//! The grid used to divide the map into evenly sized chunks. use crate::colours::DEFAULT_COLOURS; use crate::math::{self, Vec2}; use crate::transform::Transform; use raylib::drawing::RaylibDraw; /// The internal grid length which will be used to snap things to it. pub const SNAP_SIZE: f64 = 0.5; /// Snap a vector to the grid with the factor being the sub-grid accuracy. For instance, 0.5 will /// snap to half a grid cell, while 2.0 would snap to every second grid cell pub fn snap_to_grid(mut vec: Vec2, snap_fraction: f64) -> Vec2 { vec.x = math::round(vec.x, snap_fraction); vec.y = math::round(vec.y, snap_fraction); vec } /// Draw an infinite grid that can be moved around on the screen and zoomed in and out of. pub fn draw_grid(rld: &mut D, screen_width: i32, screen_height: i32, transform: &Transform) where D: RaylibDraw, { /* Calculate the first whole meter that can be seen on the grid. This is the first meter that * will be seen on screen. */ let mut first_cell = *transform.translation_px() / -transform.pixels_per_m(); first_cell.x = first_cell.x.floor(); first_cell.y = first_cell.y.floor(); let mut cell = first_cell; let mut draw_y = transform.point_m_to_px(&cell).y; loop { draw_y = math::round(draw_y, 1.); rld.draw_line( 0, draw_y as i32, screen_width, draw_y as i32, DEFAULT_COLOURS.grid_lines, ); cell.y += 1.; draw_y = transform.point_m_to_px(&cell).y; if draw_y as i32 > screen_height { break; } } let mut draw_x = transform.point_m_to_px(&cell).x; loop { draw_x = math::round(draw_x, 1.); rld.draw_line( draw_x as i32, 0, draw_x as i32, screen_height, DEFAULT_COLOURS.grid_lines, ); cell.x += 1.; draw_x = transform.point_m_to_px(&cell).x; if draw_x as i32 > screen_width { break; } } }