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grid.go
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grid.go
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package tetra3d
import (
"math"
"math/rand"
"sort"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
// A GridConnection represents a one-way connection from one GridPoint to another.
type GridConnection struct {
To *GridPoint
Passable bool // Whether the connection should be considered as passable when performing pathfinding.
Cost float64 // The cost of the jump, from one grid point to another. Defaults to 0.
length float64 // the length of the jump from one GridPoint to another.
}
// Clone the GridConnection.
func (c *GridConnection) Clone() *GridConnection {
return &GridConnection{
To: c.To,
Passable: c.Passable,
Cost: c.Cost,
}
}
// GridPoint represents a point on a Grid, used for pathfinding or connecting points in space.
// GridPoints are parented to a Grid and the connections are created seperate from their positions,
// which means you can move GridPoints freely after creation. Note that GridPoints consider themselves
// to be in the same Grid only if they have the same direct parent (being the Grid).
type GridPoint struct {
*Node
Connections []*GridConnection
sortedConnections []*GridConnection
prevLink *GridPoint
costSoFar float64
}
// NewGridPoint creates a new GridPoint.
func NewGridPoint(name string) *GridPoint {
return NewGridPointFromNode(NewNode(name))
}
// NewGridPoint creates a new GridPoint from an existing Node.
func NewGridPointFromNode(node *Node) *GridPoint {
gridPoint := &GridPoint{
Node: node,
Connections: []*GridConnection{},
}
return gridPoint
}
// Clone clones the given GridPoint.
func (point *GridPoint) Clone() INode {
newPoint := &GridPoint{
Node: point.Node.Clone().(*Node),
Connections: append([]*GridConnection{}, point.Connections...),
sortedConnections: append([]*GridConnection{}, point.Connections...),
}
for _, child := range newPoint.children {
child.setParent(newPoint)
}
return newPoint
}
// IsConnected returns if the provided GridPoint is connected to the given other GridPoint.
func (point *GridPoint) IsConnected(other *GridPoint) bool {
for _, c := range point.Connections {
if c.To == other {
return true
}
}
return false
}
// IsOnSameGrid returns if the grid point is on the same grid as the other given GridPoint.
func (point *GridPoint) IsOnSameGrid(other *GridPoint) bool {
return point.parent == other.parent
}
// Connect connects the GridPoint to the given other GridPoint.
func (point *GridPoint) Connect(other *GridPoint) (aToB, bToA *GridConnection) {
if point == other {
return
}
if !point.IsConnected(other) {
aToB = &GridConnection{
To: other,
Passable: true,
length: point.DistanceTo(other),
}
point.Connections = append(point.Connections, aToB)
point.sortedConnections = append(point.sortedConnections, aToB)
}
if !other.IsConnected(point) {
bToA = &GridConnection{
To: point,
Passable: true,
length: other.DistanceTo(point),
}
other.Connections = append(other.Connections, bToA)
other.sortedConnections = append(other.sortedConnections, bToA)
}
return
}
// Connection returns the GridConnection from one GridPoint to another.
// If they aren't connected, this function will return nil.
// Note that a connection between GridPoints goes both ways (so there are
// two connections between two GridPoints - one from either direction).
func (point *GridPoint) Connection(other *GridPoint) *GridConnection {
for _, c := range point.Connections {
if c.To == other {
return c
}
}
return nil
}
// Disconnect disconnects the GridPoint from the given other GridPoint.
func (point *GridPoint) Disconnect(other *GridPoint) {
if point == other {
return
}
for i := len(point.Connections) - 1; i >= 0; i-- {
for si := range point.sortedConnections {
if point.sortedConnections[si] == point.Connections[i] {
point.sortedConnections[si] = nil
point.sortedConnections = append(point.sortedConnections[:si], point.sortedConnections[si+1:]...)
}
}
if point.Connections[i].To == other {
point.Connections[i] = nil
point.Connections = append(point.Connections[:i], point.Connections[i+1:]...)
}
}
for i := len(other.Connections) - 1; i >= 0; i-- {
for si := range point.sortedConnections {
if point.sortedConnections[si] == point.Connections[i] {
point.sortedConnections[si] = nil
point.sortedConnections = append(point.sortedConnections[:si], point.sortedConnections[si+1:]...)
}
}
if other.Connections[i].To == point {
other.Connections[i] = nil
other.Connections = append(other.Connections[:i], other.Connections[i+1:]...)
