#include "anim-atlas.hpp" #include namespace floormat { static constexpr std::array name_array = { "n", "ne", "e", "se", "s", "sw", "w", "nw", }; std::uint8_t anim_atlas::rotation_to_index(const anim_info& info, rotation r) noexcept { StringView str = name_array[std::size_t(r)]; for (std::size_t sz = info.groups.size(), i = 0; i < sz; i++) { const anim_group& g = info.groups[i]; if (g.name == str) return std::uint8_t(i); } return 0xff; } decltype(anim_atlas::_group_indices) anim_atlas::make_group_indices(const anim_info& a) noexcept { std::array array; for (std::size_t i = 0; i < array.size(); i++) array[i] = rotation_to_index(a, rotation(i)); return array; } anim_atlas::anim_atlas() noexcept = default; anim_atlas::anim_atlas(StringView name, GL::Texture2D&& tex, Vector2ui pixel_size, anim_info info) noexcept : _tex{std::move(tex)}, _name{name}, _pixel_size{pixel_size}, _info{std::move(info)}, _group_indices{make_group_indices(_info)} { } anim_atlas::~anim_atlas() noexcept = default; anim_atlas::anim_atlas(anim_atlas&&) noexcept = default; anim_atlas& anim_atlas::operator=(anim_atlas&&) noexcept = default; StringView anim_atlas::name() const noexcept { return _name; } GL::Texture2D& anim_atlas::texture() noexcept { return _tex; } const Serialize::anim& anim_atlas::info() const noexcept { return _info; } auto anim_atlas::group(rotation r) const noexcept -> const anim_group& { const auto group_idx = _group_indices[std::size_t(r)]; fm_assert(group_idx != 0xff); return _info.groups[group_idx]; } auto anim_atlas::frame(rotation r, std::size_t frame) const noexcept -> const anim_frame& { const anim_group& g = group(r); fm_assert(frame < g.frames.size()); return g.frames[frame]; } auto anim_atlas::frame_texcoords(rotation r, std::size_t idx) const noexcept -> texcoords { return frame_texcoords(frame(r, idx)); } auto anim_atlas::frame_texcoords(const anim_frame& frame) const noexcept -> texcoords { const Vector2 p0(frame.offset), p1(frame.offset + frame.size); const auto x0 = p0.x()+.5f, x1 = p1.x()-1, y0 = p0.y()+.5f, y1 = p1.y()-1; return {{ { (x0+x1) / _pixel_size[0], (y0+y1) / _pixel_size[1] }, // bottom right { (x0+x1) / _pixel_size[0], y0 / _pixel_size[1] }, // top right { x0 / _pixel_size[0], (y0+y1) / _pixel_size[1] }, // bottom left { x0 / _pixel_size[0], y0 / _pixel_size[1] }, // top left }}; } } // namespace floormat