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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, | |
} | |
} |
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@jordwest Thanks for the snippet, It came in handy for a little isometric grid experiment I was trying