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2025-01-04 00:34:03 +01:00
/**
* A Region is an implementation of PlaceableObject which represents a Region document
* within a viewed Scene on the game canvas.
* @category - Canvas
* @see {RegionDocument}
* @see {RegionLayer}
*/
class Region extends PlaceableObject {
constructor(document) {
super(document);
this.#initialize();
}
/* -------------------------------------------- */
/** @inheritDoc */
static embeddedName = "Region";
/* -------------------------------------------- */
/** @override */
static RENDER_FLAGS = {
redraw: {propagate: ["refresh"]},
refresh: {propagate: ["refreshState", "refreshBorder"], alias: true},
refreshState: {},
refreshBorder: {}
};
/* -------------------------------------------- */
static {
/**
* The scaling factor used for Clipper paths.
* @type {number}
*/
Object.defineProperty(this, "CLIPPER_SCALING_FACTOR", {value: 100});
/**
* The three movement segment types: ENTER, MOVE, and EXIT.
* @enum {number}
*/
Object.defineProperty(this, "MOVEMENT_SEGMENT_TYPES", {value: Object.freeze({
/**
* The segment crosses the boundary of the region and exits it.
*/
EXIT: -1,
/**
* The segment does not cross the boundary of the region and is contained within it.
*/
MOVE: 0,
/**
* The segment crosses the boundary of the region and enters it.
*/
ENTER: 1
})});
}
/* -------------------------------------------- */
/**
* A temporary point used by this class.
* @type {PIXI.Point}
*/
static #SHARED_POINT = new PIXI.Point();
/* -------------------------------------------- */
/* Properties */
/* -------------------------------------------- */
/**
* The shapes of this Region in draw order.
* @type {ReadonlyArray<RegionShape>}
*/
get shapes() {
return this.#shapes ??= this.document.shapes.map(shape => foundry.canvas.regions.RegionShape.create(shape));
}
#shapes;
/* -------------------------------------------- */
/**
* The bottom elevation of this Region.
* @type {number}
*/
get bottom() {
return this.document.elevation.bottom ?? -Infinity;
}
/* -------------------------------------------- */
/**
* The top elevation of this Region.
* @type {number}
*/
get top() {
return this.document.elevation.top ?? Infinity;
}
/* -------------------------------------------- */
/**
* The polygons of this Region.
* @type {ReadonlyArray<PIXI.Polygon>}
*/
get polygons() {
return this.#polygons ??= Array.from(this.polygonTree, node => node.polygon);
}
#polygons;
/* -------------------------------------------- */
/**
* The polygon tree of this Region.
* @type {RegionPolygonTree}
*/
get polygonTree() {
return this.#polygonTree ??= foundry.canvas.regions.RegionPolygonTree._fromClipperPolyTree(
this.#createClipperPolyTree());
}
#polygonTree;
/* -------------------------------------------- */
/**
* The Clipper paths of this Region.
* @type {ReadonlyArray<ReadonlyArray<ClipperLib.IntPoint>>}
*/
get clipperPaths() {
return this.#clipperPaths ??= Array.from(this.polygonTree, node => node.clipperPath);
}
#clipperPaths;
/* -------------------------------------------- */
/**
* The triangulation of this Region.
* @type {Readonly<{vertices: Float32Array, indices: Uint16Array|Uint32Array}>}
*/
get triangulation() {
let triangulation = this.#triangulation;
if ( !this.#triangulation ) {
let vertexIndex = 0;
let vertexDataSize = 0;
for ( const node of this.polygonTree ) vertexDataSize += node.points.length;
const vertexData = new Float32Array(vertexDataSize);
const indices = [];
for ( const node of this.polygonTree ) {
if ( node.isHole ) continue;
const holes = [];
let points = node.points;
for ( const hole of node.children ) {
holes.push(points.length / 2);
points = points.concat(hole.points);
}
const triangles = PIXI.utils.earcut(points, holes, 2);
const offset = vertexIndex / 2;
for ( let i = 0; i < triangles.length; i++ ) indices.push(triangles[i] + offset);
for ( let i = 0; i < points.length; i++ ) vertexData[vertexIndex++] = points[i];
}
const indexDataType = vertexDataSize / 2 > 65536 ? Uint32Array : Uint16Array;
const indexData = new indexDataType(indices);
this.#triangulation = triangulation = {vertices: vertexData, indices: indexData};
}
return triangulation;
}
#triangulation;
/* -------------------------------------------- */
/**
* The geometry of this Region.
