/// <summary> /// Lights up cells visible from the current position. Clear all lighting before calling. /// </summary> /// <param name="grid">The cell grid definition.</param> /// <param name="gridPosn">The player's position within the grid.</param> /// <param name="viewRadius">Maximum view distance; can be a fractional value.</param> public static List<ObjTile> ComputeVisibility(ObjMap bitMap, Vector2 gridPosn, float viewRadius) { //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! //Сделать что-то с системой затенения, без помощи листа со всеми обсвещенными клетками //Сейчас кажется не такой плохой идеей, это можно еще использовать как все объекты, видимые персонажу //И как-нибудь их обрабатывать lightenedArea = new List<ObjTile>(); //Debug.Assert(gridPosn.x >= 0 && gridPosn.x < grid.xDim); //Debug.Assert(gridPosn.y >= 0 && gridPosn.y < grid.yDim); // Viewer's cell is always visible. bitMap.castLight((int)gridPosn.x, (int)gridPosn.y); //ATTENTION. Adds a tile with all objects in it, not only one object which was hit by light lightenedArea.Add(bitMap.getObject((int)gridPosn.x, (int)gridPosn.y)); // Cast light into cells for each of 8 octants. // // The left/right inverse slope values are initially 1 and 0, indicating a diagonal // and a horizontal line. These aren't strictly correct, as the view area is supposed // to be based on corners, not center points. We only really care about one side of the // wall at the edges of the octant though. // // NOTE: depending on the compiler, it's possible that passing the octant transform // values as four integers rather than an object reference would speed things up. // It's much tidier this way though. for (int txidx = 0; txidx < s_octantTransform.Length; txidx++) { CastLight(bitMap, gridPosn, viewRadius, 1, 1.0f, 0.0f, s_octantTransform[txidx]); } return lightenedArea; }
/// <summary> /// Recursively casts light into cells. Operates on a single octant. /// </summary> /// <param name="bitMap">The cell grid definition.</param> /// <param name="gridPosn">The player's position within the grid.</param> /// <param name="viewRadius">The view radius; can be a fractional value.</param> /// <param name="startColumn">Current column; pass 1 as initial value.</param> /// <param name="leftViewSlope">Slope of the left (upper) view edge; pass 1.0 as /// the initial value.</param> /// <param name="rightViewSlope">Slope of the right (lower) view edge; pass 0.0 as /// the initial value.</param> /// <param name="txfrm">Coordinate multipliers for the octant transform.</param> /// /// Maximum recursion depth is (Ceiling(viewRadius)). private static void CastLight(ObjMap objMap, Vector2 gridPosn, float viewRadius, int startColumn, float leftViewSlope, float rightViewSlope, OctantTransform txfrm) { //Debug.Assert(leftViewSlope >= rightViewSlope); // Used for distance test. float viewRadiusSq = viewRadius * viewRadius; int viewCeiling = (int)Mathf.Ceil(viewRadius); // Set true if the previous cell we encountered was blocked. bool prevWasBlocked = false; // As an optimization, when scanning past a block we keep track of the // rightmost corner (bottom-right) of the last one seen. If the next cell // is empty, we can use this instead of having to compute the top-right corner // of the empty cell. float savedRightSlope = -1; int xDim = objMap.getObjMap().GetLength(0); int yDim = objMap.getObjMap().GetLength(1); // Outer loop: walk across each column, stopping when we reach the visibility limit. for (int currentCol = startColumn; currentCol <= viewCeiling; currentCol++) { int xc = currentCol; // Inner loop: walk down the current column. We start at the top, where X==Y. // // TODO: we waste time walking across the entire column when the view area // is narrow. Experiment with computing the possible range of cells from // the slopes, and iterate over that instead. for (int yc = currentCol; yc >= 0; yc--) { // Translate local coordinates to grid coordinates. For the various octants // we need to invert one or both values, or swap X for Y. int gridX = (int)gridPosn.x + xc * txfrm.xx + yc * txfrm.xy; int gridY = (int)gridPosn.y + xc * txfrm.yx + yc * txfrm.yy; // Range-check the values. This lets us avoid the slope division for blocks // that are outside the grid. // // Note that, while we will stop at a solid column of blocks, we do always // start at the top of the column, which may be outside the grid if we're (say) // checking the first octant while positioned at the north edge of the map. if (gridX < 0 || gridX >= xDim || gridY < 0 || gridY >= yDim) { continue; } // Compute slopes to corners of current block. We use the top-left and // bottom-right corners. If we were iterating through a quadrant, rather than // an octant, we'd need to flip the corners we used when we hit the midpoint. // // Note these values will be outside the view angles for the blocks at the // ends -- left value > 1, right value < 0. float leftBlockSlope = (yc + 0.5f) / (xc - 0.5f); float rightBlockSlope = (yc - 0.5f) / (xc + 0.5f); // Check to see if the block is outside our view area. Note that we allow // a "corner hit" to make the block visible. Changing the tests to >= / <= // will reduce the number of cells visible through a corner (from a 3-wide // swath to a single diagonal line), and affect how far you can see past a block // as you approach it. This is mostly a matter of personal preference. if (rightBlockSlope > leftViewSlope) { // Block is above the left edge of our view area; skip. continue; } else if (leftBlockSlope < rightViewSlope) { // Block is below the right edge of our view area; we're done. break; } // This cell is visible, given infinite vision range. If it's also within // our finite vision range, light it up. // // To avoid having a single lit cell poking out N/S/E/W, use a fractional // viewRadius, e.g. 8.5. // // TODO: we're testing the middle of the cell for visibility. If we tested // the bottom-left corner, we could say definitively that no part of the // cell is visible, and reduce the view area as if it were a wall. This // could reduce iteration at the corners. float distanceSquared = xc * xc + yc * yc; if (distanceSquared <= viewRadiusSq) { //grid.SetLight(gridX, gridY, distanceSquared); objMap.castLight(gridX, gridY); lightenedArea.Add(objMap.getObject(gridX, gridY)); } bool curBlocked = objMap.isBlocking(gridX, gridY); // grid.IsWall(gridX, gridY); if (prevWasBlocked) { if (curBlocked) { // Still traversing a column of walls. savedRightSlope = rightBlockSlope; } else { // Found the end of the column of walls. Set the left edge of our // view area to the right corner of the last wall we saw. prevWasBlocked = false; leftViewSlope = savedRightSlope; } } else { if (curBlocked) { // Found a wall. Split the view area, recursively pursuing the // part to the left. The leftmost corner of the wall we just found // becomes the right boundary of the view area. // // If this is the first block in the column, the slope of the top-left // corner will be greater than the initial view slope (1.0). Handle // that here. if (leftBlockSlope <= leftViewSlope) { CastLight(objMap, gridPosn, viewRadius, currentCol + 1, leftViewSlope, leftBlockSlope, txfrm); } // Once that's done, we keep searching to the right (down the column), // looking for another opening. prevWasBlocked = true; savedRightSlope = rightBlockSlope; } } } // Open areas are handled recursively, with the function continuing to search to // the right (down the column). If we reach the bottom of the column without // finding an open cell, then the area defined by our view area is completely // obstructed, and we can stop working. if (prevWasBlocked) { break; } } }