static int2 ComputeYCoordinates <T>( int octant, int2 origin, int x, T map, ref Slope top, ref Slope bottom) where T : IVisibilityMap { int topY; if (top.x == 1) { topY = x; } else { topY = ((x * 2 - 1) * top.y + top.x) / (top.x * 2); if (BlocksLight(x, topY, octant, origin, map)) { if (top.GreaterOrEqual(topY * 2 + 1, x * 2) && !BlocksLight(x, topY + 1, octant, origin, map)) { topY++; } } else { int ax = x * 2; if (BlocksLight(x + 1, topY + 1, octant, origin, map)) { ax++; } if (top.Greater(topY * 2 + 1, ax)) { topY++; } } } int bottomY; if (bottom.y == 0) { bottomY = 0; } else { bottomY = ((x * 2 - 1) * bottom.y + bottom.x) / (bottom.x * 2); if (bottom.GreaterOrEqual(bottomY * 2 + 1, x * 2) && BlocksLight(x, bottomY, octant, origin, map) && !BlocksLight(x, bottomY + 1, octant, origin, map)) { bottomY++; } } return(new int2(topY, bottomY)); }
void Compute(int octant, Vector2Int origin, int rangeLimit, int x, Slope top, Slope bottom) { /*foreach (var tile in tilesToSet) * { * MapManager.map[tile.x, tile.y].isVisible = false; * } * tilesToSet.Clear();*/ for (; (int)x <= (int)rangeLimit; x++) // rangeLimit < 0 || x <= rangeLimit { int topY; if (top.X == 1) { topY = x; } else { topY = ((x * 2 - 1) * top.Y + top.X) / (top.X * 2); // get the tile that the top vector enters from the left int ay = (topY * 2 + 1) * top.X; if (BlocksLight(x, topY, octant, origin)) // if the top tile is a wall... { if (top.GreaterOrEqual(ay, x * 2)) { topY++; // but the top vector misses the wall and passes into the tile above, move up } } else // the top tile is not a wall { if (top.Greater(ay, x * 2 + 1)) { topY++; // so if the top vector passes into the tile above, move up } } } int bottomY = bottom.Y == 0 ? 0 : ((x * 2 - 1) * bottom.Y + bottom.X) / (bottom.X * 2); int wasOpaque = -1; // 0:false, 1:true, -1:not applicable for (int y = topY; y >= bottomY; y--) { int tx = origin.x, ty = origin.y; switch (octant) // translate local coordinates to map coordinates { case 0: tx += x; ty -= y; break; case 1: tx += y; ty -= x; break; case 2: tx -= y; ty -= x; break; case 3: tx -= x; ty -= y; break; case 4: tx -= x; ty += y; break; case 5: tx -= y; ty += x; break; case 6: tx += y; ty += x; break; case 7: tx += x; ty += y; break; } bool inRange = rangeLimit < 0 || GetDistance(tx, ty) <= rangeLimit; // NOTE: use the following line instead to make the algorithm symmetrical // if(inRange && (y != topY || top.GreaterOrEqual(y, x)) && (y != bottomY || bottom.LessOrEqual(y, x))) SetVisible(tx, ty); //if (inRange) SetVisible(tx, ty); if (inRange && (y != topY || top.GreaterOrEqual(y, x)) && (y != bottomY || bottom.LessOrEqual(y, x))) { SetVisible(tx, ty, true); tilesToSet.Add(new Vector2Int(tx, ty)); } //else SetVisible(tx, ty, false); bool isOpaque = !inRange || _blocksLight(tx, ty); // if y == topY or y == bottomY, make sure the sector actually intersects the wall tile. if not, don't consider // it opaque to prevent the code below from moving the top vector up or the bottom vector down if (isOpaque && (y == topY && top.LessOrEqual(y * 2 - 1, x * 2) && !BlocksLight(x, y - 1, octant, origin) || y == bottomY && bottom.GreaterOrEqual(y * 2 + 1, x * 2) && !BlocksLight(x, y + 1, octant, origin))) { isOpaque = false; } if (x != rangeLimit) { if (isOpaque) { if (wasOpaque == 0) // if we found a transition from clear to opaque, this sector is done in this column, so { // adjust the bottom vector upwards and continue processing it in the next column. // (x*2-1, y*2+1) is a vector to the top-left corner of the opaque block if (!inRange || y == bottomY) { bottom = new Slope(y * 2 + 1, x * 2); break; } // don't recurse unless necessary else { Compute(octant, origin, rangeLimit, x + 1, top, new Slope(y * 2 + 1, x * 2)); } } wasOpaque = 1; } else // adjust the top vector downwards and continue if we found a transition from opaque to clear { // (x*2+1, y*2+1) is the top-right corner of the clear tile (i.e. the bottom-right of the opaque tile) if (wasOpaque > 0) { top = new Slope(y * 2 + 1, x * 2); } wasOpaque = 0; } } } if (wasOpaque != 0) { break; // if the column ended in a clear tile, continue processing the current sector } } }