* @type {RegionGeometry}
*/
get geometry() {
return this.#geometry;
}
#geometry = new foundry.canvas.regions.RegionGeometry(this);
/* -------------------------------------------- */
/** @override */
get bounds() {
let bounds = this.#bounds;
if ( !bounds ) {
const nodes = this.polygonTree.children;
if ( nodes.length === 0 ) bounds = new PIXI.Rectangle();
else {
bounds = nodes[0].bounds.clone();
for ( let i = 1; i < nodes.length; i++ ) {
bounds.enlarge(nodes[i].bounds);
}
}
this.#bounds = bounds;
}
return bounds.clone(); // PlaceableObject#bounds always returns a new instance
}
#bounds;
/* -------------------------------------------- */
/** @override */
get center() {
const {x, y} = this.bounds.center;
return new PIXI.Point(x, y);
}
/* -------------------------------------------- */
/**
* Is this Region currently visible on the Canvas?
* @type {boolean}
*/
get isVisible() {
if ( this.sheet?.rendered ) return true;
if ( !this.layer.legend._isRegionVisible(this) ) return false;
const V = CONST.REGION_VISIBILITY;
switch ( this.document.visibility ) {
case V.LAYER: return this.layer.active;
case V.GAMEMASTER: return game.user.isGM;
case V.ALWAYS: return true;
default: throw new Error("Invalid visibility");
}
}
/* -------------------------------------------- */
/**
* The highlight of this Region.
* @type {RegionMesh}
*/
#highlight;
/* -------------------------------------------- */
/**
* The border of this Region.
* @type {PIXI.Graphics}
*/
#border;
/* -------------------------------------------- */
/** @override */
getSnappedPosition(position) {
throw new Error("Region#getSnappedPosition is not supported: RegionDocument does not have a (x, y) position");
}
/* -------------------------------------------- */
/* -------------------------------------------- */
/* Initialization */
/* -------------------------------------------- */
/**
* Initialize the Region.
*/
#initialize() {
this.#updateShapes();
}
/* -------------------------------------------- */
/* Rendering */
/* -------------------------------------------- */
/** @override */
async _draw(options) {
this.#highlight = this.addChild(new foundry.canvas.regions.RegionMesh(this, HighlightRegionShader));
this.#highlight.eventMode = "auto";
this.#highlight.shader.uniforms.hatchThickness = canvas.dimensions.size / 25;
this.#highlight.alpha = 0.5;
this.#border = this.addChild(new PIXI.Graphics());
this.#border.eventMode = "none";
this.cursor = "pointer";
}
/* -------------------------------------------- */
/* Incremental Refresh */
/* -------------------------------------------- */
/** @override */
_applyRenderFlags(flags) {
if ( flags.refreshState ) this._refreshState();
if ( flags.refreshBorder ) this._refreshBorder();
}
/* -------------------------------------------- */
/**
* Refresh the state of the Region.
* @protected
*/
_refreshState() {
const wasVisible = this.visible;
this.visible = this.isVisible;
if ( this.visible !== wasVisible ) MouseInteractionManager.emulateMoveEvent();
this.zIndex = this.controlled ? 2 : this.hover ? 1 : 0;
const oldEventMode = this.eventMode;
this.eventMode = this.layer.active && (game.activeTool === "select") ? "static" : "none";
if ( this.eventMode !== oldEventMode ) MouseInteractionManager.emulateMoveEvent();
const {locked, color} = this.document;
this.#highlight.tint = color;
this.#highlight.shader.uniforms.hatchEnabled = !this.controlled && !this.hover;
const colors = CONFIG.Canvas.dispositionColors;
this.#border.tint = this.controlled ? (locked ? colors.HOSTILE : colors.CONTROLLED) : colors.INACTIVE;
this.#border.visible = this.controlled || this.hover || this.layer.highlightObjects;
}
/* -------------------------------------------- */
/**
* Refresh the border of the Region.