}
}
}
// DisconnectAll disconnects the GridPoint from all other GridPoints.
func (point *GridPoint) DisconnectAll() {
for i := len(point.Connections) - 1; i >= 0; i-- {
point.Disconnect(point.Connections[i].To)
}
}
// PathTo creates a path going from the GridPoint to the given other GridPoint. The path generated
// should be the shortest-possible route, taking into account both the cumulative lengths (in units)
// and costs of individual hops.
// If a path is not possible from the starting point to the end point, then PathTo will return nil.
func (point *GridPoint) PathTo(goal *GridPoint) *GridPath {
if point.parent == nil || point.parent.Type() != NodeTypeGrid || !point.IsOnSameGrid(goal) {
return nil
}
if point == goal {
return &GridPath{
GridPoints: []Vector{point.WorldPosition()},
}
}
point.parent.(*Grid).ForEachPoint(func(gridPoint *GridPoint) {
gridPoint.prevLink = nil
gridPoint.costSoFar = 0
})
path := &GridPath{
GridPoints: []Vector{},
}
toCheck := []*GridPoint{point}
goal.prevLink = nil
point.prevLink = nil
var next *GridPoint
// finishedForLoop:
for {
if next == goal {
break
}
if len(toCheck) == 0 {
return nil
}
next = toCheck[0]
toCheck = toCheck[1:]
for _, c := range next.Connections {
if c.Passable {
nextCost := next.costSoFar + c.Cost + c.length
if c.To != point && (c.To.costSoFar == 0 || c.To.costSoFar > nextCost) {
c.To.costSoFar = nextCost
c.To.prevLink = next
toCheck = append(toCheck, c.To)
}
}
}
sort.Slice(toCheck, func(i, j int) bool { return toCheck[i].costSoFar < toCheck[j].costSoFar })
}
for next.prevLink != nil {
path.GridPoints = append(path.GridPoints, next.WorldPosition())
next = next.prevLink
}
for i, j := 0, len(path.GridPoints)-1; i < j; i, j = i+1, j-1 {
path.GridPoints[i], path.GridPoints[j] = path.GridPoints[j], path.GridPoints[i]
}
return path
}
func (point *GridPoint) insertIntoSlice(slice []*GridPoint, index int, value *GridPoint) []*GridPoint {
if len(slice) == index { // nil or empty slice or after last element
return append(slice, value)
}
slice = append(slice[:index+1], slice[index:]...) // index < len(a)
slice[index] = value
return slice
}
////////////
// AddChildren parents the provided children Nodes to the passed parent Node, inheriting its transformations and being under it in the scenegraph
// hierarchy. If the children are already parented to other Nodes, they are unparented before doing so.
func (point *GridPoint) AddChildren(children ...INode) {
// We do this manually so that addChildren() parents the children to the Model, rather than to the Model.NodeBase.
point.addChildren(point, children...)
}
// Unparent unparents the Model from its parent, removing it from the scenegraph.
func (point *GridPoint) Unparent() {
if point.parent != nil {
point.parent.RemoveChildren(point)
}
}
// Index returns the index of the Node in its parent's children list.
// If the node doesn't have a parent, its index will be -1.
func (point *GridPoint) Index() int {
if point.parent != nil {
for i, c := range point.parent.Children() {
if c == point {
return i
}
}
}
return -1
}
// Type returns the NodeType for this object.
func (point *GridPoint) Type() NodeType {
return NodeTypeGridPoint
}
// Grid represents a collection of points and the connections between them. A Grid can be used for pathfinding
// or simply for connecting points in space (like for a world map in a level-based game, for example).
type Grid struct {
*Node
}
// NewGrid creates a new Grid.
func NewGrid(name string) *Grid {
return &Grid{Node: NewNode(name)}
}
// Clone creates a clone of this GridPoint.
func (grid *Grid) Clone() INode {
newGrid := &Grid{}
newGrid.Node = grid.Node.Clone().(*Node)
for _, child := range newGrid.children {
child.setParent(newGrid)
}
for _, c := range newGrid.Points() {
c.Connections = []*GridConnection{}
}
for _, c := range grid.Points() {
start := newGrid.ClosestGridPoint(c.LocalPosition())
for _, connect := range c.Connections {
end := newGrid.ClosestGridPoint(connect.To.LocalPosition())
start.Connect(end)
}
}
return newGrid
}
// Points returns a slice of the children nodes that constitute this Grid's GridPoints.
func (grid *Grid) Points() []*GridPoint {
points := make([]*GridPoint, 0, len(grid.children))
for _, n := range grid.children {
if gp, ok := n.(*GridPoint); ok {
points = append(points, gp)
}
}
return points
}
// ForEachPoint returns a slice of the children nodes that constitute this Grid's GridPoints.
