Call gridless pathfinder from rust code
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+42
-18
@@ -4,34 +4,45 @@ import {debugGraphics} from "./main.js";
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import {settingsKey} from "./settings.js";
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import {getSnapPointForTokenObj, iterPairs} from "./util.js";
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import * as GridlessPathfinding from "../wasm/gridless_pathfinding.js"
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let cachedNodes = undefined;
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let use5105 = false;
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let gridlessPathfinder = undefined;
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export function isPathfindingEnabled() {
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if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
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return false;
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if (!game.settings.get(settingsKey, "allowPathfinding"))
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return false;
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return game.settings.get(settingsKey, "autoPathfinding") != togglePathfinding;
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}
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export function findPath(from, to, token, previousWaypoints) {
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const lastNode = calculatePath(from, to, token, previousWaypoints);
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if (!lastNode)
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return null;
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paintPathfindingDebug(lastNode, token);
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const path = [];
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let currentNode = lastNode;
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while (currentNode) {
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// TODO Check if the distance doesn't change
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if (path.length >= 2 && !stepCollidesWithWall(currentNode.node, path[path.length - 2], token))
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// Replace last waypoint if the current waypoint leads to a valid path
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path[path.length - 1] = {x: currentNode.node.x, y: currentNode.node.y};
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else
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path.push({x: currentNode.node.x, y: currentNode.node.y});
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currentNode = currentNode.previous;
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if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
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if (!gridlessPathfinder)
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gridlessPathfinder = GridlessPathfinding.initialize(canvas.walls.placeables);
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paintGridlessPathfindingDebug(gridlessPathfinder);
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const path = GridlessPathfinding.findPath(gridlessPathfinder, from, to);
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console.warn(path);
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return path;
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}
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else {
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const lastNode = calculatePath(from, to, token, previousWaypoints);
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if (!lastNode)
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return null;
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paintGriddedPathfindingDebug(lastNode, token);
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const path = [];
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let currentNode = lastNode;
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while (currentNode) {
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// TODO Check if the distance doesn't change
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if (path.length >= 2 && !stepCollidesWithWall(currentNode.node, path[path.length - 2], token))
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// Replace last waypoint if the current waypoint leads to a valid path
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path[path.length - 1] = {x: currentNode.node.x, y: currentNode.node.y};
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else
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path.push({x: currentNode.node.x, y: currentNode.node.y});
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currentNode = currentNode.previous;
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}
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return path;
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}
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return path;
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}
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export function wipePathfindingCache() {
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@@ -135,7 +146,7 @@ function stepCollidesWithWall(from, to, token) {
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return canvas.walls.checkCollision(new Ray(stepStart, stepEnd));
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}
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function paintPathfindingDebug(lastNode, token) {
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function paintGriddedPathfindingDebug(lastNode, token) {
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if (!CONFIG.debug.dragRuler)
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return;
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@@ -151,3 +162,16 @@ function paintPathfindingDebug(lastNode, token) {
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currentNode = currentNode.previous;
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}
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}
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function paintGridlessPathfindingDebug(pathfinder) {
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if (!CONFIG.debug.dragRuler)
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return;
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debugGraphics.removeChildren();
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let graphic = new PIXI.Graphics();
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graphic.lineStyle(2, 0x440000);
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for (const point of GridlessPathfinding.debugGetPathfindingPoints(pathfinder)) {
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graphic.drawCircle(point.x, point.y, 5);
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}
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debugGraphics.addChild(graphic);
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}
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