* @protected
*/
_refreshBorder() {
const thickness = CONFIG.Canvas.objectBorderThickness;
this.#border.clear();
for ( const lineStyle of [
{width: thickness, color: 0x000000, join: PIXI.LINE_JOIN.ROUND, alignment: 0.75},
{width: thickness / 2, color: 0xFFFFFF, join: PIXI.LINE_JOIN.ROUND, alignment: 1}
]) {
this.#border.lineStyle(lineStyle);
for ( const node of this.polygonTree ) {
if ( node.isHole ) continue;
this.#border.drawShape(node.polygon);
this.#border.beginHole();
for ( const hole of node.children ) this.#border.drawShape(hole.polygon);
this.#border.endHole();
}
}
}
/* -------------------------------------------- */
/** @override */
_canDrag(user, event) {
return false; // Regions cannot be dragged
}
/* -------------------------------------------- */
/** @override */
_canHUD(user, event) {
return false; // Regions don't have a HUD
}
/* -------------------------------------------- */
/** @inheritDoc */
_onControl(options) {
super._onControl(options);
this.layer.legend.render();
}
/* -------------------------------------------- */
/** @inheritDoc */
_onRelease(options) {
super._onRelease(options);
if ( this.layer.active ) {
ui.controls.initialize({tool: "select"});
this.layer.legend.render();
}
}
/* -------------------------------------------- */
/** @inheritDoc */
_onHoverIn(event, {updateLegend=true, ...options}={}) {
if ( updateLegend ) this.layer.legend._hoverRegion(this, true);
return super._onHoverIn(event, options);
}
/* -------------------------------------------- */
/** @inheritDoc */
_onHoverOut(event, {updateLegend=true, ...options}={}) {
if ( updateLegend ) this.layer.legend._hoverRegion(this, false);
return super._onHoverOut(event);
}
/* -------------------------------------------- */
/** @override */
_overlapsSelection(rectangle) {
if ( !rectangle.intersects(this.bounds) ) return false;
const scalingFactor = Region.CLIPPER_SCALING_FACTOR;
const x0 = Math.round(rectangle.left * scalingFactor);
const y0 = Math.round(rectangle.top * scalingFactor);
const x1 = Math.round(rectangle.right * scalingFactor);
const y1 = Math.round(rectangle.bottom * scalingFactor);
if ( (x0 === x1) || (y0 === y1) ) return false;
const rectanglePath = [
new ClipperLib.IntPoint(x0, y0),
new ClipperLib.IntPoint(x1, y0),
new ClipperLib.IntPoint(x1, y1),
new ClipperLib.IntPoint(x0, y1)
];
const clipper = new ClipperLib.Clipper();
const solution = [];
clipper.Clear();
clipper.AddPath(rectanglePath, ClipperLib.PolyType.ptSubject, true);
clipper.AddPaths(this.clipperPaths, ClipperLib.PolyType.ptClip, true);
clipper.Execute(ClipperLib.ClipType.ctIntersection, solution);
return solution.length !== 0;
}
/* -------------------------------------------- */
/* Shape Methods */
/* -------------------------------------------- */
/**
* Test whether the given point (at the given elevation) is inside this Region.
* @param {Point} point The point.
* @param {number} [elevation] The elevation of the point.
* @returns {boolean} Is the point (at the given elevation) inside this Region?
*/
testPoint(point, elevation) {
return ((elevation === undefined) || ((this.bottom <= elevation) && (elevation <= this.top)))
&& this.polygonTree.testPoint(point);
}
/* -------------------------------------------- */
/**
* Update the shapes of this region.
*/
#updateShapes() {
this.#shapes = undefined;
this.#polygons = undefined;
this.#polygonTree = undefined;
this.#clipperPaths = undefined;
this.#bounds = undefined;
this.#triangulation = undefined;
this.#geometry?._clearBuffers();
}
/* -------------------------------------------- */
/**
* Create the Clipper polygon tree for this Region.
* @returns {ClipperLib.PolyTree}
*/
#createClipperPolyTree() {
const i0 = this.shapes.findIndex(s => !s.isHole);
if ( i0 < 0 ) return new ClipperLib.PolyTree();
if ( i0 === this.shapes.length - 1 ) {
const shape = this.shapes[i0];
if ( shape.isHole ) return new ClipperLib.PolyTree();
return shape.clipperPolyTree;
}
const clipper = new ClipperLib.Clipper();
const batches = this.#buildClipperBatches();
if ( batches.length === 0 ) return new ClipperLib.PolyTree();
if ( batches.length === 1 ) {
const batch = batches[0];
const tree = new ClipperLib.PolyTree();
clipper.AddPaths(batch.paths, ClipperLib.PolyType.ptClip, true);
clipper.Execute(batch.clipType, tree, ClipperLib.PolyFillType.pftNonZero, batch.fillType);
return tree;
}
let subjectPaths = batches[0].paths;
let subjectFillType = batches[0].fillType;
for ( let i = 1; i < batches.length; i++ ) {
const batch = batches[i];
const solution = i === batches.length - 1 ? new ClipperLib.PolyTree() : [];
clipper.Clear();
clipper.AddPaths(subjectPaths, ClipperLib.PolyType.ptSubject, true);
clipper.AddPaths(batch.paths, ClipperLib.PolyType.ptClip, true);
clipper.Execute(batch.clipType, solution, subjectFillType, batch.fillType);
subjectPaths = solution;
subjectFillType = ClipperLib.PolyFillType.pftNonZero;
}
return subjectPaths;
}
/* -------------------------------------------- */
/**
* Build the Clipper batches.
