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18 Commits

Author SHA1 Message Date
Manuel Vögele fe2c8dd456 Merge branch 'develop' into pathfinding-difficult-terrain 2022-05-10 08:37:10 +02:00
Manuel Vögele b7354c2d9f Adjust to updated enhanced terrain layer api 2022-05-07 09:39:00 +02:00
Manuel Vögele e2ee00b937 Use a new cache if the difficult terrain changes 2022-05-04 22:58:45 +02:00
Manuel Vögele d9407ad7d8 The pathfinding code has changed to move forward 2022-05-03 23:02:05 +02:00
Manuel Vögele 4334bc4672 Merge branch 'develop' into pathfinding-difficult-terrain 2022-05-03 22:47:52 +02:00
Manuel Vögele f10be469a2 Fix remainging errors from merge 2022-03-09 20:57:18 +01:00
Manuel Vögele 154dd1c009 Merge branch 'develop' into pathfinding-difficult-terrain 2022-03-09 19:21:36 +01:00
Manuel Vögele 04c75f2e22 Merge branch 'develop' into pathfinding-difficult-terrain 2022-03-08 22:09:32 +01:00
Manuel Vögele 5bb13ec590 Merge branch 'develop' into pathfinding-difficult-terrain 2022-03-08 12:52:28 +01:00
Manuel Vögele cb3475915e Remove unnecessary import 2022-03-08 11:58:07 +01:00
Manuel Vögele 68960b1530 Merge branch 'develop' into pathfinding-difficult-terrain 2022-03-08 11:49:47 +01:00
Manuel Vögele 0cd91b06bb Merge branch 'develop' into pathfinding-difficult-terrain 2022-03-08 11:10:34 +01:00
Manuel Vögele a0aa51df78 Use the correct token shape 2022-03-08 10:21:18 +01:00
Manuel Vögele d1db57451a 5-10-5 support 2022-03-08 10:21:18 +01:00
Manuel Vögele 1783d26362 Fix several overculling artifacts 2022-03-08 10:21:18 +01:00
Manuel Vögele 4cdbd61259 Don't cull waypoints if the path cost would increase by doing so 2022-03-08 10:21:14 +01:00
Manuel Vögele 8687777fc1 Discourage diagonals 2022-03-08 10:18:35 +01:00
Manuel Vögele aec11f9f79 Initial difficult terrain support 2022-03-08 10:18:35 +01:00
7 changed files with 43 additions and 333 deletions
+1 -4
View File
@@ -7,7 +7,7 @@ import {disableSnap, registerKeybindings} from "./keybindings.js";
import {libWrapper} from "./libwrapper_shim.js";
import {performMigrations} from "./migration.js"
import {removeLastHistoryEntryIfAt, resetMovementHistory} from "./movement_tracking.js";
import {wipePathfindingCache, initializePathfinding, startBackgroundCaching, terrainRulerWrapper} from "./pathfinding.js";
import {wipePathfindingCache, initializePathfinding, startBackgroundCaching} from "./pathfinding.js";
import {extendRuler} from "./ruler.js";
import {registerSettings, RightClickAction, settingsKey} from "./settings.js"
import {recalculate} from "./socket.js";
@@ -62,9 +62,6 @@ Hooks.once("init", () => {
registerSystem,
recalculate,
resetMovementHistory,
private: {
terrainRulerWrapper
}
}
})
+1 -10
View File
@@ -253,10 +253,7 @@ export function findPath(from, to, token, previousWaypoints) {
let pathfinder = gridlessPathfinders.get(tokenSize);
if (!pathfinder) {
let radiusMultiplier = game.settings.get(settingsKey, "pathfindingRadius");
// TODO Pass proper options to listAllTerrain
// TODO Wipe caches when they become invalid
// TODO Multiple caches, analog to gridded pathfinding
pathfinder = GridlessPathfinding.initialize(canvas.walls.placeables, canvas.terrain.listAllTerrain(), tokenSize * radiusMultiplier, token.data.elevation, Boolean(game.modules.get("wall-height")?.active));