func (grid *Grid) ForEachPoint(forEach func(gridPoint *GridPoint)) {
for _, n := range grid.children {
if gp, ok := n.(*GridPoint); ok {
forEach(gp)
}
}
}
// DisconnectAllPoints disconnects all points from each other in the Grid.
func (grid *Grid) DisconnectAllPoints() {
for _, point := range grid.Points() {
point.DisconnectAll()
}
}
func (grid *Grid) MergeDuplicatePoints(margin float64) {
grid.ForEachPoint(func(point *GridPoint) {
grid.ForEachPoint(func(point2 *GridPoint) {
if point == point2 {
return
}
if point.WorldPosition().DistanceSquared(point2.WorldPosition()) < margin {
for _, c := range point2.Connections {
nc := c.Clone()
point.Connections = append(point.Connections, nc)
nc2 := c.To.Connection(point2).Clone()
nc2.To = point
}
point2.DisconnectAll()
point2.Unparent()
}
})
})
}
// HopCount indicates an instances of how many hops it takes to get to the specified GridPoint from the starting GridPoint.
type HopCount struct {
Start *GridPoint // The start of the path
Destination *GridPoint // The end of the path
HopCount int // How many hops it takes to get there (i.e. length of the path between the two points minus one)
}
// HopCounts returns the number of hops from the closest grid point to the starting position (from)
// to the closest grid points to all other provided positions.
func (grid *Grid) HopCounts(from Vector, targetPositions ...Vector) []HopCount {
start := grid.ClosestGridPoint(from)
hopCounts := []HopCount{}
for _, point := range targetPositions {
hc := HopCount{
Start: start,
Destination: grid.ClosestGridPoint(point),
}
hc.HopCount = len(start.PathTo(hc.Destination).GridPoints) - 1
hopCounts = append(hopCounts, hc)
}
sort.Slice(hopCounts, func(i, j int) bool {
return hopCounts[i].HopCount < hopCounts[j].HopCount
})
return hopCounts
}
// ClosestPositionOnGrid returns the nearest world position on the Grid to the given world position.
// This position can be directly on a GridPoint, or on a connection between GridPoints.
func (grid *Grid) ClosestPositionOnGrid(position Vector) Vector {
nearestPoint := grid.ClosestGridPoint(position)
start := nearestPoint.WorldPosition()
dist := math.MaxFloat64
endPos := position
for _, connection := range nearestPoint.Connections {
// diff := connection.WorldPosition().Sub(pos)
end := connection.To.WorldPosition()
segment := end.Sub(start)
newPos := position.Sub(start)
t := newPos.Dot(segment) / segment.Dot(segment)
if t > 1 {
t = 1
} else if t < 0 {
t = 0
}
newPos.X = start.X + segment.X*t
newPos.Y = start.Y + segment.Y*t
newPos.Z = start.Z + segment.Z*t
nd := newPos.DistanceSquared(position)
if nd < dist {
dist = nd
endPos = newPos
}
}
return endPos
}
// ClosestGridPoint returns the nearest grid point to the given world position.
func (grid *Grid) ClosestGridPoint(position Vector) *GridPoint {
points := grid.Points()
sort.Slice(points, func(i, j int) bool {
return points[i].WorldPosition().Sub(position).MagnitudeSquared() < points[j].WorldPosition().Sub(position).MagnitudeSquared()
})
return points[0]
}
// FurthestGridPoint returns the furthest grid point to the given world position.
func (grid *Grid) FurthestGridPoint(position Vector) *GridPoint {
points := grid.Points()
sort.Slice(points, func(i, j int) bool {
return points[i].WorldPosition().Sub(position).MagnitudeSquared() < points[j].WorldPosition().Sub(position).MagnitudeSquared()
})
return points[len(points)-1]
}
// RandomPoint returns a random grid point in the grid.
func (grid *Grid) RandomPoint() *GridPoint {
gridPoints := grid.Points()
return gridPoints[rand.Intn(len(gridPoints))]
}
// FirstPoint returns the first point out of the Grid's GridPoints.
// If the Grid has no GridPoints, then it will return nil.
func (grid *Grid) FirstPoint() *GridPoint {
gridPoints := grid.Points()
if len(gridPoints) == 0 {
return nil
}
return gridPoints[0]
}
// LastPoint returns the last point out of the Grid's GridPoints.