* @returns {{paths: ClipperLib.IntPoint[][], fillType: ClipperLib.PolyFillType, clipType: ClipperLib.ClipType}[]}
*/
#buildClipperBatches() {
const batches = [];
const shapes = this.shapes;
let i = 0;
// Skip over holes at the beginning
while ( i < shapes.length ) {
if ( !shapes[i].isHole ) break;
i++;
}
// Iterate the shapes and batch paths of consecutive (non-)hole shapes
while ( i < shapes.length ) {
const paths = [];
const isHole = shapes[i].isHole;
// Add paths of the current shape and following shapes until the next shape is (not) a hole
do {
for ( const path of shapes[i].clipperPaths ) paths.push(path);
i++;
} while ( (i < shapes.length) && (shapes[i].isHole === isHole) );
// Create a batch from the paths, which are either all holes or all non-holes
batches.push({
paths,
fillType: ClipperLib.PolyFillType.pftNonZero,
clipType: isHole ? ClipperLib.ClipType.ctDifference : ClipperLib.ClipType.ctUnion
});
}
return batches;
}
/* -------------------------------------------- */
/**
* @typedef {object} RegionMovementWaypoint
* @property {number} x The x-coordinates in pixels (integer).
* @property {number} y The y-coordinates in pixels (integer).
* @property {number} elevation The elevation in grid units.
*/
/**
* @typedef {object} RegionMovementSegment
* @property {number} type The type of this segment (see {@link Region.MOVEMENT_SEGMENT_TYPES}).
* @property {RegionMovementWaypoint} from The waypoint that this segment starts from
* @property {RegionMovementWaypoint} to The waypoint that this segment goes to.
*/
/**
* Split the movement into its segments.
* @param {RegionMovementWaypoint[]} waypoints The waypoints of movement.
* @param {Point[]} samples The points relative to the waypoints that are tested.
* Whenever one of them is inside the region, the moved object
* is considered to be inside the region.
* @param {object} [options] Additional options
* @param {boolean} [options.teleport=false] Is it teleportation?
* @returns {RegionMovementSegment[]} The movement split into its segments.
*/
segmentizeMovement(waypoints, samples, {teleport=false}={}) {
if ( samples.length === 0 ) return [];
let segments = [];
for ( let i = 1; i < waypoints.length; i++ ) {
for ( const segment of this.#segmentizeMovement(waypoints[i - 1], waypoints[i], samples, teleport) ) {
segments.push(segment);
}
}
return segments;
}
/* -------------------------------------------- */
/**
* Split the movement into its segments.
* @param {RegionMovementWaypoint} origin The origin of movement.
* @param {RegionMovementWaypoint} destination The destination of movement.
* @param {Point[]} samples The points relative to the waypoints that are tested.
* @param {boolean} teleport Is it teleportation?
* @returns {RegionMovementSegment[]} The movement split into its segments.
*/
#segmentizeMovement(origin, destination, samples, teleport) {
const originX = Math.round(origin.x);
const originY = Math.round(origin.y);
const originElevation = origin.elevation;
const destinationX = Math.round(destination.x);
const destinationY = Math.round(destination.y);
const destinationElevation = destination.elevation;
// If same origin and destination, there are no segments
if ( (originX === destinationX) && (originY === destinationY)
&& (originElevation === destinationElevation) ) return [];
// If teleport, move directly
if ( teleport ) {
const segment = this.#getTeleportationSegment(originX, originY, originElevation,
destinationX, destinationY, destinationElevation, samples);
return segment ? [segment] : [];
}
// If no elevation change, we don't have to deal with enter/exit segments at the bottom/top elevation range
if ( originElevation === destinationElevation ) {
if ( !((this.bottom <= originElevation) && (originElevation <= this.top)) ) return [];
return this.#getMovementSegments(originX, originY, originElevation,
destinationX, destinationY, destinationElevation, samples);
}
// Calculate the first and last elevation within the elevation range of this Region
const upwards = originElevation < destinationElevation;
const e1 = upwards ? Math.max(originElevation, this.bottom) : Math.min(originElevation, this.top);
const e2 = upwards ? Math.min(destinationElevation, this.top) : Math.max(destinationElevation, this.bottom);
const t1 = (e1 - originElevation) / (destinationElevation - originElevation);
const t2 = (e2 - originElevation) / (destinationElevation - originElevation);
// Return if there's no intersection
if ( t1 > t2 ) return [];
