
float halfTileHeight = tileHeight * 0.5f;
// setting up the screen points
// COL1
topRight.set(viewBounds.x + viewBounds.width - layerOffsetX, viewBounds.y - layerOffsetY);
// COL2
bottomLeft.set(viewBounds.x - layerOffsetX, viewBounds.y + viewBounds.height - layerOffsetY);
// ROW1
topLeft.set(viewBounds.x - layerOffsetX, viewBounds.y - layerOffsetY);
// ROW2
bottomRight.set(viewBounds.x + viewBounds.width - layerOffsetX, viewBounds.y + viewBounds.height - layerOffsetY);
// 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 + layerOffsetX;
float y1 = y + tile.getOffsetY() * unitScale + layerOffsetY;
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;
}
}
}
batch.draw(region.getTexture(), vertices, 0, NUM_VERTICES);
}
}
}
}
}