private void Compute(uint octant, Location origin, int rangeLimit, uint x, Slope top, Slope bottom) { // throughout this function there are references to various parts of tiles. a tile's coordinates refer to its // center, and the following diagram shows the parts of the tile and the vectors from the origin that pass through // those parts. given a part of a tile with vector u, a vector v passes above it if v > u and below it if v < u // g center: y / x // a------b a top left: (y*2+1) / (x*2-1) i inner top left: (y*4+1) / (x*4-1) // | /\ | b top right: (y*2+1) / (x*2+1) j inner top right: (y*4+1) / (x*4+1) // |i/__\j| c bottom left: (y*2-1) / (x*2-1) k inner bottom left: (y*4-1) / (x*4-1) //e|/| |\|f d bottom right: (y*2-1) / (x*2+1) m inner bottom right: (y*4-1) / (x*4+1) // |\|__|/| e middle left: (y*2) / (x*2-1) // |k\ /m| f middle right: (y*2) / (x*2+1) a-d are the corners of the tile // | \/ | g top center: (y*2+1) / (x*2) e-h are the corners of the inner (wall) diamond // c------d h bottom center: (y*2-1) / (x*2) i-m are the corners of the inner square (1/2 tile width) // h for (; x <= (uint)rangeLimit; x++) // (x <= (uint)rangeLimit) == (rangeLimit < 0 || x <= rangeLimit) { // compute the Y coordinates of the top and bottom of the sector. we maintain that top > bottom uint topY; if (top.X == 1) // if top == ?/1 then it must be 1/1 because 0/1 < top <= 1/1. this is special-cased because top { // starts at 1/1 and remains 1/1 as long as it doesn't hit anything, so it's a common case topY = x; } else // top < 1 { // get the tile that the top vector enters from the left. since our coordinates refer to the center of the // tile, this is (x-0.5)*top+0.5, which can be computed as (x-0.5)*top+0.5 = (2(x+0.5)*top+1)/2 = // ((2x+1)*top+1)/2. since top == a/b, this is ((2x+1)*a+b)/2b. if it enters a tile at one of the left // corners, it will round up, so it'll enter from the bottom-left and never the top-left topY = ((x * 2 - 1) * top.Y + top.X) / (top.X * 2); // the Y coordinate of the tile entered from the left // now it's possible that the vector passes from the left side of the tile up into the tile above before // exiting from the right side of this column. so we may need to increment topY if (BlocksLight(x, topY, octant, origin)) // if the tile blocks light (i.e. is a wall)... { // if the tile entered from the left blocks light, whether it passes into the tile above depends on the shape // of the wall tile as well as the angle of the vector. if the tile has does not have a beveled top-left // corner, then it is blocked. the corner is beveled if the tiles above and to the left are not walls. we can // ignore the tile to the left because if it was a wall tile, the top vector must have entered this tile from // the bottom-left corner, in which case it can't possibly enter the tile above. // // otherwise, with a beveled top-left corner, the slope of the vector must be greater than or equal to the // slope of the vector to the top center of the tile (x*2, topY*2+1) in order for it to miss the wall and // pass into the tile above if (top.GreaterOrEqual(topY * 2 + 1, x * 2) && !BlocksLight(x, topY + 1, octant, origin)) { topY++; } } else // the tile doesn't block light { // since this tile doesn't block light, there's nothing to stop it from passing into the tile above, and it // does so if the vector is greater than the vector for the bottom-right corner of the tile above. however, // there is one additional consideration. later code in this method assumes that if a tile blocks light then // it must be visible, so if the tile above blocks light we have to make sure the light actually impacts the // wall shape. now there are three cases: 1) the tile above is clear, in which case the vector must be above // the bottom-right corner of the tile above, 2) the tile above blocks light and does not have a beveled // bottom-right corner, in which case the vector must be above the bottom-right corner, and 3) the tile above // blocks light and does have a beveled bottom-right corner, in which case the vector must be above the // bottom center of the tile above (i.e. the corner of the beveled edge). // // now it's possible to merge 1 and 2 into a single check, and we get the following: if the tile above and to // the right is a wall, then the vector must be above the bottom-right corner. otherwise, the vector must be // above the bottom center. this works because if the tile above and to the right is a wall, then there are // two cases: 1) the tile above is also a wall, in which case we must check against the bottom-right corner, // or 2) the tile above is not a wall, in which case the vector passes into it if it's above the bottom-right // corner. so either way we use the bottom-right corner in that case. now, if the tile above and to the right // is not a wall, then we again have two cases: 1) the tile above is a wall with a beveled edge, in which // case we must check against the bottom center, or 2) the tile above is not a wall, in which case it will // only be visible if light passes through the inner square, and the inner square is guaranteed to be no // larger than a wall diamond, so if it wouldn't pass through a wall diamond then it can't be visible, so // there's no point in incrementing topY even if light passes through the corner of the tile above. so we // might as well use the bottom center for both cases. uint ax = x * 2; // center if (BlocksLight(x + 1, topY + 1, octant, origin)) { ax++; // use bottom-right if the tile above and right is a wall } if (top.Greater(topY * 2 + 1, ax)) { topY++; } } } uint bottomY; if (bottom.Y == 0) // if bottom == 0/?, then it's hitting the tile at Y=0 dead center. this is special-cased because { // bottom.Y starts at zero and remains zero as long as it doesn't hit anything, so it's common bottomY = 0; } else // bottom > 0 { bottomY = ((x * 2 - 1) * bottom.Y + bottom.X) / (bottom.X * 2); // the tile that the bottom vector enters from the left // code below assumes that if a tile is a wall then it's visible, so if the tile contains a wall we have to // ensure that the bottom vector actually hits the wall shape. it misses the wall shape if the top-left corner // is beveled and bottom >= (bottomY*2+1)/(x*2). finally, the top-left corner is beveled if the tiles to the // left and above are clear. we can assume the tile to the left is clear because otherwise the bottom vector // would be greater, so we only have to check above if (bottom.GreaterOrEqual(bottomY * 2 + 1, x * 2) && BlocksLight(x, bottomY, octant, origin) && !BlocksLight(x, bottomY + 1, octant, origin)) { bottomY++; } } // go through the tiles in the column now that we know which ones could possibly be visible int wasOpaque = -1; // 0:false, 1:true, -1:not applicable for (uint y = topY; (int)y >= (int)bottomY; y--) // use a signed comparison because y can wrap around when decremented { if (rangeLimit < 0 || GetDistance((int)x, (int)y) <= rangeLimit) // skip the tile if it's out of visual range { bool isOpaque = BlocksLight(x, y, octant, origin); // every tile where topY > y > bottomY is guaranteed to be visible. also, the code that initializes topY and // bottomY guarantees that if the tile is opaque then it's visible. so we only have to do extra work for the // case where the tile is clear and y == topY or y == bottomY. if y == topY then we have to make sure that // the top vector is above the bottom-right corner of the inner square. if y == bottomY then we have to make // sure that the bottom vector is below the top-left corner of the inner square bool isVisible = isOpaque || ((y != topY || top.Greater(y * 4 - 1, x * 4 + 1)) && (y != bottomY || bottom.Less(y * 4 + 1, x * 4 - 1))); // NOTE: if