// Calculate the first and last position of movement in the elevation range of this Region
const x1 = Math.round(Math.mix(originX, destinationX, t1));
const y1 = Math.round(Math.mix(originY, destinationY, t1));
const x2 = Math.round(Math.mix(originX, destinationX, t2));
const y2 = Math.round(Math.mix(originY, destinationY, t2));
// Get movements segments within the elevation range of this Region
const segments = this.#getMovementSegments(x1, y1, e1, x2, y2, e2, samples);
// Add segment if we enter vertically
if ( (originElevation !== e1) && this.#testSamples(x1, y1, samples) ) {
const grid = this.document.parent.grid;
const epsilon = Math.min(Math.abs(originElevation - e1), grid.distance / grid.size);
segments.unshift({
type: Region.MOVEMENT_SEGMENT_TYPES.ENTER,
from: {x: x1, y: y1, elevation: e1 - (upwards ? epsilon : -epsilon)},
to: {x: x1, y: y1, elevation: e1}
});
}
// Add segment if we exit vertically
if ( (destinationElevation !== e2) && this.#testSamples(x2, y2, samples) ) {
const grid = this.document.parent.grid;
const epsilon = Math.min(Math.abs(destinationElevation - e2), grid.distance / grid.size);
segments.push({
type: Region.MOVEMENT_SEGMENT_TYPES.EXIT,
from: {x: x2, y: y2, elevation: e2},
to: {x: x2, y: y2, elevation: e2 + (upwards ? epsilon : -epsilon)}
});
}
return segments;
}
/* -------------------------------------------- */
/**
* Get the teleporation segment from the origin to the destination.
* @param {number} originX The x-coordinate of the origin.
* @param {number} originY The y-coordinate of the origin.
* @param {number} originElevation The elevation of the destination.
* @param {number} destinationX The x-coordinate of the destination.
* @param {number} destinationY The y-coordinate of the destination.
* @param {number} destinationElevation The elevation of the destination.
* @param {Point[]} samples The samples relative to the position.
* @returns {RegionMovementSegment|void} The teleportation segment, if any.
*/
#getTeleportationSegment(originX, originY, originElevation, destinationX, destinationY, destinationElevation,
samples) {
const positionChanged = (originX !== destinationX) || (originY !== destinationY);
const elevationChanged = originElevation !== destinationElevation;
if ( !(positionChanged || elevationChanged) ) return;
const {bottom, top} = this;
let originInside = (bottom <= originElevation) && (originElevation <= top);
let destinationInside = (bottom <= destinationElevation) && (destinationElevation <= top);
if ( positionChanged ) {
originInside &&= this.#testSamples(originX, originY, samples);
destinationInside &&= this.#testSamples(destinationX, destinationY, samples);
} else if ( originInside || destinationInside ) {
const inside = this.#testSamples(originX, originY, samples);
originInside &&= inside;
destinationInside &&= inside;
}
let type;
if ( originInside && destinationInside) type = Region.MOVEMENT_SEGMENT_TYPES.MOVE;
else if ( originInside ) type = Region.MOVEMENT_SEGMENT_TYPES.EXIT;
else if ( destinationInside ) type = Region.MOVEMENT_SEGMENT_TYPES.ENTER;
else return;
return {
type,
from: {x: originX, y: originY, elevation: originElevation},
to: {x: destinationX, y: destinationY, elevation: destinationElevation}
};
}
/* -------------------------------------------- */
/**
* Test whether one of the samples relative to the given position is contained within this Region.
* @param {number} x The x-coordinate of the position.
* @param {number} y The y-coordinate of the position.
* @param {Point[]} samples The samples relative to the position.
* @returns {boolean} Is one of the samples contained within this Region?
*/
#testSamples(x, y, samples) {
const point = Region.#SHARED_POINT;
const n = samples.length;
for ( let i = 0; i < n; i++ ) {
const sample = samples[i];
if ( this.#polygonTree.testPoint(point.set(x + sample.x, y + sample.y)) ) return true;
}
return false;
}
/* -------------------------------------------- */
/**
* Split the movement into its segments.
* @param {number} originX The x-coordinate of the origin.
* @param {number} originY The y-coordinate of the origin.
* @param {number} originElevation The elevation of the destination.
* @param {number} destinationX The x-coordinate of the destination.
* @param {number} destinationY The y-coordinate of the destination.
* @param {number} destinationElevation The elevation of the destination.
* @param {Point[]} samples The samples relative to the position.
* @returns {{start: number, end: number}[]} The intervals where we have an intersection.