pathfinder = GridlessPathfinding.initialize(canvas.walls.placeables, tokenSize * radiusMultiplier, token.data.elevation, Boolean(game.modules.get("wall-height")?.active));
gridlessPathfinders.set(tokenSize, pathfinder);
}
paintGridlessPathfindingDebug(pathfinder);
@@ -307,12 +304,6 @@ export function findPath(from, to, token, previousWaypoints) {
}
}
export function terrainRulerWrapper(from, to) {
// TODO Send list of terrain to terrain layer
const ray = new Ray(from, to);
return terrainRuler.measureDistances([{ray}])[0] / canvas.dimensions.distance * canvas.dimensions.size;
}
function buildTokenData(token) {
// Almost all the information we need is for calculating the snap point
const tokenData = buildSnapPointTokenData(token);
-66
View File
@@ -38,11 +38,6 @@ impl Point {
let e = 0.000001;
(self.x - other.x).abs() < e && (self.y - other.y).abs() < e
}
pub fn is_in_rectangle(&self, rect: &Rectangle) -> bool {
between(self.x, rect.left.p1.x, rect.right.p1.x)
&& between(self.y, rect.top.p1.y, rect.bottom.p1.y)
}
}
impl Eq for Point {}
@@ -184,70 +179,9 @@ impl LineSegment {
}
between(intersection.x, self.p1.x, self.p2.x)
}
pub fn intersects_rect(&self, rect: &Rectangle) -> bool {
if self.p1.is_in_rectangle(rect) {
return true;
}
[rect.left, rect.top, rect.right, rect.bottom]
.iter()
.any(|edge| self.intersection(edge).is_some())
}
}
pub fn between<T: Copy + PartialOrd>(num: T, a: T, b: T) -> bool {
let (min, max) = if a < b { (a, b) } else { (b, a) };
num >= min && num <= max
}
#[wasm_bindgen]
extern "C" {
pub type JsRectangle;
#[wasm_bindgen(method, getter)]
fn left(this: &JsRectangle) -> f64;
#[wasm_bindgen(method, getter)]
fn top(this: &JsRectangle) -> f64;
#[wasm_bindgen(method, getter)]
fn right(this: &JsRectangle) -> f64;
#[wasm_bindgen(method, getter)]
fn bottom(this: &JsRectangle) -> f64;
}
#[derive(Debug, Clone, Copy)]
pub struct Rectangle {
pub left: LineSegment,
pub top: LineSegment,
pub right: LineSegment,
pub bottom: LineSegment,
}
impl Rectangle {
pub fn new(left: f64, top: f64, right: f64, bottom: f64) -> Self {
Self {
left: LineSegment::new(Point::new(left, top), Point::new(left, bottom)),
top: LineSegment::new(Point::new(left, top), Point::new(right, top)),
right: LineSegment::new(Point::new(right, top), Point::new(right, bottom)),
bottom: LineSegment::new(Point::new(left, bottom), Point::new(right, bottom)),
}
}
}
impl From<&JsRectangle> for Rectangle {
fn from(rect: &JsRectangle) -> Self {
let left = rect.left();
let top = rect.top();
let right = rect.right();
let bottom = rect.bottom();
Self::new(left, top, right, bottom)
}
}
#[derive(Debug, Copy, Clone)]
pub struct Circle {
pub center: Point,
pub radius: f64,
}
+6 -122
View File
@@ -1,11 +1,10 @@
use js_sys::Array;
use sha1::{Digest, Sha1};
use sha1::{Sha1, Digest};
use wasm_bindgen::prelude::*;
use crate::{
geometry::{Circle, LineSegment, Point, Rectangle},
geometry::Point,
pathfinder::{DiscoveredNodePtr, Pathfinder},
util::Windows,
};
#[allow(unused)]
@@ -19,9 +18,6 @@ macro_rules! log {
extern "C" {
#[wasm_bindgen(js_namespace = console, js_name=warn)]
pub fn log(s: &str);
#[wasm_bindgen(js_namespace = ["dragRuler", "private"], js_name=terrainRulerWrapper)]
pub fn distance_with_terrain(a: Point, b: Point) -> f64;
