|
| 1 | +== Coordinate Systems |
| 2 | + |
| 3 | +FIFE uses several different coordinate systems to handle positions across the game world, layers, and screen display. |
| 4 | +Understanding these coordinate systems is essential for positioning objects, handling input, and working with the camera. |
| 5 | + |
| 6 | +This chapter explains each coordinate system, how they relate to each other, and provides examples for converting between them. |
| 7 | + |
| 8 | +=== Overview |
| 9 | + |
| 10 | +FIFE has four main coordinate systems: |
| 11 | + |
| 12 | +[horizontal] |
| 13 | +*Model Coordinates*:: Integer-based 3D coordinates representing discrete grid positions (cells) |
| 14 | +*Exact Model Coordinates*:: Floating-point 3D coordinates for precise positioning |
| 15 | +*Layer Coordinates*:: Model coordinates mapped to a specific layer |
| 16 | +*Screen Coordinates*:: 2D pixel coordinates on the screen after camera transformation |
| 17 | + |
| 18 | +The base types are defined in `model/metamodel/modelcoords.h`: |
| 19 | + |
| 20 | +[source,cpp] |
| 21 | +---- |
| 22 | +typedef DoublePoint3D ExactModelCoordinate; // Double precision (x, y, z) |
| 23 | +typedef Point3D ModelCoordinate; // Integer precision (x, y, z) |
| 24 | +typedef DoublePoint3D AudioSpaceCoordinate; // Audio positioning |
| 25 | +---- |
| 26 | + |
| 27 | +=== Model Coordinates |
| 28 | + |
| 29 | +Model coordinates represent positions on the game grid using integers. |
| 30 | +They correspond to discrete cell positions and are useful when you need to reference specific tiles or cells on a layer. |
| 31 | + |
| 32 | +==== Creating Model Coordinates |
| 33 | + |
| 34 | +[source,python] |
| 35 | +---- |
| 36 | +# Create a model coordinate at cell (5, 3, 0) |
| 37 | +coord = fife.ModelCoordinate(5, 3, 0) |
| 38 | +
|
| 39 | +# Access components |
| 40 | +print(coord.x) # 5 |
| 41 | +print(coord.y) # 3 |
| 42 | +print(coord.z) # 0 |
| 43 | +---- |
| 44 | + |
| 45 | +==== Use Cases |
| 46 | + |
| 47 | +* Referencing specific cells on a grid |
| 48 | +* Placing objects at exact tile boundaries |
| 49 | +* Grid-based pathfinding |
| 50 | +* Layer grid calculations |
| 51 | + |
| 52 | +=== Exact Model Coordinates |
| 53 | + |
| 54 | +Exact model coordinates use double-precision floating-point values for smooth, continuous positioning. |
| 55 | +They allow objects to be placed between grid cells, enabling smooth movement and animations. |
| 56 | + |
| 57 | +==== Creating Exact Model Coordinates |
| 58 | + |
| 59 | +[source,python] |
| 60 | +---- |
| 61 | +# Create an exact coordinate at (5.5, 3.7, 0.0) |
| 62 | +coord = fife.ExactModelCoordinate(5.5, 3.7, 0.0) |
| 63 | +
|
| 64 | +# Access components |
| 65 | +print(coord.x) # 5.5 |
| 66 | +print(coord.y) # 3.7 |
| 67 | +print(coord.z) # 0.0 |
| 68 | +---- |
| 69 | + |
| 70 | +==== Use Cases |
| 71 | + |
| 72 | +* Smooth object movement between cells |
| 73 | +* Precise positioning for animations |
| 74 | +* Camera positioning |
| 75 | +* Map coordinate calculations |
| 76 | + |
| 77 | +=== Layer Coordinates |
| 78 | + |
| 79 | +Layer coordinates are model coordinates that are associated with a specific layer. |
| 80 | +The `Location` class ties coordinates to a layer, providing the bridge between coordinate systems. |
| 81 | + |
| 82 | +==== The Location Class |
| 83 | + |
| 84 | +The `Location` class represents a position on a specific layer: |
| 85 | + |
| 86 | +[source,python] |
| 87 | +---- |
| 88 | +# Create a location on a layer |
| 89 | +location = fife.Location(layer) |
| 90 | +
|
| 91 | +# Set position using layer coordinates (cell precision) |
| 92 | +location.setLayerCoordinates(fife.ModelCoordinate(5, 3, 0)) |