*/
#getMovementSegments(originX, originY, originElevation, destinationX, destinationY, destinationElevation, samples) {
const segments = [];
if ( (originX === destinationX) && (originY === destinationY) ) {
// Add move segment if inside and the elevation changed
if ( (originElevation !== destinationElevation) && this.#testSamples(originX, originY, samples) ) {
segments.push({
type: Region.MOVEMENT_SEGMENT_TYPES.MOVE,
from: {x: originX, y: originY, elevation: originElevation},
to: {x: destinationX, y: destinationY, elevation: destinationElevation}
});
}
return segments;
}
// Test first if the bounds of the movement overlap the bounds of this Region
if ( !this.#couldMovementIntersect(originX, originY, destinationX, destinationY, samples) ) return segments;
// Compute the intervals
const intervals = this.#computeSegmentIntervals(originX, originY, destinationX, destinationY, samples);
// Compute the segments from the intervals
for ( const {start, end} of intervals ) {
// Find crossings (enter and exit) for the interval
const startX = Math.round(Math.mix(originX, destinationX, start));
const startY = Math.round(Math.mix(originY, destinationY, start));
const startElevation = Math.mix(originElevation, destinationElevation, start);
const endX = Math.round(Math.mix(originX, destinationX, end));
const endY = Math.round(Math.mix(originY, destinationY, end));
const endElevation = Math.mix(originElevation, destinationElevation, end);
const [{x: x00, y: y00, inside: inside00}, {x: x01, y: y01, inside: inside01}] = this.#findBoundaryCrossing(
originX, originY, startX, startY, endX, endY, samples, true);
const [{x: x10, y: y10, inside: inside10}, {x: x11, y: y11, inside: inside11}] = this.#findBoundaryCrossing(
startX, startY, endX, endY, destinationX, destinationY, samples, false);
// Add enter segment if found
if ( inside00 !== inside01 ) {
segments.push({
type: Region.MOVEMENT_SEGMENT_TYPES.ENTER,
from: {x: x00, y: y00, elevation: startElevation},
to: {x: x01, y: y01, elevation: startElevation}
});
}
// Add move segment or enter/exit segment if not completely inside
if ( (inside01 || inside10) && ((x01 !== x10) || (y01 !== y10)) ) {
segments.push({
type: inside01 && inside10 ? Region.MOVEMENT_SEGMENT_TYPES.MOVE
: inside10 ? Region.MOVEMENT_SEGMENT_TYPES.ENTER : Region.MOVEMENT_SEGMENT_TYPES.EXIT,
from: {x: x01, y: y01, elevation: startElevation},
to: {x: x10, y: y10, elevation: endElevation}
});
}
// Add exit segment if found
if ( inside10 !== inside11 ) {
segments.push({
type: Region.MOVEMENT_SEGMENT_TYPES.EXIT,
from: {x: x10, y: y10, elevation: endElevation},
to: {x: x11, y: y11, elevation: endElevation}
});
}
}
// Make sure we have segments for origins/destinations inside the region
const originInside = this.#testSamples(originX, originY, samples);
const destinationInside = this.#testSamples(destinationX, destinationY, samples);
// If neither the origin nor the destination are inside, we are done
if ( !originInside && !destinationInside ) return segments;
// If we didn't find segments with the method above, we need to add segments for the origin and/or destination
if ( segments.length === 0 ) {
// If the origin is inside, look for a crossing (exit) after the origin
if ( originInside ) {
const [{x: x0, y: y0}, {x: x1, y: y1, inside: inside1}] = this.#findBoundaryCrossing(
originX, originY, originX, originY, destinationX, destinationY, samples, false);
if ( !inside1 ) {
// If we don't exit at the origin, add a move segment
if ( (originX !== x0) || (originY !== y0) ) {
segments.push({
type: Region.MOVEMENT_SEGMENT_TYPES.MOVE,
from: {x: originX, y: originY, elevation: originElevation},
to: {x: x0, y: y0, elevation: originElevation}
});
}
// Add the exit segment that we found
segments.push({
type: Region.MOVEMENT_SEGMENT_TYPES.EXIT,
from: {x: x0, y: y0, elevation: originElevation},
to: {x: x1, y: y1, elevation: originElevation}
});
}
}
// If the destination is inside, look for a crossing (enter) before the destination
if ( destinationInside ) {
const [{x: x0, y: y0, inside: inside0}, {x: x1, y: y1}] = this.#findBoundaryCrossing(
originX, originY, destinationX, destinationY, destinationX, destinationY, samples, true);
if ( !inside0 ) {
// Add the enter segment that we found
segments.push({
type: Region.MOVEMENT_SEGMENT_TYPES.ENTER,
from: {x: x0, y: y0, elevation: destinationElevation},
to: {x: x1, y: y1, elevation: destinationElevation}
});
// If we don't enter at the destination, add a move segment
if ( (destinationX !== x1) || (destinationY !== y1) ) {
segments.push({
type: Region.MOVEMENT_SEGMENT_TYPES.MOVE,
from: {x: x1, y: y1, elevation: destinationElevation},
to: {x: destinationX, y: destinationY, elevation: destinationElevation}
});
}
}
}
// If both are inside and we didn't find we didn't find a crossing, the entire segment is contained
if ( originInside && destinationInside && (segments.length === 0) ) {
segments.push({
type: Region.MOVEMENT_SEGMENT_TYPES.MOVE,
from: {x: originX, y: originY, elevation: originElevation},
to: {x: destinationX, y: destinationY, elevation: destinationElevation}
});
}
}
// We have segments and know we make sure that the origin and/or destination that are inside are
// part of those segments. If they are not we either need modify the first/last segment or add
// segments to the beginning/end.