}
#[wasm_bindgen]
@@ -79,112 +75,6 @@ impl From<JsPoint> for Point {
}
}
#[wasm_bindgen]
extern "C" {
pub type JsTerrainInfo;
pub type JsTerrainObject;
pub type JsTerrainShape;
#[wasm_bindgen(method, getter)]
fn object(this: &JsTerrainInfo) -> JsTerrainObject;
#[wasm_bindgen(method, getter)]
fn shape(this: &JsTerrainInfo) -> JsTerrainShape;
#[wasm_bindgen(method, getter)]
fn x(this: &JsTerrainObject) -> f64;
#[wasm_bindgen(method, getter)]
fn y(this: &JsTerrainObject) -> f64;
#[wasm_bindgen(method, getter)]
fn width(this: &JsTerrainObject) -> f64;
#[wasm_bindgen(method, getter)]
fn height(this: &JsTerrainObject) -> f64;
#[wasm_bindgen(method, getter, js_name = "type")]
fn shape_type(this: &JsTerrainShape) -> u32;
#[wasm_bindgen(method, getter)]
fn x(this: &JsTerrainShape) -> f64;
#[wasm_bindgen(method, getter)]
fn y(this: &JsTerrainShape) -> f64;
#[wasm_bindgen(method, getter)]
fn radius(this: &JsTerrainShape) -> f64;
#[wasm_bindgen(method, getter)]
fn points(this: &JsTerrainShape) -> Vec<f64>;
}
impl JsTerrainObject {
fn to_bounding_rect(&self) -> Rectangle {
let left = self.x();
let top = self.y();
let right = left + self.width();
let bottom = top + self.height();
Rectangle::new(left, top, right, bottom)
}
}
impl JsTerrainShape {
fn to_segments(&self, x: f64, y: f64) -> Vec<LineSegment> {
let points = self.points();
assert!(points.len() % 2 == 0);
points
.chunks(2)
.map(|coordinates| Point::new(coordinates[0] + x, coordinates[1] + y))
.windows()
.map(|(p1, p2)| LineSegment::new(p1, p2))
.collect()
}
fn to_circle(&self, x: f64, y: f64) -> Circle {
let center = Point::new(self.x() + x, self.y() + y);
let radius = self.radius();
Circle { center, radius }
}
}
impl From<&JsTerrainInfo> for TerrainShape {
fn from(terrain: &JsTerrainInfo) -> Self {
let shape = terrain.shape();
let object = terrain.object();
let x = object.x();
let y = object.y();
match shape.shape_type() {
0 => TerrainShape::Polygon(shape.to_segments(x, y)),
2 => TerrainShape::Circle(shape.to_circle(x, y)),
_ => unimplemented!(),
}
}
}
#[derive(Debug, Clone)]
pub enum TerrainShape {
Polygon(Vec<LineSegment>),
Circle(Circle),
}
#[derive(Debug, Clone)]
pub struct Terrain {
pub shape: TerrainShape,
pub bounding_box: Rectangle,
}
impl From<&JsTerrainInfo> for Terrain {
fn from(terrain: &JsTerrainInfo) -> Self {
let bounding_box = terrain.object().to_bounding_rect();
let shape = terrain.into();
Self {
bounding_box,
shape,
}
}
}
#[wasm_bindgen]
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum DoorState {
@@ -322,7 +212,8 @@ impl Wall {
c.iter_mut().for_each(|val| *val = val.round());
let height = if enable_height {
data.flags().wall_height().into()
} else {
}
else {
WallHeight::default()
};
Self::new(
@@ -338,20 +229,13 @@ impl Wall {
#[allow(dead_code)]
#[wasm_bindgen]
pub fn initialize(
js_walls: Vec<JsValue>,
js_terrain: Vec<JsTerrainInfo>,
token_size: f64,
token_elevation: f64,
enable_height: bool,
) -> Pathfinder {
pub fn initialize(js_walls: Vec<JsValue>, token_size: f64, token_elevation: f64, enable_height: bool) -> Pathfinder {
let mut walls = Vec::with_capacity(js_walls.len());
for wall in js_walls {
let wall = JsWall::from(wall);
walls.push(Wall::from_js(&wall, enable_height));
}
