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Add documentation for new coord_point
To help people understand the game's coordinate systems and how to use the new point types, add some documentation Move the description of coordinate systems out of coordinate_conversions.h into a markdown file, and reference that new file from coordinate_conversions.h and coordinates.h. (cherry picked from commit c1cabb8fa26c5cf4c1e1a65422ab85be3d9cafc7)
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# Points, tripoints, and coordinate systems | ||
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## Axes | ||
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The game is three-dimensional, with the axes oriented as follows: | ||
* The **x-axis** goes from left to right across the display (in non-isometric | ||
views). | ||
* The **y-axis** goes from top to bottom of the display. | ||
* The **z-axis** is vertical, with negative z pointing underground and positive | ||
z pointing to the sky. | ||
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## Coordinate systems | ||
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CDDA uses a variety of coordinate systems for different purposes. These differ | ||
by scale and origin. | ||
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The most precise coordinates are **map square** (ms) coordinates. These refer to | ||
the tiles you see normally when playing the game. | ||
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Two origins for map square coordinates are common: | ||
* **Absolute** coordinates, sometimes called global, which are a global system | ||
for the whole game, relative to a fixed origin. | ||
* **Local** coordinates, which are relative to the corner of the current "reality | ||
bubble", or `map` roughly centered on the avatar. In local map square | ||
coordinates, `x` and `y` values will both fall in the range [0,120). | ||
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The next scale is **submap** (sm) coordinates. One submap is 12x12 | ||
(`SEEX`x`SEEY`) map squares. Submaps are the scale at which chunks of the map | ||
are loaded or saved as they enter or leave the reality bubble. | ||
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Next comes **overmap terrain** (omt) coordinates. One overmap terrain is 2x2 | ||
submaps. Overmap terrains correspond to a single tile on the map view in-game, | ||
and are the scale of chunk of mapgen. | ||
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Largest are **overmap** (om) coordinates. One overmap is 180x180 | ||
(`OMAPX`x`OMAPY`) overmap terrains. Large-scale mapgen (e.g. city layout) | ||
happens one overmap at a time. | ||
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Lastly, these is a system called **segment** (seg) coordinates. These are only | ||
used in saving/loading submaps and you are unlikely to encounter them. | ||
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As well as absolute and local coordinates, sometimes we need to use coordinates | ||
relative so some larger scale. For example, when performing mapgen for a | ||
single overmap, we want to work with coordinates within that overmap. This | ||
will be an overmap terrain-scale point relative to the corner of its containing | ||
overmap, and so typically take `x` and `y` values in the range [0,180). | ||
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## Vertical coordinates | ||
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Although `x` and `y` coordinates work at all these various scales, `z` | ||
coordinates are consistent across all contexts. They lie in the range | ||
[-`OVERMAP_DEPTH`,`OVERMAP_HEIGHT`]. | ||
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## Vehicle coordinates | ||
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Each vehicle has its own origin point, which will be at a particular part of | ||
the vehicle (e.g. it might be at the driver's seat). The origin can move if | ||
the vehicle is damaged and all the vehicle parts at that location are | ||
destroyed. | ||
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Vehicles use two systems of coordinates relative to their origin: | ||
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* **mount** coordinates provide a location for vehicle parts that does not | ||
change as the vehicle moves. It is the map square of that part, relative to | ||
the vehicle origin, when the vehicle is facing due east. | ||
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* **map square** is the map square, relative to the origin, but accounting for | ||
the vehicle's current facing. | ||
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Vehicle facing is implemented via a combination of rotations (by quarter turns) | ||
and shearing to interpolate between quarter turns. The logic to convert | ||
between vehicle mount and map square coordinates is complicated and handled by | ||
the `vehicle::coord_translate()` and `vehicle::mount_to_tripoint()` families of | ||
functions. | ||
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Currently, vehicle mount coordinates do not have a z-level component, but | ||
vehicle map square coordinates do. The z coordinate is relative to the vehicle | ||
origin. | ||
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## Point types | ||
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To work with these coordinate systems we have a variety of types. These are | ||
defined in [`coordinates.h`](../src/coordinates.h). For example, we have | ||
`point_abs_ms` for absolute map-square coordinates. The three parts of the | ||
type name are *dimension*`_`*origin*`_`*scale*. | ||
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* **dimension** is either `point` for two-dimensional or `tripoint` for | ||
three-dimensional. | ||
* **origin** specifies what the value is relative to, and can be: | ||
* `rel` means relative to some arbitrary point. This is the result of | ||
subtracting two points with a common origin. It would be used for example | ||
to represent the offset between the avatar and a monster they are shooting | ||
at. | ||