else {
// Make sure we have a segment starting at the origin if it is inside
if ( originInside ) {
const first = segments.at(0);
const {x: firstX, y: firstY} = first.from;
if ( (originX !== firstX) || (originY !== firstY) ) {
// The first segment is an enter segment, so we need to add an exit segment before this one
if ( first.type === 1 ) {
const [{x: x0, y: y0}, {x: x1, y: y1}] = this.#findBoundaryCrossing(
firstX, firstY, originX, originY, originX, originY, samples, false);
segments.unshift({
type: Region.MOVEMENT_SEGMENT_TYPES.EXIT,
from: {x: x0, y: y0, elevation: originElevation},
to: {x: x1, y: y1, elevation: originElevation}
});
}
// We have an exit or move segment, in which case we can simply update the from position
else {
first.from.x = originX;
first.from.y = originY;
}
}
}
// Make sure we have a segment ending at the destination if it is inside
if ( destinationInside ) {
const last = segments.at(-1);
const {x: lastX, y: lastY} = last.to;
if ( (destinationX !== lastX) || (destinationY !== lastY) ) {
// The last segment is an exit segment, so we need to add an enter segment after this one
if ( last.type === -1 ) {
const [{x: x0, y: y0}, {x: x1, y: y1}] = this.#findBoundaryCrossing(
lastX, lastY, destinationX, destinationY, destinationX, destinationY, samples, true);
segments.push({
type: Region.MOVEMENT_SEGMENT_TYPES.ENTER,
from: {x: x0, y: y0, elevation: destinationElevation},
to: {x: x1, y: y1, elevation: destinationElevation}
});
}
// We have an enter or move segment, in which case we can simply update the to position
else {
last.to.x = destinationX;
last.to.y = destinationY;
}
}
}
}
return segments;
}
/* -------------------------------------------- */
/**
* Test whether the movement could intersect this Region.
* @param {number} originX The x-coordinate of the origin.
* @param {number} originY The y-coordinate of the origin.
* @param {number} destinationX The x-coordinate of the destination.
* @param {number} destinationY The y-coordinate of the destination.
* @param {Point[]} samples The samples relative to the position.
* @returns {boolean} Could the movement intersect?
*/
#couldMovementIntersect(originX, originY, destinationX, destinationY, samples) {
let {x: minX, y: minY} = samples[0];
let maxX = minX;
let maxY = minY;
for ( let i = 1; i < samples.length; i++ ) {
const {x, y} = samples[i];
minX = Math.min(minX, x);
minY = Math.min(minY, y);
maxX = Math.max(maxX, x);
maxY = Math.max(maxY, y);
}
minX += Math.min(originX, destinationX);
minY += Math.min(originY, destinationY);
maxX += Math.max(originX, destinationX);
maxY += Math.max(originY, destinationY);
const {left, right, top, bottom} = this.bounds;
return (Math.max(minX, left - 1) <= Math.min(maxX, right + 1))
&& (Math.max(minY, top - 1) <= Math.min(maxY, bottom + 1));
}
/* -------------------------------------------- */
/**
* Compute the intervals of intersection of the movement.
* @param {number} originX The x-coordinate of the origin.
* @param {number} originY The y-coordinate of the origin.
* @param {number} destinationX The x-coordinate of the destination.
* @param {number} destinationY The y-coordinate of the destination.
* @param {Point[]} samples The samples relative to the position.
* @returns {{start: number, end: number}[]} The intervals where we have an intersection.