let terrain = js_terrain.iter().map(|terrain| terrain.into()).collect();
Pathfinder::initialize(walls, terrain, token_size, token_elevation)
Pathfinder::initialize(walls, token_size, token_elevation)
}
#[allow(dead_code)]
-1
View File
@@ -3,7 +3,6 @@ mod geometry;
mod js_api;
mod pathfinder;
mod ptr_indexed_hash_set;
mod util;
use wasm_bindgen::prelude::*;
+35 -86
View File
@@ -5,8 +5,8 @@ use wasm_bindgen::prelude::*;
use rustc_hash::FxHashMap;
use crate::{
geometry::{LineSegment, Point, Rectangle},
js_api::{distance_with_terrain, Terrain, TerrainShape, Wall, WallSenseType, log},
geometry::{LineSegment, Point},
js_api::{Wall, WallSenseType},
ptr_indexed_hash_set::PtrIndexedHashSet,
};
@@ -84,7 +84,7 @@ impl NodeStorage {
self.regular_nodes.push(node);
}
fn initialize_edges(&mut self, node: &NodePtr, walls: &[LineSegment], terrain: &[Rectangle]) {
fn initialize_edges(&mut self, node: &NodePtr, walls: &[LineSegment]) {
if node.borrow().final_edge.is_none() {
let final_edge = self
.final_node
@@ -97,11 +97,7 @@ impl NodeStorage {
})
.map(|neighbor| Edge {
target: neighbor.clone(),
cost: Self::measure_distance(
node.borrow().point,
neighbor.borrow().point,
terrain,
),
cost: node.borrow().point.distance_to(neighbor.borrow().point),
});
node.borrow_mut().final_edge = Some(final_edge);
}
@@ -118,8 +114,7 @@ impl NodeStorage {
}
let neighbor_point = neighbor.borrow().point;
if !self.collides_with_wall(&LineSegment::new(point, neighbor_point), walls) {
let cost =
Self::measure_distance(node.borrow().point, neighbor.borrow().point, terrain);
let cost = point.distance_to(neighbor_point);
edges.push(Edge {
target: neighbor.clone(),
cost,
@@ -133,15 +128,6 @@ impl NodeStorage {
walls.iter().any(|wall| line.intersection(wall).is_some())
}
fn measure_distance(a: Point, b: Point, terrain: &[Rectangle]) -> f64 {
let segment = LineSegment::new(a, b);
if terrain.iter().any(|rect| segment.intersects_rect(rect)) {
distance_with_terrain(a, b)
} else {
a.distance_to(b)
}
}
pub fn cleanup_final_edges(&mut self) {
for node in &self.regular_nodes {
node.borrow_mut().final_edge = None;
@@ -159,51 +145,35 @@ pub struct Pathfinder {
pub nodes: NodeStorage,
#[wasm_bindgen(skip)]
pub walls: Vec<LineSegment>,
#[wasm_bindgen(skip)]
pub terrain: Vec<Rectangle>,
}
impl Pathfinder {
pub fn initialize(
walls: Vec<Wall>,
terrain: Vec<Terrain>,
token_size: f64,
token_elevation: f64,
) -> Self {
log!("{:#?}", terrain);
pub fn initialize<I>(walls: I, token_size: f64, token_elevation: f64) -> Self
where
I: IntoIterator<Item = Wall>,
{
let distance_from_walls = token_size / 2.0;
// TODO Place pathfinding nodes around terrain edges
let mut polygon_terrain = Vec::new();
let mut circle_terrain = Vec::new();
for terrain in &terrain {
match &terrain.shape {
TerrainShape::Polygon(polygon) => polygon_terrain.append(&mut polygon.clone()),
TerrainShape::Circle(circle) => circle_terrain.push(circle),
}
}
let mut walls = walls
.into_iter()
.filter(|wall| wall.move_type != WallSenseType::NONE)
.filter(|wall| !(wall.is_door() && wall.is_open()))
.filter(|wall| wall.height.contains(token_elevation))
.map(|wall| LineSegment::new(wall.p1, wall.p2))
.collect::<Vec<_>>();
// TODO Generate points around difficult terrain
let mut endpoints = FxHashMap::<Point, Vec<f64>>::default();