* `abs` means global absolute coordinates. | ||
* `sm` means relative to a corner of a submap. | ||
* `omt` means relative to a corner of an overmap terrain. | ||
* `om` means relative to a corner of an overmap. | ||
* `veh` means relative to a vehicle origin. | ||
* **scale** means the scale as discussed above. | ||
* `ms` for map square. | ||
* `sm` for submap. | ||
* `omt` for overmap terrain. | ||
* `seg` for segment. | ||
* `om` for overmap. | ||
* `mnt` for vehicle mount coordinates (only relevant for the `veh` origin). | ||
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## Raw point types | ||
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As well as these types with origin and scale encoded into the type, there are | ||
simple raw point types called just `point` and `tripoint`. These can be used | ||
when no particular game scale is intended. | ||
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At time of writing we are still in the process of transitioning the codebase | ||
away from using these raw point types everywhere, so you are likely to see | ||
legacy code using them in places where the more type-safe points might seem | ||
appropriate. | ||
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New code should prefer to use the types which include their coordinate system | ||
where feasible. | ||
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## Converting between point types | ||
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### Changing scale | ||
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To change the scale of a point without changing its origin, use `project_to`. | ||
For example: | ||
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```c++ | ||
point_abs_ms pos_ms = get_avatar()->global_square_location().xy(); | ||
point_abs_omt pos_omt = project_to<coords::omt>( pos_ms ); | ||
assert( pos_omt == get_avatar()->global_omt_location().xy() ); | ||
``` | ||
The same function `project_to` can be used for scaling up or down. When | ||
converting to a coarser coordinate system precision is of course lost. If you | ||
care about the remainder then you must instead use `project_remain`. | ||
`project_remain` allows you to convert to a coarser coordinate system and also | ||
capture the remainder relative to that coarser point. It returns a helper | ||
struct intended to be used with | ||
[`std::tie`](https://en.cppreference.com/w/cpp/utility/tuple/tie) to capture | ||
the two parts of the result. For example, suppose you want to know which | ||
overmap the avatar is in, and which overmap terrain they are in within that | ||
overmap. | ||
```c++ | ||
point_abs_omt abs_pos = get_avatar()->global_omt_location().xy(); | ||
point_abs_om overmap; | ||
point_om_omt omt_within_overmap; | ||
std::tie( overmap, omt_within_overmap ) = project_remain<coords::om>( abs_pos ); | ||
``` | ||
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That makes sense for two-dimensional `point` types, but how does it handle | ||
`tripoint`? Recall that the z-coordinates do not scale along with the | ||
horizontal dimensions, so `z` values are unchanged by `project_to` and | ||
`project_remain`. However, for `project_remain` we don't want to duplicate the | ||
z-coordinate in both parts of the result, so you must choose exactly one to be | ||
a `tripoint`. In the example above, z-coodinates do not have much meaning at | ||
the overmap scale, so you probably want the z-coordinate in | ||
`omt_within_overmap`. Than can be done as follows: | ||
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```c++ | ||
tripoint_abs_omt abs_pos = get_avatar()->global_omt_location(); | ||
point_abs_om overmap; | ||
tripoint_om_omt omt_within_overmap; | ||
std::tie( overmap, omt_within_overmap ) = project_remain<coords::om>( abs_pos ); | ||
``` | ||
The last available operation for rescaling points is `project_combine`. This | ||
performs the opposite operation from `project_remain`. Given two points where | ||
the origin of the second matches the scale of the first, you can combine them | ||
into a single value. As you might expect from the above discussion, one of | ||
these two can be a `tripoint`, but not both. | ||
```c++ | ||
tripoint_abs_omt abs_pos = get_avatar()->global_omt_location(); | ||
point_abs_om overmap; | ||
tripoint_om_omt omt_within_overmap; | ||
std::tie( overmap, omt_within_overmap ) = project_remain<coords::om>( abs_pos ); | ||
tripoint_abs_omt abs_pos_again = project_combine( overmap, omt_within_overmap ); | ||
assert( abs_pos == abs_pos_again ); | ||
``` | ||
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### Changing origin | ||
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`project_remain` and `project_combine` facilitate some changes of origin, but | ||
only those origins specifically related to rescaling. To convert to or from | ||
local or vehicle coordinates requires a specific `map` or `vehicle` object. | ||
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TODO: write some examples once this is implemented. | ||
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## Point operations | ||
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We provide standard arithmetic operations as overloaded operators, but limit | ||
them to prevent bugs. For example, most point types cannot be multiplied by a | ||
constant, but ones with the `rel` origin can (it makes sense to say "half as | ||
far in the same direction"). | ||
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Similarly, you can't generally add two points together, but you can when one of | ||
them has the `rel` origin, or if one of them is a raw point type. | ||
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For computing distances a variety of functions are available, depending on your | ||
requirements: `square_dist`, `trig_dist`, `rl_dist`, `manhattan_dist`. Other | ||
related utility functions include `direction_from` and `line_to`. | ||
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To iterate over nearby points of the same type you can use | ||
`closest_points_first`. |
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