Work towards gridless difficult terrain pathfinding
This commit is contained in:
@@ -38,6 +38,11 @@ impl Point {
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let e = 0.000001;
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(self.x - other.x).abs() < e && (self.y - other.y).abs() < e
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}
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pub fn is_in_rectangle(&self, rect: &Rectangle) -> bool {
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between(self.x, rect.left.p1.x, rect.right.p1.x)
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&& between(self.y, rect.top.p1.y, rect.bottom.p1.y)
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}
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}
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impl Eq for Point {}
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@@ -179,9 +184,70 @@ impl LineSegment {
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}
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between(intersection.x, self.p1.x, self.p2.x)
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}
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pub fn intersects_rect(&self, rect: &Rectangle) -> bool {
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if self.p1.is_in_rectangle(rect) {
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return true;
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}
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[rect.left, rect.top, rect.right, rect.bottom]
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.iter()
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.any(|edge| self.intersection(edge).is_some())
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}
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}
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pub fn between<T: Copy + PartialOrd>(num: T, a: T, b: T) -> bool {
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let (min, max) = if a < b { (a, b) } else { (b, a) };
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num >= min && num <= max
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}
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#[wasm_bindgen]
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extern "C" {
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pub type JsRectangle;
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#[wasm_bindgen(method, getter)]
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fn left(this: &JsRectangle) -> f64;
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#[wasm_bindgen(method, getter)]
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fn top(this: &JsRectangle) -> f64;
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#[wasm_bindgen(method, getter)]
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fn right(this: &JsRectangle) -> f64;
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#[wasm_bindgen(method, getter)]
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fn bottom(this: &JsRectangle) -> f64;
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}
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#[derive(Debug, Clone, Copy)]
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pub struct Rectangle {
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pub left: LineSegment,
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pub top: LineSegment,
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pub right: LineSegment,
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pub bottom: LineSegment,
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}
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impl Rectangle {
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pub fn new(left: f64, top: f64, right: f64, bottom: f64) -> Self {
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Self {
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left: LineSegment::new(Point::new(left, top), Point::new(left, bottom)),
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top: LineSegment::new(Point::new(left, top), Point::new(right, top)),
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right: LineSegment::new(Point::new(right, top), Point::new(right, bottom)),
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bottom: LineSegment::new(Point::new(left, bottom), Point::new(right, bottom)),
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}
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}
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}
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impl From<&JsRectangle> for Rectangle {
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fn from(rect: &JsRectangle) -> Self {
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let left = rect.left();
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let top = rect.top();
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let right = rect.right();
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let bottom = rect.bottom();
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Self::new(left, top, right, bottom)
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}
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}
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#[derive(Debug, Copy, Clone)]
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pub struct Circle {
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pub center: Point,
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pub radius: f64,
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}
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+122
-6
@@ -1,10 +1,11 @@
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use js_sys::Array;
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use sha1::{Sha1, Digest};
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use sha1::{Digest, Sha1};
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use wasm_bindgen::prelude::*;
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use crate::{
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geometry::Point,
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geometry::{Circle, LineSegment, Point, Rectangle},
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pathfinder::{DiscoveredNodePtr, Pathfinder},
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util::Windows,
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};
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#[allow(unused)]
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@@ -18,6 +19,9 @@ macro_rules! log {
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extern "C" {
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#[wasm_bindgen(js_namespace = console, js_name=warn)]
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pub fn log(s: &str);
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#[wasm_bindgen(js_namespace = ["dragRuler", "private"], js_name=terrainRulerWrapper)]
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pub fn distance_with_terrain(a: Point, b: Point) -> f64;
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}
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#[wasm_bindgen]
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@@ -75,6 +79,112 @@ impl From<JsPoint> for Point {
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}
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}
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#[wasm_bindgen]
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extern "C" {
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pub type JsTerrainInfo;
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pub type JsTerrainObject;
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pub type JsTerrainShape;
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#[wasm_bindgen(method, getter)]
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fn object(this: &JsTerrainInfo) -> JsTerrainObject;
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#[wasm_bindgen(method, getter)]
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fn shape(this: &JsTerrainInfo) -> JsTerrainShape;
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#[wasm_bindgen(method, getter)]
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fn x(this: &JsTerrainObject) -> f64;
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#[wasm_bindgen(method, getter)]
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fn y(this: &JsTerrainObject) -> f64;
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#[wasm_bindgen(method, getter)]
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fn width(this: &JsTerrainObject) -> f64;
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#[wasm_bindgen(method, getter)]
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fn height(this: &JsTerrainObject) -> f64;