for segments in walls.iter().chain(polygon_terrain.iter()) {
let x_diff = segments.p2.x - segments.p1.x;
let y_diff = segments.p2.y - segments.p1.y;
let mut line_segments = Vec::new();
for wall in walls {
if wall.move_type == WallSenseType::NONE {
continue;
}
if wall.is_door() && wall.is_open() {
continue;
}
if !wall.height.contains(token_elevation) {
continue;
}
let x_diff = wall.p2.x - wall.p1.x;
let y_diff = wall.p2.y - wall.p1.y;
let p1_angle = y_diff.atan2(x_diff).rem_euclid(2.0 * PI);
let p2_angle = (p1_angle + PI).rem_euclid(2.0 * PI);
for (point, angle) in [(segments.p1, p1_angle), (segments.p2, p2_angle)] {
for (point, angle) in [(wall.p1, p1_angle), (wall.p2, p2_angle)] {
let angles = endpoints.entry(point).or_insert_with(Vec::new);
angles.push(angle);
}
line_segments.push(LineSegment::new(wall.p1, wall.p2));
}
endpoints
.values_mut()
@@ -226,19 +196,19 @@ impl Pathfinder {
point,
angle_between,
distance_from_walls,
&mut walls,
&mut line_segments,
));
nodes.push(calc_pathfinding_node(
point,
angle1 + 0.5 * PI,
distance_from_walls,
&mut walls,
&mut line_segments,
));
nodes.push(calc_pathfinding_node(
point,
angle2 - 0.5 * PI,
distance_from_walls,
&mut walls,
&mut line_segments,
));
}
let angle1 = angles.last().unwrap();
@@ -252,46 +222,25 @@ impl Pathfinder {
point,
angle_between,
distance_from_walls,
&mut walls,
&mut line_segments,
));
nodes.push(calc_pathfinding_node(
point,
angle1 + 0.5 * PI,
distance_from_walls,
&mut walls,
&mut line_segments,
));
nodes.push(calc_pathfinding_node(
point,
angle2 - 0.5 * PI,
distance_from_walls,
&mut walls,
&mut line_segments,
));
}
// TODO Check bounding box of circle terrain
for circle in circle_terrain {
let angle_step = f64::asin(token_size / 2.0 / circle.radius);
let mut angle = 0.0;
while angle < 2.0 * PI {
let point = Point {
x: circle.center.x + angle.cos() * circle.radius,
y: circle.center.y + angle.sin() * circle.radius,
};
nodes.push(calc_pathfinding_node(
point,
angle,
distance_from_walls,
&mut walls,
));
angle += angle_step;
}
}
// TODO Eliminating nodes close to each other may improve performance
Self {
nodes,
walls,
terrain: terrain.iter().map(|terrain| terrain.bounding_box).collect(),
walls: line_segments,
}
}
@@ -300,7 +249,7 @@ impl Pathfinder {
let mut nodes = self.nodes.clone();
nodes.final_node = Some(NodePtr::from(Node::new(from)));
let to_node = NodePtr::from(Node::new(to));
nodes.initialize_edges(&to_node, &self.walls, &self.terrain);
nodes.initialize_edges(&to_node, &self.walls);
let to = DiscoveredNode {
node: to_node,
cost: 0.0,
@@ -333,7 +282,7 @@ impl Pathfinder {
if previous_nodes.contains(neighbor) {
continue;
}
nodes.initialize_edges(neighbor, &self.walls, &self.terrain);
nodes.initialize_edges(neighbor, &self.walls);
// 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 {
@@ -363,11 +312,11 @@ fn calc_pathfinding_node(
p: Point,
angle: f64,
distance_from_walls: f64,
walls: &mut Vec<LineSegment>,
line_segments: &mut Vec<LineSegment>,
) -> NodePtr {
let offset_x = angle.cos() * distance_from_walls;
let offset_y = angle.sin() * distance_from_walls;
walls.push(LineSegment::new(
line_segments.push(LineSegment::new(
p,
Point {
x: p.x + offset_x * 0.99,
-44
View File
@@ -1,44 +0,0 @@
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,
}
}
}