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@jordwest
Last active December 20, 2024 15:21
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// These are the four numbers that define the transform, i hat and j hat
const i_x = 1;
const i_y = 0.5;
const j_x = -1;
const j_y = 0.5;
// Sprite size
const w = 32;
const h = 32;
function to_screen_coordinate(tile: Vector2) {
// Without accounting for sprite size
return {
x: tile.x * i_x + tile.y * j_x,
y: tile.x * i_y + tile.y * j_y,
}
// Accounting for sprite size
return {
x: tile.x * i_x * 0.5 * w + tile.y * j_x * 0.5 * w,
y: tile.x * i_y * 0.5 * h + tile.y * j_y * 0.5 * h,
}
}
// Going from screen coordinate to grid coordinate
function invert_matrix(a, b, c, d) {
// Determinant
const det = (1 / (a * d - b * c));
return {
a: det * d,
b: det * -b,
c: det * -c,
d: det * a,
}
}
function to_grid_coordinate(screen: Vector2) {
const a = i_x * 0.5 * w;
const b = j_x * 0.5 * w;
const c = i_y * 0.5 * h;
const d = j_y * 0.5 * h;
const inv = invert_matrix(a, b, c, d);
return {
x: screen.x * inv.a + screen.y * inv.b,
y: screen.x * inv.c + screen.y * inv.d,
}
}
@StefanHellings
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@jordwest Thanks for the snippet, It came in handy for a little isometric grid experiment I was trying

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