// If the Grid has no GridPoints, then it will return nil.
func (grid *Grid) LastPoint() *GridPoint {
gridPoints := grid.Points()
if len(gridPoints) == 0 {
return nil
}
return gridPoints[len(gridPoints)-1]
}
// Combine combines the Grid with the other Grids provided. This reparents the other' Grid's GridPoints (and other children)
// to be under the calling Grid's. If two GridPoints share the same position, they will be merged together.
// After combining a Grid with others, the other Grids will automatically be unparented from the scene nodegraph tree
// (as their GridPoints will have been absorbed).
func (grid *Grid) Combine(others ...*Grid) {
for _, other := range others {
if grid == other {
continue
}
for _, p := range other.Children() {
pos := p.WorldPosition()
grid.AddChildren(p)
p.SetWorldPositionVec(pos)
}
// for _, p := range grid.Points() {
// for _, p2 := range grid.Points() {
// if p == p2 {
// continue
// }
// if p.WorldPosition().Equals(p2.WorldPosition()) {
// for _, connect := range p2.Connections {
// p.Connect(connect.To)
// connect.To.Disconnect(p2)
// }
// p2.Unparent()
// }
// }
// }
grid.MergeDuplicatePoints(0.001)
other.Unparent()
}
}
// Center returns the center point of the Grid, given the positions of its GridPoints.
func (grid *Grid) Center() Vector {
pos := Vector{0, 0, 0, 0}
points := grid.Points()
for _, p := range points {
pos = pos.Add(p.WorldPosition())
}
pos = pos.Divide(float64(len(points)))
return pos
}
// Dimensions returns a Dimensions struct, indicating the overall "spread" of the GridPoints composing the Grid.
func (grid *Grid) Dimensions() Dimensions {
gridPoints := grid.Points()
points := make([]Vector, 0, len(gridPoints))
for _, p := range gridPoints {
points = append(points, p.WorldPosition())
}
return NewDimensionsFromPoints(points...)
}
////////
// AddChildren parents the provided children Nodes to the passed parent Node, inheriting its transformations and being under it in the scenegraph
// hierarchy. If the children are already parented to other Nodes, they are unparented before doing so.
func (grid *Grid) AddChildren(children ...INode) {
// We do this manually so that addChildren() parents the children to the Model, rather than to the Model.NodeBase.
grid.addChildren(grid, children...)
}
// Unparent unparents the Model from its parent, removing it from the scenegraph.
func (grid *Grid) Unparent() {
if grid.parent != nil {
grid.parent.RemoveChildren(grid)
}
}
// Index returns the index of the Node in its parent's children list.
// If the node doesn't have a parent, its index will be -1.
func (grid *Grid) Index() int {
if grid.parent != nil {
for i, c := range grid.parent.Children() {
if c == grid {
return i
}
}
}
return -1
}
// Type returns the NodeType for this object.
func (grid *Grid) Type() NodeType {
return NodeTypeGrid
}
// GridPath represents a sequence of grid points, used to traverse a path.
type GridPath struct {
GridPoints []Vector
}
// Length returns the length of the overall path.
func (gp *GridPath) Length() float64 {
dist := 0.0
if len(gp.GridPoints) <= 1 {
return 0
}
start := gp.GridPoints[0]
for i := 1; i < len(gp.GridPoints); i++ {
next := gp.GridPoints[i]
dist += next.Sub(start).Magnitude()
start = next
}
return dist
}
// Points returns the points of the GridPath in a slice.
func (gp *GridPath) Points() []Vector {
points := append(make([]Vector, 0, len(gp.GridPoints)), gp.GridPoints...)
return points
}
// HopCount returns the number of hops in the path (i.e. the number of nodes - 1).
func (gp *GridPath) HopCount() int {
return len(gp.GridPoints) - 1
}
func (gp *GridPath) isClosed() bool {
return false
}
func (gp *GridPath) DebugDraw(screen *ebiten.Image, camera *Camera, color Color) {
points := gp.Points()
for i := 0; i < len(points)-1; i++ {
p1 := camera.WorldToScreenPixels(points[i])
p2 := camera.WorldToScreenPixels(points[i+1])
ebitenutil.DrawLine(screen, p1.X, p1.Y, p2.X, p2.Y, color.ToRGBA64())
ebitenutil.DrawCircle(screen, p1.X, p1.Y, 8, color.ToRGBA64())
if i == len(points)-2 {
ebitenutil.DrawCircle(screen, p2.X, p2.Y, 8, color.ToRGBA64())
}
}
}