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Foundry-VTT-Docker/resources/app/client-esm/canvas/edges/edge.mjs

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2025-01-04 00:34:03 +01:00
/**
* @typedef {import("../../../common/types.mjs").Point} Point
*/
/**
* @typedef {"wall"|"darkness"|"innerBounds"|"outerBounds"} EdgeTypes
*/
/**
* A data structure used to represent potential edges used by the ClockwiseSweepPolygon.
* Edges are not polygon-specific, meaning they can be reused across many polygon instances.
*/
export default class Edge {
/**
* Construct an Edge by providing the following information.
* @param {Point} a The first endpoint of the edge
* @param {Point} b The second endpoint of the edge
* @param {object} [options] Additional options which describe the edge
* @param {string} [options.id] A string used to uniquely identify this edge
* @param {PlaceableObject} [options.object] A PlaceableObject that is responsible for this edge, if any
* @param {EdgeTypes} [options.type] The type of edge
* @param {WALL_SENSE_TYPES} [options.light] How this edge restricts light
* @param {WALL_SENSE_TYPES} [options.move] How this edge restricts movement
* @param {WALL_SENSE_TYPES} [options.sight] How this edge restricts sight
* @param {WALL_SENSE_TYPES} [options.sound] How this edge restricts sound
* @param {WALL_DIRECTIONS} [options.direction=0] A direction of effect for the edge
* @param {WallThresholdData} [options.threshold] Configuration of threshold data for this edge
*/
constructor(a, b, {id, object, direction, type, light, move, sight, sound, threshold}={}) {
this.a = new PIXI.Point(a.x, a.y);
this.b = new PIXI.Point(b.x, b.y);
this.id = id ?? object?.id ?? undefined;
this.object = object;
this.type = type || "wall";
this.direction = direction ?? CONST.WALL_DIRECTIONS.BOTH;
this.light = light ?? CONST.WALL_SENSE_TYPES.NONE;
this.move = move ?? CONST.WALL_SENSE_TYPES.NONE;
this.sight = sight ?? CONST.WALL_SENSE_TYPES.NONE;
this.sound = sound ?? CONST.WALL_SENSE_TYPES.NONE;
this.threshold = threshold;
// Record the edge orientation arranged from top-left to bottom-right
const isSE = b.x === a.x ? b.y > a.y : b.x > a.x;
if ( isSE ) {
this.nw = a;
this.se = b;
}
else {
this.nw = b;
this.se = a;
}
this.bounds = new PIXI.Rectangle(this.nw.x, this.nw.y, this.se.x - this.nw.x, this.se.y - this.nw.y);
}
/* -------------------------------------------- */
/**
* The first endpoint of the edge.
* @type {PIXI.Point}
*/
a;
/**
* The second endpoint of the edge.
* @type {PIXI.Point}
*/
b;
/**
* The endpoint of the edge which is oriented towards the top-left.
*/
nw;
/**
* The endpoint of the edge which is oriented towards the bottom-right.
*/
se;
/**
* The rectangular bounds of the edge. Used by the quadtree.
* @type {PIXI.Rectangle}
*/
bounds;
/**
* The direction of effect for the edge.
* @type {WALL_DIRECTIONS}
*/
direction;
/**
* A string used to uniquely identify this edge.
* @type {string}
*/
id;
/**
* How this edge restricts light.
* @type {WALL_SENSE_TYPES}
*/
light;
/**
* How this edge restricts movement.
* @type {WALL_SENSE_TYPES}
*/
move;
/**
* How this edge restricts sight.
* @type {WALL_SENSE_TYPES}
*/
sight;
/**
* How this edge restricts sound.
* @type {WALL_SENSE_TYPES}
*/
sound;
/**
* Specialized threshold data for this edge.
* @type {WallThresholdData}
*/
threshold;
/**
* Record other edges which this one intersects with.
* @type {{edge: Edge, intersection: LineIntersection}[]}
*/
intersections = [];
/**
* A PolygonVertex instance.
* Used as part of ClockwiseSweepPolygon computation.
* @type {PolygonVertex}
*/
vertexA;
/**
* A PolygonVertex instance.
* Used as part of ClockwiseSweepPolygon computation.
* @type {PolygonVertex}
*/
vertexB;
/* -------------------------------------------- */
/**
* Is this edge limited for a particular type?
* @returns {boolean}
*/
isLimited(type) {
return this[type] === CONST.WALL_SENSE_TYPES.LIMITED;
}
/* -------------------------------------------- */
/**
* Create a copy of the Edge which can be safely mutated.
