/
vista.go
326 lines (294 loc) · 6.93 KB
/
vista.go
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package vista
import (
"github.com/shnifer/nigiri/vec2"
"github.com/shnifer/nigiri/vec2/angle"
"sort"
)
type Object interface {
VistaCircle() Circle
VistaTypes() (isObstacle, isTarget, isBlocker bool)
}
type ObjectData struct {
Object Object
Dist float64
Area Area
}
type Result struct {
Target ObjectData
Blockers []ObjectData
Obstacles []ObjectData
MainPeriod angle.Period
}
type SightCone struct{
Position vec2.V2
Zone Area
MaxDist float64
}
type Vista struct {
//current source position
SightCone
IgnoreSelf Object
//temporary arrays
circleData []circleDat
targetMainPeriods []angle.Period
blockAreas []ObjectData
targetAreas []ObjectData
blocksOnTarget [][]ObjectData
obstacleAreas []ObjectData
result []Result
}
type circleDat struct {
block, target, obstacle bool
dist float64
period angle.Period
}
func New() *Vista {
return &Vista{
SightCone: SightCone{
Zone: NewArea(angle.FullPeriod, 180),
},
blockAreas: make([]ObjectData, 0),
targetAreas: make([]ObjectData, 0),
blocksOnTarget: make([][]ObjectData, 0),
obstacleAreas: make([]ObjectData, 0),
result: make([]Result, 0),
circleData: make([]circleDat, 0),
targetMainPeriods: make([]angle.Period,0),
}
}
func (h *Vista) Calculate(objects []Object) {
var (
circle Circle
height, dist float64
angles angle.Period
rec Result
)
h.ClearTempSlices(true)
h.circleData = h.circleData[:0]
for i := range objects {
o, t, b := objects[i].VistaTypes()
h.circleData = append(h.circleData, circleDat{
obstacle: o,
target: t,
block: b,
})
}
getCircleData := func(ind int) {
if h.circleData[ind].dist != 0 {
dist, angles = h.circleData[ind].dist, h.circleData[ind].period
} else {
dist, angles = circle.FromPoint(h.Position)
h.circleData[ind].dist = dist
h.circleData[ind].period = angles
}
}
for ind, blocker := range objects {
if !h.circleData[ind].block {
continue
}
if blocker == h.IgnoreSelf{
continue
}
circle = blocker.VistaCircle()
getCircleData(ind)
if dist-circle.Radius > h.MaxDist && h.MaxDist > 0 {
continue
}
height = angles.Wide()
if height > h.Zone.Height {
height = h.Zone.Height
}
if h.Zone.IsIntersect(angles) {
addObjIntoArr(&h.blockAreas, blocker, dist, NewArea(angles, height))
}
}
sort.Sort(byDist(h.blockAreas))
h.targetMainPeriods = h.targetMainPeriods[:0]
blocksOver := make([]ObjectData, 0, 20)
parts := make([]Area, 0)
mainLoop:
for ind, target := range objects {
if !h.circleData[ind].target {
continue
}
if target == h.IgnoreSelf {
continue
}
circle = target.VistaCircle()
getCircleData(ind)
if dist-circle.Radius > h.MaxDist && h.MaxDist > 0 {
continue
}
height = angles.Wide()
if height > h.Zone.Height {
height = h.Zone.Height
}
if !h.Zone.IsIntersect(angles) {
continue
}
targetArea := NewArea(angles, height)
blocksOver = blocksOver[:0]
for i := range h.blockAreas {
if h.blockAreas[i].Dist >= dist {
break
}
if h.blockAreas[i].Area.IsIntersect(targetArea.Period) {
if h.blockAreas[i].Area.Contains(targetArea) {
continue mainLoop
}
blocksOver = append(blocksOver, h.blockAreas[i])
}
}
n, zones := targetArea.Intersect(h.Zone.Period)
parts = parts[:0]
for i := 0; i < n; i++ {
parts = append(parts, targetArea)
parts[i].Period = zones[i]
}
