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#include "stdafx.h"
#include "Direction.h"
#include "Facing.h"
const int Direction::STEP_X[] =
{
0, -1, 0, 1
};
const int Direction::STEP_Z[] =
{
1, 0, -1, 0
};
const wstring Direction::NAMES[] = {L"SOUTH", L"WEST", L"NORTH", L"EAST" };
// for [direction] it gives [tile-face]
int Direction::DIRECTION_FACING[4] =
{
Facing::SOUTH, Facing::WEST, Facing::NORTH, Facing::EAST
};
// for [facing] it gives [direction]
int Direction::FACING_DIRECTION[] =
{
UNDEFINED, UNDEFINED, NORTH, SOUTH, WEST, EAST
};
int Direction::DIRECTION_OPPOSITE[4] =
{
NORTH, EAST, SOUTH, WEST
};
// for [direction] it gives [90 degrees clockwise direction]
int Direction::DIRECTION_CLOCKWISE[] =
{
WEST, NORTH, EAST, SOUTH
};
// for [direction] it gives [90 degrees counter clockwise direction]
int Direction::DIRECTION_COUNTER_CLOCKWISE[] =
{
EAST, SOUTH, WEST, NORTH
};
int Direction::RELATIVE_DIRECTION_FACING[4][6] =
{
// south
{
Facing::UP, Facing::DOWN, Facing::SOUTH, Facing::NORTH, Facing::EAST, Facing::WEST
},
// west
{
Facing::UP, Facing::DOWN, Facing::EAST, Facing::WEST, Facing::NORTH, Facing::SOUTH
},
// north
{
Facing::UP, Facing::DOWN, Facing::NORTH, Facing::SOUTH, Facing::WEST, Facing::EAST
},
// east
{
Facing::UP, Facing::DOWN, Facing::WEST, Facing::EAST, Facing::SOUTH, Facing::NORTH
}
};
int Direction::getDirection(double xd, double zd)
{
if (Mth::abs(static_cast<float>(xd)) > Mth::abs(static_cast<float>(zd)))
{
if (xd > 0)
{
return WEST;
}
else
{
return EAST;
}
}
else
{
if (zd > 0)
{
return NORTH;
}
else
{
return SOUTH;
}
}
}
int Direction::getDirection(int x0, int z0, int x1, int z1)
{
int xd = x0 - x1;
int zd = z0 - z1;
return getDirection(xd, zd);
}
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