*/
#computeSegmentIntervals(originX, originY, destinationX, destinationY, samples) {
const scalingFactor = Region.CLIPPER_SCALING_FACTOR;
const intervals = [];
const clipper = new ClipperLib.Clipper();
const solution = new ClipperLib.PolyTree();
const origin = new ClipperLib.IntPoint(0, 0);
const destination = new ClipperLib.IntPoint(0, 0);
const lineSegment = [origin, destination];
// Calculate the intervals for each of the line segments
for ( const {x: dx, y: dy} of samples ) {
origin.X = Math.round((originX + dx) * scalingFactor);
origin.Y = Math.round((originY + dy) * scalingFactor);
destination.X = Math.round((destinationX + dx) * scalingFactor);
destination.Y = Math.round((destinationY + dy) * scalingFactor);
// Intersect the line segment with the geometry of this Region
clipper.Clear();
clipper.AddPath(lineSegment, ClipperLib.PolyType.ptSubject, false);
clipper.AddPaths(this.clipperPaths, ClipperLib.PolyType.ptClip, true);
clipper.Execute(ClipperLib.ClipType.ctIntersection, solution);
// Calculate the intervals of the intersections
const length = Math.hypot(destination.X - origin.X, destination.Y - origin.Y);
for ( const [a, b] of ClipperLib.Clipper.PolyTreeToPaths(solution) ) {
let start = Math.hypot(a.X - origin.X, a.Y - origin.Y) / length;
let end = Math.hypot(b.X - origin.X, b.Y - origin.Y) / length;
if ( start > end ) [start, end] = [end, start];
intervals.push({start, end});
}
}
// Sort and merge intervals
intervals.sort((i0, i1) => i0.start - i1.start);
const mergedIntervals = [];
if ( intervals.length !== 0 ) {
let i0 = intervals[0];
mergedIntervals.push(i0);
for ( let i = 1; i < intervals.length; i++ ) {
const i1 = intervals[i];
if ( i0.end < i1.start ) mergedIntervals.push(i0 = i1);
else i0.end = Math.max(i0.end, i1.end);
}
}
return mergedIntervals;
}
/* -------------------------------------------- */
/**
* Find the crossing (enter or exit) at the current position between the start and end position, if possible.
* The current position should be very close to crossing, otherwise we test a lot of pixels potentially.
* We use Bresenham's line algorithm to walk forward/backwards to find the crossing.
* @see {@link https://en.wikipedia.org/wiki/Bresenham's_line_algorithm}
* @param {number} startX The start x-coordinate.
* @param {number} startY The start y-coordinate.
* @param {number} currentX The current x-coordinate.
* @param {number} currentY The current y-coordinate.
* @param {number} endX The end x-coordinate.
* @param {number} endY The end y-coordinate.
* @param {boolean} samples The samples.
* @param {boolean} enter Find enter? Otherwise find exit.
* @returns {[from: {x: number, y: number, inside: boolean}, to: {x: number, y: number, inside: boolean}]}
*/
#findBoundaryCrossing(startX, startY, currentX, currentY, endX, endY, samples, enter) {
let x0 = currentX;
let y0 = currentY;
let x1 = x0;
let y1 = y0;
let x2;
let y2;
// Adjust starting conditions depending on whether we are already inside the Region
const inside = this.#testSamples(currentX, currentY, samples);
if ( inside === enter ) {
x2 = startX;
y2 = startY;
} else {
x2 = endX;
y2 = endY;
}
const sx = x1 < x2 ? 1 : -1;
const sy = y1 < y2 ? 1 : -1;
const dx = Math.abs(x1 - x2);
const dy = 0 - Math.abs(y1 - y2);
let e = dx + dy;
// Iterate until we find a crossing point or we reach the start/end position
while ( (x1 !== x2) || (y1 !== y2) ) {
const e2 = e * 2;
if ( e2 <= dx ) {
e += dx;
y1 += sy;
}
if ( e2 >= dy ) {
e += dy;
x1 += sx;
}
// If we found the crossing, return it
if ( this.#testSamples(x1, y1, samples) !== inside ) {
return inside === enter
? [{x: x1, y: y1, inside: !inside}, {x: x0, y: y0, inside}]
: [{x: x0, y: y0, inside}, {x: x1, y: y1, inside: !inside}];
}
x0 = x1;
y0 = y1;
}
return [{x: x1, y: y1, inside}, {x: x1, y: y1, inside}];
}
/* -------------------------------------------- */
/* Document Event Handlers */
/* -------------------------------------------- */
/** @inheritDoc */
_onUpdate(changed, options, userId) {
super._onUpdate(changed, options, userId);
// Update the shapes
if ( "shapes" in changed ) this.#updateShapes();
// Incremental Refresh
this.renderFlags.set({
refreshState: ("color" in changed) || ("visibility" in changed) || ("locked" in changed),
refreshBorder: "shapes" in changed
});
}
}