| 93 | +
|
| 94 | +# Set position using exact layer coordinates (precise) |
| 95 | +location.setExactLayerCoordinates(fife.ExactModelCoordinate(5.5, 3.7, 0.0)) |
| 96 | +---- |
| 97 | + |
| 98 | +==== Getting Coordinates from a Location |
| 99 | + |
| 100 | +[source,python] |
| 101 | +---- |
| 102 | +# Get the layer this location is on |
| 103 | +layer = location.getLayer() |
| 104 | +
|
| 105 | +# Get exact layer coordinates |
| 106 | +exact_coords = location.getExactLayerCoordinates() |
| 107 | +print(f"Exact: ({exact_coords.x}, {exact_coords.y}, {exact_coords.z})") |
| 108 | +
|
| 109 | +# Get cell precision coordinates |
| 110 | +cell_coords = location.getLayerCoordinates() |
| 111 | +print(f"Cell: ({cell_coords.x}, {cell_coords.y}, {cell_coords.z})") |
| 112 | +
|
| 113 | +# Get map coordinates |
| 114 | +map_coords = location.getMapCoordinates() |
| 115 | +print(f"Map: ({map_coords.x}, {map_coords.y}, {map_coords.z})") |
| 116 | +---- |
| 117 | + |
| 118 | +==== Checking Location Validity |
| 119 | + |
| 120 | +A location is valid if: |
| 121 | +- A layer is set |
| 122 | +- The layer has a cell grid assigned |
| 123 | + |
| 124 | +[source,python] |
| 125 | +---- |
| 126 | +if location.isValid(): |
| 127 | + # Location is ready to use |
| 128 | + pass |
| 129 | +---- |
| 130 | + |
| 131 | +==== Calculating Distances |
| 132 | + |
| 133 | +The `Location` class provides methods for calculating distances: |
| 134 | + |
| 135 | +[source,python] |
| 136 | +---- |
| 137 | +# Distance in map coordinates |
| 138 | +map_distance = location.getMapDistanceTo(other_location) |
| 139 | +
|
| 140 | +# Distance in layer coordinates |
| 141 | +layer_distance = location.getLayerDistanceTo(other_location) |
| 142 | +---- |
| 143 | + |
| 144 | +=== Screen Coordinates |
| 145 | + |
| 146 | +Screen coordinates represent positions on the game window in pixels. |
| 147 | +The camera transforms model coordinates to screen coordinates for rendering. |
| 148 | + |
| 149 | +==== The Camera and ScreenPoint |
| 150 | + |
| 151 | +The `Camera` class handles screen coordinate transformations. |
| 152 | +Screen coordinates use `ScreenPoint`, which is a `Point3D` where `z` represents depth. |
| 153 | + |
| 154 | +==== Converting Between Map and Screen Coordinates |
| 155 | + |
| 156 | +[source,python] |
| 157 | +---- |
| 158 | +# Convert map coordinates to screen coordinates |
| 159 | +screen_point = camera.toScreenCoordinates(exact_map_coords) |
| 160 | +
|
| 161 | +# Convert screen coordinates back to map coordinates |
| 162 | +map_point = camera.toMapCoordinates(screen_point) |
| 163 | +
|
| 164 | +# Convert map to virtual screen coordinates (sub-pixel precision) |
| 165 | +virtual_screen = camera.toVirtualScreenCoordinates(exact_map_coords) |
| 166 | +---- |
| 167 | + |
| 168 | +==== Virtual Screen Coordinates |
| 169 | + |
| 170 | +Virtual screen coordinates provide sub-pixel precision before final screen conversion: |
| 171 | + |
| 172 | +[source,python] |
| 173 | +---- |
| 174 | +# Map to virtual screen |
| 175 | +virtual = camera.toVirtualScreenCoordinates(map_coords) |
| 176 | +
|
| 177 | +# Virtual screen to screen |
| 178 | +screen = camera.virtualScreenToScreen(virtual) |
| 179 | +
|
| 180 | +# Screen to virtual screen |
| 181 | +virtual = camera.screenToVirtualScreen(screen) |
| 182 | +---- |
| 183 | + |
| 184 | +==== Mouse Click Example |
| 185 | + |
| 186 | +When handling mouse clicks, you typically convert screen coordinates to map coordinates: |
| 187 | + |
| 188 | +[source,python] |
| 189 | +---- |
| 190 | +def onMousePress(self, event): |
| 191 | + # Get screen coordinates from mouse event |
| 192 | + screen_point = fife.ScreenPoint(event.getX(), event.getY(), 0) |