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#[wasm_bindgen(method, getter, js_name = "type")]
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fn shape_type(this: &JsTerrainShape) -> u32;
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#[wasm_bindgen(method, getter)]
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fn x(this: &JsTerrainShape) -> f64;
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#[wasm_bindgen(method, getter)]
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fn y(this: &JsTerrainShape) -> f64;
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#[wasm_bindgen(method, getter)]
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fn radius(this: &JsTerrainShape) -> f64;
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#[wasm_bindgen(method, getter)]
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fn points(this: &JsTerrainShape) -> Vec<f64>;
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}
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impl JsTerrainObject {
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fn to_bounding_rect(&self) -> Rectangle {
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let left = self.x();
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let top = self.y();
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let right = left + self.width();
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let bottom = top + self.height();
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Rectangle::new(left, top, right, bottom)
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}
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}
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impl JsTerrainShape {
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fn to_segments(&self, x: f64, y: f64) -> Vec<LineSegment> {
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let points = self.points();
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assert!(points.len() % 2 == 0);
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points
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.chunks(2)
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.map(|coordinates| Point::new(coordinates[0] + x, coordinates[1] + y))
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.windows()
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.map(|(p1, p2)| LineSegment::new(p1, p2))
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.collect()
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}
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fn to_circle(&self, x: f64, y: f64) -> Circle {
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let center = Point::new(self.x() + x, self.y() + y);
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let radius = self.radius();
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Circle { center, radius }
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}
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}
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impl From<&JsTerrainInfo> for TerrainShape {
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fn from(terrain: &JsTerrainInfo) -> Self {
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let shape = terrain.shape();
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let object = terrain.object();
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let x = object.x();
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let y = object.y();
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match shape.shape_type() {
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0 => TerrainShape::Polygon(shape.to_segments(x, y)),
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2 => TerrainShape::Circle(shape.to_circle(x, y)),
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_ => unimplemented!(),
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}
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}
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}
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#[derive(Debug, Clone)]
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pub enum TerrainShape {
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Polygon(Vec<LineSegment>),
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Circle(Circle),
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}
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#[derive(Debug, Clone)]
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pub struct Terrain {
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pub shape: TerrainShape,
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pub bounding_box: Rectangle,
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}
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impl From<&JsTerrainInfo> for Terrain {
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fn from(terrain: &JsTerrainInfo) -> Self {
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let bounding_box = terrain.object().to_bounding_rect();
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let shape = terrain.into();
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Self {
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bounding_box,
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shape,
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}
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}
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}
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#[wasm_bindgen]
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#[derive(Debug, Copy, Clone, PartialEq)]
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pub enum DoorState {
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@@ -212,8 +322,7 @@ impl Wall {
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c.iter_mut().for_each(|val| *val = val.round());
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let height = if enable_height {
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data.flags().wall_height().into()
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}
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else {
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} else {
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WallHeight::default()
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};
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Self::new(
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@@ -229,13 +338,20 @@ impl Wall {
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#[allow(dead_code)]
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#[wasm_bindgen]
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pub fn initialize(js_walls: Vec<JsValue>, token_size: f64, token_elevation: f64, enable_height: bool) -> Pathfinder {
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pub fn initialize(
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js_walls: Vec<JsValue>,
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js_terrain: Vec<JsTerrainInfo>,
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token_size: f64,
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token_elevation: f64,
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enable_height: bool,
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) -> Pathfinder {
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let mut walls = Vec::with_capacity(js_walls.len());
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for wall in js_walls {
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let wall = JsWall::from(wall);
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walls.push(Wall::from_js(&wall, enable_height));
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}
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Pathfinder::initialize(walls, token_size, token_elevation)
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let terrain = js_terrain.iter().map(|terrain| terrain.into()).collect();
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Pathfinder::initialize(walls, terrain, token_size, token_elevation)
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}
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#[allow(dead_code)]
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@@ -3,6 +3,7 @@ mod geometry;
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mod js_api;
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mod pathfinder;
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mod ptr_indexed_hash_set;
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mod util;
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use wasm_bindgen::prelude::*;
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+86
-35
@@ -5,8 +5,8 @@ use wasm_bindgen::prelude::*;
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use rustc_hash::FxHashMap;
