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rsfov.lua
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rsfov.lua
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--[[
zlib License:
Copyright (c) 2014 Minh Ngo
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
--]]
-- Based on recursive shadowcasting by Björn Bergström
local octants = {
function(x,y) return x,y end,
function(x,y) return y,x end,
function(x,y) return -y,x end,
function(x,y) return -x,y end,
function(x,y) return -x,-y end,
function(x,y) return -y,-x end,
function(x,y) return y,-x end,
function(x,y) return x,-y end,
}
local tau = 2*math.pi
local octant_angle= math.pi / 4
local epsilon = 1e-5
local fov = function(x0,y0,radius,isTransparent,onVisible,start_angle,last_angle)
-- **NOTE** Assumed orientation in notes is x+ right, y+ up
--[[
Octant designation
\ | /
4\3|2/1
____\|/____
/|\
5/6|7\8
/ | \
All calculations are done on the first octant
To calculate FOV on other octants, reflect the cells onto the first octant
The bottom left corner is the coordinates of a cell:
(0,1)------(1,1)
|Cell|
|0,0 |
(0,0)------(1,0)
**ARC NOTE**
The arc angle of vision defaults to 360 degrees.
Arc angle is measured counterclockwise from starting to last.
The shortest arc is used so if start = 0 and last = 370 deg then arc angle = 10 deg.
To get full field of view, add 2*math.pi to starting angle. This is
the only way to get a full view. Any other case will result in the
smallest arc possible.
For example:
start = 0 ; last = 0 --> line field of view
start = 0 ; last = 2*math.pi --> full field of view
]]
start_angle = start_angle or 0
last_angle = last_angle or tau
local arc_angle= (last_angle-start_angle)
-- Clamp angles or else some checks won't work correctly
if arc_angle - tau > epsilon or arc_angle < 0 then arc_angle = arc_angle % tau end
start_angle = start_angle % tau
last_angle = last_angle % tau
-- Angle interval of first octant [inclusive,exclusive)
-- Touching the end of the interval moves onto the next octant
-- Example: [0,pi/4)
local first_octant = (math.floor(start_angle / octant_angle) % 8) + 1
-- Angle interval of last octant (exclusive,inclusive]
-- Touching the beginning of the interval moves to the prev octant
-- Example: (0,pi/4]
local last_octant = ((math.ceil(last_angle / octant_angle) - 1) % 8) + 1
-- Hack to make large angles work when start/last are in the same octant
if last_octant == first_octant and arc_angle > octant_angle then
first_octant = (first_octant % 8) + 1
end
local octant = first_octant - 1
-- Always see the origin
onVisible(x0,y0)
repeat
octant = (octant % 8) + 1
local coords = octants[octant]
local views = {}
-- A view is represented by two lines (steep & shallow)
views[1] = {
-- {x,y,x2,y2}
steep = {0.5,0.5,0,radius},
shallow = {0.5,0.5,radius,0},
}
for x = 1,radius do
if not views[1] then break end
-- Process all remaining views
-- Iterate backward to be able to delete views
for i = #views,1,-1 do
local prev_cell_solid= false
local view = views[i]
local steep,shallow = view.steep,view.shallow
-- Calculate the maxmimum and minimum height of the column to scan
-- y = slope * dx + y0
local yi,yf
-- Don't calculate if the view lines didn't change
if steep[3] > steep[1] then
local steep_slope = (steep[4]-steep[2]) / (steep[3]-steep[1])
yi = math.floor( steep[2] + steep_slope*(x-steep[1]) )
else
yi = x
end
if shallow[4] > shallow[2] then
local shallow_slope = (shallow[4]-shallow[2]) / (shallow[3]-shallow[1])
yf = math.floor( shallow[2] + shallow_slope*(x-shallow[1]) )
else
yf = 0
end
for y = yi,yf,-1 do
local tx,ty = coords(x,y)
-- The tile is visible if it is within the cone field of view
if arc_angle >= tau or arc_angle >= (math.atan2(ty,tx)-start_angle) % tau then
onVisible( x0+tx,y0+ty )
end
-- Found a blocking cell
if not isTransparent( x0+tx,y0+ty ) then
-- If the previous cell is non blocking
-- and it is not the first cell then
-- add another view for the remaining columns
if not prev_cell_solid and y < yi then
local new_view = {
-- Inherit the current view steep line
steep = {steep[1],steep[2],steep[3],steep[4]},
-- Shallow line bumps into top left corner of block
shallow = {shallow[1],shallow[2],x,y+1},
}
table.insert(views,new_view)
end
prev_cell_solid = true
elseif prev_cell_solid then
-- Cell is transparent and moving from blocking to non-blocking
-- Readjust steep line to steep bump
steep[3],steep[4]= x+1,y+1
prev_cell_solid = false
end
end
-- Remove the view if the last cell is blocking
if prev_cell_solid then
table.remove(views,i)
end
end
end
until octant == last_octant
end
return fov