* @returns {Edge}
*/
clone() {
const clone = new this.constructor(this.a, this.b, this);
clone.intersections = [...this.intersections];
clone.vertexA = this.vertexA;
clone.vertexB = this.vertexB;
return clone;
}
/* -------------------------------------------- */
/**
* Get an intersection point between this Edge and another.
* @param {Edge} other
* @returns {LineIntersection|void}
*/
getIntersection(other) {
if ( this === other ) return;
const {a: a0, b: b0} = this;
const {a: a1, b: b1} = other;
// Ignore edges which share an endpoint
if ( a0.equals(a1) || a0.equals(b1) || b0.equals(a1) || b0.equals(b1) ) return;
// Initial fast CCW test for intersection
if ( !foundry.utils.lineSegmentIntersects(a0, b0, a1, b1) ) return;
// Slower computation of intersection point
const i = foundry.utils.lineLineIntersection(a0, b0, a1, b1, {t1: true});
if ( !i ) return; // Eliminates co-linear lines, theoretically should not be necessary but just in case
return i;
}
/* -------------------------------------------- */
/**
* Test whether to apply a proximity threshold to this edge.
* If the proximity threshold is met, this edge excluded from perception calculations.
* @param {string} sourceType Sense type for the source
* @param {Point} sourceOrigin The origin or position of the source on the canvas
* @param {number} [externalRadius=0] The external radius of the source
* @returns {boolean} True if the edge has a threshold greater than 0 for the source type,
* and the source type is within that distance.
*/
applyThreshold(sourceType, sourceOrigin, externalRadius=0) {
const d = this.threshold?.[sourceType];
const t = this[sourceType];
if ( !d || (t < CONST.WALL_SENSE_TYPES.PROXIMITY) ) return false; // Threshold behavior does not apply
const proximity = t === CONST.WALL_SENSE_TYPES.PROXIMITY;
const pt = foundry.utils.closestPointToSegment(sourceOrigin, this.a, this.b);
const sourceDistance = Math.hypot(pt.x - sourceOrigin.x, pt.y - sourceOrigin.y);
return proximity ? Math.max(sourceDistance - externalRadius, 0) < d : (sourceDistance + externalRadius) > d;
}
/* -------------------------------------------- */
/**
* Determine the orientation of this Edge with respect to a reference point.
* @param {Point} point Some reference point, relative to which orientation is determined
* @returns {number} An orientation in CONST.WALL_DIRECTIONS which indicates whether the Point is left,
* right, or collinear (both) with the Edge
*/
orientPoint(point) {
const orientation = foundry.utils.orient2dFast(this.a, this.b, point);
if ( orientation === 0 ) return CONST.WALL_DIRECTIONS.BOTH;
return orientation < 0 ? CONST.WALL_DIRECTIONS.LEFT : CONST.WALL_DIRECTIONS.RIGHT;
}
/* -------------------------------------------- */
/* Intersection Management */
/* -------------------------------------------- */
/**
* Identify intersections between a provided iterable of edges.
* @param {Iterable<Edge>} edges An iterable of edges
*/
static identifyEdgeIntersections(edges) {
// Sort edges by their north-west x value, breaking ties with the south-east x value
const sorted = [];
for ( const edge of edges ) {
edge.intersections.length = 0; // Clear prior intersections
sorted.push(edge);
}
sorted.sort((e1, e2) => (e1.nw.x - e2.nw.x) || (e1.se.x - e2.se.x));
// Iterate over all known edges, identifying intersections
const ln = sorted.length;
for ( let i=0; i<ln; i++ ) {
const e1 = sorted[i];
for ( let j=i+1; j<ln; j++ ) {
const e2 = sorted[j];
if ( e2.nw.x > e1.se.x ) break; // Segment e2 is entirely right of segment e1
e1.recordIntersections(e2);
}
}
}
/* -------------------------------------------- */
/**
* Record the intersections between two edges.
* @param {Edge} other Another edge to test and record
*/
recordIntersections(other) {
if ( other === this ) return;
const i = this.getIntersection(other);
if ( !i ) return;
this.intersections.push({edge: other, intersection: i});
other.intersections.push({edge: this, intersection: {x: i.x, y: i.y, t0: i.t1, t1: i.t0}});
}
/* -------------------------------------------- */
/**
* Remove intersections of this edge with all other edges.
*/
removeIntersections() {
for ( const {edge: other} of this.intersections ) {
other.intersections.findSplice(e => e.edge === this);
}
this.intersections.length = 0;
}
}