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use crate::{
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geometry::{LineSegment, Point},
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js_api::{Wall, WallSenseType},
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geometry::{LineSegment, Point, Rectangle},
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js_api::{distance_with_terrain, Terrain, TerrainShape, Wall, WallSenseType, log},
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ptr_indexed_hash_set::PtrIndexedHashSet,
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};
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@@ -84,7 +84,7 @@ impl NodeStorage {
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self.regular_nodes.push(node);
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}
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fn initialize_edges(&mut self, node: &NodePtr, walls: &[LineSegment]) {
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fn initialize_edges(&mut self, node: &NodePtr, walls: &[LineSegment], terrain: &[Rectangle]) {
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if node.borrow().final_edge.is_none() {
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let final_edge = self
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.final_node
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@@ -97,7 +97,11 @@ impl NodeStorage {
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})
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.map(|neighbor| Edge {
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target: neighbor.clone(),
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cost: node.borrow().point.distance_to(neighbor.borrow().point),
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cost: Self::measure_distance(
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node.borrow().point,
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neighbor.borrow().point,
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terrain,
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),
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});
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node.borrow_mut().final_edge = Some(final_edge);
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}
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@@ -114,7 +118,8 @@ impl NodeStorage {
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}
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let neighbor_point = neighbor.borrow().point;
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if !self.collides_with_wall(&LineSegment::new(point, neighbor_point), walls) {
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let cost = point.distance_to(neighbor_point);
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let cost =
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Self::measure_distance(node.borrow().point, neighbor.borrow().point, terrain);
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edges.push(Edge {
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target: neighbor.clone(),
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cost,
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@@ -128,6 +133,15 @@ impl NodeStorage {
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walls.iter().any(|wall| line.intersection(wall).is_some())
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}
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fn measure_distance(a: Point, b: Point, terrain: &[Rectangle]) -> f64 {
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let segment = LineSegment::new(a, b);
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if terrain.iter().any(|rect| segment.intersects_rect(rect)) {
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distance_with_terrain(a, b)
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} else {
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a.distance_to(b)
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}
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}
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pub fn cleanup_final_edges(&mut self) {
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for node in &self.regular_nodes {
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node.borrow_mut().final_edge = None;
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@@ -145,35 +159,51 @@ pub struct Pathfinder {
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pub nodes: NodeStorage,
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#[wasm_bindgen(skip)]
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pub walls: Vec<LineSegment>,
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#[wasm_bindgen(skip)]
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pub terrain: Vec<Rectangle>,
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}
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impl Pathfinder {
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pub fn initialize<I>(walls: I, token_size: f64, token_elevation: f64) -> Self
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where
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I: IntoIterator<Item = Wall>,
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{
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pub fn initialize(
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walls: Vec<Wall>,
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terrain: Vec<Terrain>,
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token_size: f64,
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token_elevation: f64,
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) -> Self {
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log!("{:#?}", terrain);
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let distance_from_walls = token_size / 2.0;
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// TODO Place pathfinding nodes around terrain edges
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let mut polygon_terrain = Vec::new();
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let mut circle_terrain = Vec::new();
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for terrain in &terrain {
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match &terrain.shape {
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TerrainShape::Polygon(polygon) => polygon_terrain.append(&mut polygon.clone()),
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TerrainShape::Circle(circle) => circle_terrain.push(circle),
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}
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}
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let mut walls = walls
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.into_iter()
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.filter(|wall| wall.move_type != WallSenseType::NONE)
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.filter(|wall| !(wall.is_door() && wall.is_open()))
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.filter(|wall| wall.height.contains(token_elevation))
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.map(|wall| LineSegment::new(wall.p1, wall.p2))
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.collect::<Vec<_>>();
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// TODO Generate points around difficult terrain
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let mut endpoints = FxHashMap::<Point, Vec<f64>>::default();
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let mut line_segments = Vec::new();
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for wall in walls {
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if wall.move_type == WallSenseType::NONE {
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continue;
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}
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if wall.is_door() && wall.is_open() {
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continue;
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}
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if !wall.height.contains(token_elevation) {
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continue;
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}
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let x_diff = wall.p2.x - wall.p1.x;
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let y_diff = wall.p2.y - wall.p1.y;
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for segments in walls.iter().chain(polygon_terrain.iter()) {
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let x_diff = segments.p2.x - segments.p1.x;
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let y_diff = segments.p2.y - segments.p1.y;
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let p1_angle = y_diff.atan2(x_diff).rem_euclid(2.0 * PI);
