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/** | |
* @class Precise shadowcasting algorithm | |
* @augments ROT.FOV | |
*/ | |
ROT.FOV.PreciseShadowcasting = function(lightPassesCallback, options) { | |
ROT.FOV.call(this, lightPassesCallback, options); | |
} | |
ROT.FOV.PreciseShadowcasting.extend(ROT.FOV); | |
/** | |
* @see ROT.FOV#compute | |
*/ | |
ROT.FOV.PreciseShadowcasting.prototype.compute = function(x, y, R, callback) { | |
/* this place is always visible */ | |
callback(x, y, 0, 1); | |
/* standing in a dark place. FIXME is this a good idea? */ | |
if (!this._lightPasses(x, y)) { return; } | |
/* list of all shadows */ | |
var SHADOWS = []; | |
var cx, cy, blocks, A1, A2, visibility; | |
/* analyze surrounding cells in concentric rings, starting from the center */ | |
for (var r=1; r<=R; r++) { | |
var neighbors = this._getCircle(x, y, r); | |
var neighborCount = neighbors.length; | |
for (var i=0;i<neighborCount;i++) { | |
cx = neighbors[i][0]; | |
cy = neighbors[i][1]; | |
/* shift half-an-angle backwards to maintain consistency of 0-th cells */ | |
A1 = [i ? 2*i-1 : 2*neighborCount-1, 2*neighborCount]; | |
A2 = [2*i+1, 2*neighborCount]; | |
blocks = !this._lightPasses(cx, cy); | |
visibility = this._checkVisibility(A1, A2, blocks, SHADOWS); | |
if (visibility) { callback(cx, cy, r, visibility); } | |
if (SHADOWS.length == 2 && SHADOWS[0][0] == 0 && SHADOWS[1][0] == SHADOWS[1][1]) { return; } /* cutoff? */ | |
} /* for all cells in this ring */ | |
} /* for all rings */ | |
} | |
/** | |
* @param {int[2]} A1 arc start | |
* @param {int[2]} A2 arc end | |
* @param {bool} blocks Does current arc block visibility? | |
* @param {int[][]} SHADOWS list of active shadows | |
*/ | |
ROT.FOV.PreciseShadowcasting.prototype._checkVisibility = function(A1, A2, blocks, SHADOWS) { | |
if (A1[0] > A2[0]) { /* split into two sub-arcs */ | |
var v1 = this._checkVisibility(A1, [A1[1], A1[1]], blocks, SHADOWS); | |
var v2 = this._checkVisibility([0, 1], A2, blocks, SHADOWS); | |
return (v1+v2)/2; | |
} | |
/* index1: first shadow >= A1 */ | |
var index1 = 0, edge1 = false; | |
while (index1 < SHADOWS.length) { | |
var old = SHADOWS[index1]; | |
var diff = old[0]*A1[1] - A1[0]*old[1]; | |
if (diff >= 0) { /* old >= A1 */ | |
if (diff == 0 && !(index1 % 2)) { edge1 = true; } | |
break; | |
} | |
index1++; | |
} | |
/* index2: last shadow <= A2 */ | |
var index2 = SHADOWS.length, edge2 = false; | |
while (index2--) { | |
var old = SHADOWS[index2]; | |
var diff = A2[0]*old[1] - old[0]*A2[1]; | |
if (diff >= 0) { /* old <= A2 */ | |
if (diff == 0 && (index2 % 2)) { edge2 = true; } | |
break; | |
} | |
} | |
var visible = true; | |
if (index1 == index2 && (edge1 || edge2)) { /* subset of existing shadow, one of the edges match */ | |
visible = false; | |
} else if (edge1 && edge2 && index1+1==index2 && (index2 % 2)) { /* completely equivalent with existing shadow */ | |
visible = false; | |
} else if (index1 > index2 && (index1 % 2)) { /* subset of existing shadow, not touching */ | |
visible = false; | |
} | |
if (!visible) { return 0; } /* fast case: not visible */ | |
var visibleLength, P; | |
/* compute the length of visible arc, adjust list of shadows (if blocking) */ | |
var remove = index2-index1+1; | |
if (remove % 2) { | |
if (index1 % 2) { /* first edge within existing shadow, second outside */ | |
var P = SHADOWS[index1]; | |
visibleLength = (A2[0]*P[1] - P[0]*A2[1]) / (P[1] * A2[1]); | |
if (blocks) { SHADOWS.splice(index1, remove, A2); } | |
} else { /* second edge within existing shadow, first outside */ | |
var P = SHADOWS[index2]; | |
visibleLength = (P[0]*A1[1] - A1[0]*P[1]) / (A1[1] * P[1]); | |
if (blocks) { SHADOWS.splice(index1, remove, A1); } | |
} | |
} else { | |
if (index1 % 2) { /* both edges within existing shadows */ | |
var P1 = SHADOWS[index1]; | |
var P2 = SHADOWS[index2]; | |
visibleLength = (P2[0]*P1[1] - P1[0]*P2[1]) / (P1[1] * P2[1]); | |
if (blocks) { SHADOWS.splice(index1, remove); } | |
} else { /* both edges outside existing shadows */ | |
if (blocks) { SHADOWS.splice(index1, remove, A1, A2); } | |
return 1; /* whole arc visible! */ | |
} | |
} | |
var arcLength = (A2[0]*A1[1] - A1[0]*A2[1]) / (A1[1] * A2[1]); | |
return visibleLength/arcLength; | |
} | |