for _, block := range blocksOver {
if block.Area.Height < targetArea.Height {
continue
}
i, l := 0, len(parts)
for i < l {
n, chunks := parts[i].Sub(block.Area.Period)
switch n {
case 0:
parts[i] = parts[l-1]
parts = parts[:l-1]
l--
case 1:
parts[i].Period = chunks[0]
i++
case 2:
parts[i].Period = chunks[0]
parts = append(parts, parts[i])
parts[l].Period = chunks[1]
l++
i++
}
}
}
for _, part := range parts {
//add together, cz we synchronize this data by slice index
addObjIntoArr(&h.targetAreas, target, dist, part)
if len(blocksOver) == 0 {
h.blocksOnTarget = append(h.blocksOnTarget, nil)
} else {
arr := make([]ObjectData, len(blocksOver))
copy(arr, blocksOver)
h.blocksOnTarget = append(h.blocksOnTarget, arr)
}
//register primary targetInd
h.targetMainPeriods = append(h.targetMainPeriods, angles)
}
}
for ind, obstacle := range objects {
if !h.circleData[ind].obstacle {
continue
}
if obstacle == h.IgnoreSelf {
continue
}
circle = obstacle.VistaCircle()
getCircleData(ind)
if dist-circle.Radius > h.MaxDist && h.MaxDist > 0 {
continue
}
height = angles.Wide()
if height > h.Zone.Height {
height = h.Zone.Height
}
if h.Zone.IsIntersect(angles) {
addObjIntoArr(&h.obstacleAreas, obstacle, dist, NewArea(angles, height))
}
}
sort.Sort(byDist(h.obstacleAreas))
partLoop:
for ind, targetData := range h.targetAreas {
blockers := h.blocksOnTarget[ind]
partArea := targetData.Area
var blocksOver []ObjectData
for _, block := range blockers {
if block.Area.IsIntersect(partArea.Period) {
if block.Area.Contains(partArea) {
continue partLoop
}
blocksOver = append(blocksOver, block)
}
}
var obsOver []ObjectData
obsLoop:
for i := range h.obstacleAreas {
if h.obstacleAreas[i].Dist >= targetData.Dist {
break
}
if !h.obstacleAreas[i].Area.IsIntersect(partArea.Period) {
continue
}
for _, block := range blocksOver {
if block.Area.Contains(h.obstacleAreas[i].Area) {
continue obsLoop
}
}
obsOver = append(obsOver, h.obstacleAreas[i])
}
rec = Result{
Blockers: blocksOver,
Target: targetData,
MainPeriod: h.targetMainPeriods[ind],
Obstacles: obsOver,
}
h.result = append(h.result, rec)
}
h.ClearTempSlices(false)
}
func (h *Vista) Result()[]Result{
return h.result
}
func (h *Vista) sortBlockAreas(i, j int) bool {
return h.blockAreas[i].Dist < h.blockAreas[j].Dist
}
func addObjIntoArr(arr *[]ObjectData, obj Object, dist float64, area Area) {
*arr = append(*arr, ObjectData{
Object: obj,
Dist: dist,
Area: area,
})
}
type byDist []ObjectData
func (o byDist) Len() int {
return len(o)
}
func (o byDist) Swap(i, j int) {
o[i], o[j] = o[j], o[i]
}
func (o byDist) Less(i, j int) bool {
return o[i].Dist < o[j].Dist
}
func (h *Vista) ClearTempSlices(resultsToo bool){
for i:=0; i<len(h.blockAreas); i++{
h.blockAreas[i].Object = nil
}
for i:=0; i<len(h.targetAreas); i++{
h.targetAreas[i].Object = nil
}
for i:=0; i<len(h.blocksOnTarget); i++{
h.blocksOnTarget[i] = nil
}
for i:=0; i<len(h.obstacleAreas); i++{
h.obstacleAreas[i].Object = nil
}
h.blockAreas = h.blockAreas[:0]
h.targetAreas = h.targetAreas[:0]
h.blocksOnTarget = h.blocksOnTarget[:0]
h.obstacleAreas = h.obstacleAreas[:0]
if resultsToo {
for i:=0; i<len(h.result); i++{
h.result[i].Target.Object = nil
h.result[i].Obstacles = nil
h.result[i].Blockers = nil
}
h.result = h.result[:0]
}
}