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let p2_angle = (p1_angle + PI).rem_euclid(2.0 * PI);
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for (point, angle) in [(wall.p1, p1_angle), (wall.p2, p2_angle)] {
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for (point, angle) in [(segments.p1, p1_angle), (segments.p2, p2_angle)] {
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let angles = endpoints.entry(point).or_insert_with(Vec::new);
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angles.push(angle);
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}
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line_segments.push(LineSegment::new(wall.p1, wall.p2));
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}
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endpoints
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.values_mut()
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@@ -196,19 +226,19 @@ impl Pathfinder {
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point,
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angle_between,
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distance_from_walls,
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&mut line_segments,
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&mut walls,
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));
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nodes.push(calc_pathfinding_node(
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point,
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angle1 + 0.5 * PI,
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distance_from_walls,
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&mut line_segments,
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&mut walls,
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));
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nodes.push(calc_pathfinding_node(
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point,
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angle2 - 0.5 * PI,
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distance_from_walls,
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&mut line_segments,
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&mut walls,
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));
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}
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let angle1 = angles.last().unwrap();
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@@ -222,25 +252,46 @@ impl Pathfinder {
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point,
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angle_between,
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distance_from_walls,
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&mut line_segments,
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&mut walls,
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));
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nodes.push(calc_pathfinding_node(
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point,
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angle1 + 0.5 * PI,
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distance_from_walls,
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&mut line_segments,
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&mut walls,
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));
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nodes.push(calc_pathfinding_node(
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point,
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angle2 - 0.5 * PI,
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distance_from_walls,
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&mut line_segments,
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&mut walls,
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));
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}
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// TODO Check bounding box of circle terrain
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for circle in circle_terrain {
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let angle_step = f64::asin(token_size / 2.0 / circle.radius);
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let mut angle = 0.0;
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while angle < 2.0 * PI {
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let point = Point {
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x: circle.center.x + angle.cos() * circle.radius,
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y: circle.center.y + angle.sin() * circle.radius,
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};
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nodes.push(calc_pathfinding_node(
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point,
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angle,
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distance_from_walls,
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&mut walls,
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));
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angle += angle_step;
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}
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}
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// TODO Eliminating nodes close to each other may improve performance
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Self {
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nodes,
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walls: line_segments,
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walls,
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terrain: terrain.iter().map(|terrain| terrain.bounding_box).collect(),
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}
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}
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@@ -249,7 +300,7 @@ impl Pathfinder {
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let mut nodes = self.nodes.clone();
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||||
nodes.final_node = Some(NodePtr::from(Node::new(from)));
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||||
let to_node = NodePtr::from(Node::new(to));
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||||
nodes.initialize_edges(&to_node, &self.walls);
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nodes.initialize_edges(&to_node, &self.walls, &self.terrain);
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||||
let to = DiscoveredNode {
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||||
node: to_node,
|
||||
cost: 0.0,
|
||||
@@ -282,7 +333,7 @@ impl Pathfinder {
|
||||
if previous_nodes.contains(neighbor) {
|
||||
continue;
|
||||
}
|
||||
nodes.initialize_edges(neighbor, &self.walls);
|
||||
nodes.initialize_edges(neighbor, &self.walls, &self.terrain);
|
||||
// Add a flat 0.00001 cost per node to discurage creation of unnecessary waypoints
|
||||
let cost = current_node.borrow().cost + edge.cost + 0.00001;
|
||||
let discovered_neighbor = DiscoveredNode {
|
||||
@@ -312,11 +363,11 @@ fn calc_pathfinding_node(
|
||||
p: Point,
|
||||
angle: f64,
|
||||
distance_from_walls: f64,
|
||||
line_segments: &mut Vec<LineSegment>,
|
||||
walls: &mut Vec<LineSegment>,
|
||||
) -> NodePtr {
|
||||
let offset_x = angle.cos() * distance_from_walls;
|
||||
let offset_y = angle.sin() * distance_from_walls;
|
||||
line_segments.push(LineSegment::new(
|
||||
walls.push(LineSegment::new(
|
||||
p,
|
||||
Point {
|
||||
x: p.x + offset_x * 0.99,
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
pub struct WindowIterator<I: Iterator> {
|
||||
iterator: I,
|
||||
previous: Option<I::Item>,
|
||||
}
|
||||
|
||||
impl<I: Iterator> Iterator for WindowIterator<I>
|
||||
where
|
||||
I::Item: Copy,
|
||||
{
|
||||
type Item = (I::Item, I::Item);
|
||||
|
||||
fn next(&mut self) -> Option<Self::Item> {
|
||||
if self.previous.is_none() {
|
||||
self.previous = self.iterator.next();
|
||||
}
|
||||
let current = self.iterator.next();
|
||||
if current.is_none() {
|
||||
return None;
|
||||
}
|
||||
let current = current.unwrap();
|
||||
let previous = self.previous.unwrap();
|
||||
let result = (current, previous);
|
||||
self.previous = Some(current);
|
||||
Some(result)
|
||||
}
|
||||
}
|
||||
|
||||
pub trait Windows<T> {
|
||||
fn windows(self) -> WindowIterator<Self>
|
||||
where
|
||||
Self: Sized + Iterator;
|
||||
}
|
||||
|
||||
impl<I: Iterator> Windows<I> for I {
|
||||
fn windows(self) -> WindowIterator<Self>
|
||||
where
|
||||
Self: Sized + Iterator,
|
||||
{
|
||||
WindowIterator {
|
||||
iterator: self,
|
||||
previous: None,
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user