you want the algorithm to be either fully or mostly symmetrical, replace the line above with the // following line (and uncomment the Slope.LessOrEqual method). the line ensures that a clear tile is visible // only if there's an unobstructed line to its center. if you want it to be fully symmetrical, also remove // the "isOpaque ||" part and see NOTE comments further down // bool isVisible = isOpaque || ((y != topY || top.GreaterOrEqual(y, x)) && (y != bottomY || bottom.LessOrEqual(y, x))); if (isVisible) { SetVisible(x, y, octant, origin); } // if we found a transition from clear to opaque or vice versa, adjust the top and bottom vectors if (x != rangeLimit) // but don't bother adjusting them if this is the last column anyway { if (isOpaque) { if (wasOpaque == 0) // if we found a transition from clear to opaque, this sector is done in this column, { // so adjust the bottom vector upward and continue processing it in the next column // if the opaque tile has a beveled top-left corner, move the bottom vector up to the top center. // otherwise, move it up to the top left. the corner is beveled if the tiles above and to the left are // clear. we can assume the tile to the left is clear because otherwise the vector would be higher, so // we only have to check the tile above uint nx = x * 2, ny = y * 2 + 1; // top center by default // NOTE: if you're using full symmetry and want more expansive walls (recommended), comment out the next line if (BlocksLight(x, y + 1, octant, origin)) { nx--; // top left if the corner is not beveled } if (top.Greater(ny, nx)) // we have to maintain the invariant that top > bottom, so the new sector { // created by adjusting the bottom is only valid if that's the case // if we're at the bottom of the column, then just adjust the current sector rather than recursing // since there's no chance that this sector can be split in two by a later transition back to clear if (y == bottomY) { bottom = new Slope(ny, nx); break; } // don't recurse unless necessary else { Compute(octant, origin, rangeLimit, x + 1, top, new Slope(ny, nx)); } } else // the new bottom is greater than or equal to the top, so the new sector is empty and we'll ignore { // it. if we're at the bottom of the column, we'd normally adjust the current sector rather than if (y == bottomY) { return; // recursing, so that invalidates the current sector and we're done } } } wasOpaque = 1; } else { if (wasOpaque > 0) // if we found a transition from opaque to clear, adjust the top vector downwards { // if the opaque tile has a beveled bottom-right corner, move the top vector down to the bottom center. // otherwise, move it down to the bottom right. the corner is beveled if the tiles below and to the right // are clear. we know the tile below is clear because that's the current tile, so just check to the right uint nx = x * 2, ny = y * 2 + 1; // the bottom of the opaque tile (oy*2-1) equals the top of this tile (y*2+1) // NOTE: if you're using full symmetry and want more expansive walls (recommended), comment out the next line if (BlocksLight(x + 1, y + 1, octant, origin)) { nx++; // check the right of the opaque tile (y+1), not this one } // we have to maintain the invariant that top > bottom. if not, the sector is empty and we're done if (bottom.GreaterOrEqual(ny, nx)) { return; } top = new Slope(ny, nx); } wasOpaque = 0; } } } } // if the column didn't end in a clear tile, then there's no reason to continue processing the current sector // because that means either 1) wasOpaque == -1, implying that the sector is empty or at its range limit, or 2) // wasOpaque == 1, implying that we found a transition from clear to opaque and we recursed and we never found // a transition back to clear, so there's nothing else for us to do that the recursive method hasn't already. (if // we didn't recurse (because y == bottomY), it would have executed a break, leaving wasOpaque equal to 0.) if (wasOpaque != 0) { break; } } }