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 * Copyright 2014 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
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package com.github.tommyettinger.gand.smoothing;

import com.github.tommyettinger.crux.Point3;
import com.github.tommyettinger.crux.PointPair;
import com.github.tommyettinger.gand.utils.IntIntIntPredicate;
import com.github.tommyettinger.gdcrux.PointF3;
import com.github.tommyettinger.gdcrux.PointI3;

/** A raycast collision detector used for path smoothing in 3D, with cells considered passable if a predicate returns
 * true. This only considers orthogonally-touching cells as connected.
 * 
* The algorithm is from Red Blob Games. *
* This is typically used by passing in a lambda that either looks up a value in a 3D array (and should check the bounds * of the array against the indices given), or sets a {@link PointI3} with the int * parameters and looks that up in a map or set. The former might look like: * {@code (x, y, z) -> x >= 0 && x < booleanWorld.length && y >= 0 && y < booleanWorld[x].length && z >= 0 && z < booleanWorld[x][y].length && booleanWorld[x][y][z]} . * * @param

typically {@link PointI3} or {@link PointF3} */ public class Ortho3DRaycastCollisionDetector

> implements RaycastCollisionDetector

{ private final IntIntIntPredicate predicate; /** * Creates a Ortho3DRaycastCollisionDetector that uses the given {@code predicate} to determine if an x,y,z cell * is passable. *
* {@code predicate} is typically a lambda that either looks up a value in a 3D array (and should check the bounds * of the array against the indices given), or sets a {@link PointI3} with the * int parameters and looks that up in a map or set. The former might look like: * {@code (x, y, z) -> x >= 0 && x < booleanWorld.length && y >= 0 && y < booleanWorld[x].length && z >= 0 && z < booleanWorld[x][y].length && booleanWorld[x][y][z]} . * @param predicate should bounds-check an x,y,z point and return true if it is considered passable */ public Ortho3DRaycastCollisionDetector(final IntIntIntPredicate predicate) { this.predicate = predicate; } /** * Draws a line using a simple orthogonal line algorithm to see if all cells in the line are passable; if any cell * was not passable, then this returns true (meaning there is a collision). If the point type this uses allows * floating-point values for coordinates, then this rounds coordinates to their nearest integers. *
* The algorithm is from Red Blob Games. * * @param ray the ray to cast; will not be modified * @return true if any cell in the line is blocked, as per the given predicate */ @Override public boolean collides (final PointPair

ray) { return collides(ray, predicate); } /** * Draws a line using a simple orthogonal line algorithm to see if all cells in the line are passable; if any cell * was not passable, then this returns true (meaning there is a collision). If the point type this uses allows * floating-point values for coordinates, then this rounds coordinates to their nearest integers. *
* The algorithm is from Red Blob Games. * * @param ray the ray to cast; will not be modified * @param predicate should bounds-check an x,y,z point and return true if it is considered passable * @return true if any cell in the line is blocked, as per the given predicate */ public static

> boolean collides (final PointPair

ray, final IntIntIntPredicate predicate) { int startX = (int)(ray.a.x() + 0.5f); int startY = (int)(ray.a.y() + 0.5f); int startZ = (int)(ray.a.z() + 0.5f); int targetX = (int)(ray.b.x() + 0.5f); int targetY = (int)(ray.b.y() + 0.5f); int targetZ = (int)(ray.b.z() + 0.5f); int dx = targetX - startX, dy = targetY - startY, dz = targetZ - startZ, nx = Math.abs(dx), ny = Math.abs(dy), nz = Math.abs(dz); int signX = dx >> 31 | 1, signY = dy >> 31 | 1, signZ = dz >> 31 | 1, x = startX, y = startY, z = startZ; if(startX == targetX && startY == targetY && startZ == targetZ) { return false; } for (int ix = 0, iy = 0, iz = 0; (ix <= nx || iy <= ny || iz <= nz); ) { if (x == targetX && y == targetY && z == targetZ) { return false; } if(!predicate.test(x, y, z)) return true; if ((1 + ix + ix) * ny < (1 + iy + iy) * nx) { if ((1 + ix + ix) * nz < (1 + iz + iz) * nx) { x += signX; ix++; } else { z += signZ; iz++; } }else { if ((1 + iy + iy) * nz < (1 + iz + iz) * ny) { y += signY; iy++; } else { z += signZ; iz++; } } } return false; } }





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