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2025-01-04 00:34:03 +01:00
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/**
* A specialized point data structure used to represent vertices in the context of the ClockwiseSweepPolygon.
* This class is not designed or intended for use outside of that context.
* @alias PolygonVertex
*/
export default class PolygonVertex {
constructor(x, y, {distance, index}={}) {
this.x = Math.round(x);
this.y = Math.round(y);
this.key = PolygonVertex.getKey(this.x, this.y);
this._distance = distance;
this._d2 = undefined;
this._index = index;
}
/**
* The effective maximum texture size that Foundry VTT "ever" has to worry about.
* @type {number}
*/
static #MAX_TEXTURE_SIZE = Math.pow(2, 16);
/**
* Determine the sort key to use for this vertex, arranging points from north-west to south-east.
* @param {number} x The x-coordinate
* @param {number} y The y-coordinate
* @returns {number} The key used to identify the vertex
*/
static getKey(x, y) {
return (this.#MAX_TEXTURE_SIZE * x) + y;
}
/**
* The set of edges which connect to this vertex.
* This set is initially empty and populated later after vertices are de-duplicated.
* @type {EdgeSet}
*/
edges = new Set();
/**
* The subset of edges which continue clockwise from this vertex.
* @type {EdgeSet}
*/
cwEdges = new Set();
/**
* The subset of edges which continue counter-clockwise from this vertex.
* @type {EdgeSet}
*/
ccwEdges = new Set();
/**
* The set of vertices collinear to this vertex
* @type {Set<PolygonVertex>}
*/
collinearVertices = new Set();
/**
* Is this vertex an endpoint of one or more edges?
* @type {boolean}
*/
isEndpoint;
/**
* Does this vertex have a single counterclockwise limiting edge?
* @type {boolean}
*/
isLimitingCCW;
/**
* Does this vertex have a single clockwise limiting edge?
* @type {boolean}
*/
isLimitingCW;
/**
* Does this vertex have non-limited edges or 2+ limited edges counterclockwise?
* @type {boolean}
*/
isBlockingCCW;
/**
* Does this vertex have non-limited edges or 2+ limited edges clockwise?
* @type {boolean}
*/
isBlockingCW;
/**
* Does this vertex result from an internal collision?
* @type {boolean}
*/
isInternal = false;
/**
* The maximum restriction imposed by this vertex.
* @type {number}
*/
restriction = 0;
/**
* Record whether this PolygonVertex has been visited in the sweep
* @type {boolean}
* @internal
*/
_visited = false;
/* -------------------------------------------- */
/**
* Is this vertex limited in type?
* @returns {boolean}
*/
get isLimited() {
return this.restriction === CONST.WALL_SENSE_TYPES.LIMITED;
}
/* -------------------------------------------- */
/**
* Associate an edge with this vertex.
* @param {Edge} edge The edge being attached
* @param {number} orientation The orientation of the edge with respect to the origin
* @param {string} type The restriction type of polygon being created
*/
attachEdge(edge, orientation, type) {
this.edges.add(edge);
this.restriction = Math.max(this.restriction ?? 0, edge[type]);
if ( orientation <= 0 ) this.cwEdges.add(edge);
if ( orientation >= 0 ) this.ccwEdges.add(edge);
this.#updateFlags(type);
}
/* -------------------------------------------- */
/**
* Update flags for whether this vertex is limiting or blocking in certain direction.
* @param {string} type
*/
#updateFlags(type) {
const classify = edges => {
const s = edges.size;
if ( s === 0 ) return {isLimiting: false, isBlocking: false};
if ( s > 1 ) return {isLimiting: false, isBlocking: true};
else {
const isLimiting = edges.first().isLimited(type);
return {isLimiting, isBlocking: !isLimiting};
}
};
// Flag endpoint
this.isEndpoint = this.edges.some(edge => {
return (edge.vertexA || edge.a).equals(this) || (edge.vertexB || edge.b).equals(this);
});
// Flag CCW edges
const ccwFlags = classify(this.ccwEdges);
this.isLimitingCCW = ccwFlags.isLimiting;
this.isBlockingCCW = ccwFlags.isBlocking;
// Flag CW edges
const cwFlags = classify(this.cwEdges);
this.isLimitingCW = cwFlags.isLimiting;
this.isBlockingCW = cwFlags.isBlocking;
}
/* -------------------------------------------- */
/**
* Is this vertex the same point as some other vertex?
* @param {PolygonVertex} other Some other vertex
* @returns {boolean} Are they the same point?
*/
equals(other) {
return this.key === other.key;
}
/* -------------------------------------------- */
/**
* Construct a PolygonVertex instance from some other Point structure.
* @param {Point} point The point
* @param {object} [options] Additional options that apply to this vertex
* @returns {PolygonVertex} The constructed vertex
*/
static fromPoint(point, options) {
return new this(point.x, point.y, options);
}
}