| 193 | + |
| 194 | + # Convert to map coordinates |
| 195 | + map_point = camera.toMapCoordinates(screen_point) |
| 196 | + |
| 197 | + # Convert to layer coordinates for a specific layer |
| 198 | + # (map coordinates are layer-independent) |
| 199 | +---- |
| 200 | + |
| 201 | +=== Coordinate Conversion Summary |
| 202 | + |
| 203 | +This table shows how to convert between coordinate systems: |
| 204 | + |
| 205 | +[horizontal] |
| 206 | +*Model to Exact*:: `ExactModelCoordinate(float(x), float(y), float(z))` |
| 207 | +*Exact to Model*:: `ModelCoordinate(int(x), int(y), int(z))` (truncates) |
| 208 | +*Layer to Screen*:: `camera.toScreenCoordinates(location.getExactLayerCoordinates())` |
| 209 | +*Screen to Map*:: `camera.toMapCoordinates(ScreenPoint(x, y, z))` |
| 210 | +*Map to Layer*:: Use cell grid's `getLayerCoordinates(map_coords)` method |
| 211 | +*Layer to Map*:: Use cell grid's `getExactLayerCoordinates(layer_coords)` method |
| 212 | + |
| 213 | +=== Practical Examples |
| 214 | + |
| 215 | +==== Moving an Instance |
| 216 | + |
| 217 | +[source,python] |
| 218 | +---- |
| 219 | +def move_instance(instance, target_x, target_y): |
| 220 | + # Get current location |
| 221 | + current = instance.getLocation() |
| 222 | + |
| 223 | + # Create target coordinates |
| 224 | + target = fife.ExactModelCoordinate(target_x, target_y, 0) |
| 225 | + |
| 226 | + # Create new location on same layer |
| 227 | + new_location = fife.Location(current.getLayer()) |
| 228 | + new_location.setExactLayerCoordinates(target) |
| 229 | + |
| 230 | + # Move the instance |
| 231 | + instance.setLocation(new_location) |
| 232 | +---- |
| 233 | + |
| 234 | +==== Finding Instance at Mouse Position |
| 235 | + |
| 236 | +[source,python] |
| 237 | +---- |
| 238 | +def get_instance_at(screen_x, screen_y, camera, layer): |
| 239 | + # Convert screen coordinates to screen point |
| 240 | + screen_point = fife.ScreenPoint(screen_x, screen_y, 0) |
| 241 | + |
| 242 | + # Get matching instances |
| 243 | + instances = [] |
| 244 | + camera.getMatchingInstances(screen_point, layer, instances) |
| 245 | + |
| 246 | + return instances[0] if instances else None |
| 247 | +---- |
| 248 | + |
| 249 | +==== Placing an Object on a Grid |
| 250 | + |
| 251 | +[source,python] |
| 252 | +---- |
| 253 | +def place_object_at(object_id, layer, cell_x, cell_y): |
| 254 | + # Create location at specific cell |
| 255 | + location = fife.Location(layer) |
| 256 | + location.setLayerCoordinates(fife.ModelCoordinate(cell_x, cell_y, 0)) |
| 257 | + |
| 258 | + # Create instance |
| 259 | + instance = layer.createInstance(object_id, location) |
| 260 | + return instance |
| 261 | +---- |
| 262 | + |
| 263 | +=== Camera Properties Affecting Coordinate Transformations |
| 264 | + |
| 265 | +The camera's properties affect how coordinates are transformed: |
| 266 | + |
| 267 | +[horizontal] |
| 268 | +*Rotation*:: Rotates the view around the target point |
| 269 | +*Tilt*:: Adjusts the viewing angle (0 = top-down, 45 = isometric) |
| 270 | +*Zoom*:: Scales the view |
| 271 | +*zToY*:: Affects the z-axis to y-axis transformation ratio |
| 272 | + |
| 273 | +These properties can be set via the camera: |
| 274 | + |
| 275 | +[source,python] |
| 276 | +---- |
| 277 | +camera.setRotation(45) # Rotate 45 degrees |
| 278 | +camera.setTilt(60) # 60 degree tilt angle |
| 279 | +camera.setZoom(1.5) # Zoom to 1.5x |
| 280 | +camera.setZToY(32) # 1 z-unit = 32 y-pixels |
| 281 | +---- |
| 282 | + |
| 283 | +Understanding these coordinate systems is key to working with FIFE's rendering and input systems effectively. |
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