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SquidLib platform-independent logic and utility code. Please refer to https://github.com/SquidPony/SquidLib .

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package squidpony.squidgrid;

import squidpony.ArrayTools;
import squidpony.squidmath.Coord;
import squidpony.squidmath.MathExtras;
import squidpony.squidmath.NumberTools;

import java.io.Serializable;
import java.util.*;

/**
 * This class provides methods for calculating Field of View in grids. Field of
 * View (FOV) algorithms determine how much area surrounding a point can be
 * seen. They return a two dimensional array of doubles, representing the amount
 * of view (typically sight, but perhaps sound, smell, etc.) which the origin
 * has of each cell.
 * 
* The input resistanceMap is considered the percent of opacity. This resistance * is on top of the resistance applied from the light spreading out. You can * obtain a resistance map easily with the DungeonUtility.generateResistances() * method, which uses defaults for common chars used in SquidLib, but you may * also want to create a resistance map manually if a given char means something * very different in your game. This is easy enough to do by looping over all the * x,y positions in your char[][] map and running a switch statement on each char, * assigning a double to the same x,y position in a double[][]. The value should * be between 0.0 (unblocked) for things light passes through, 1.0 (blocked) for * things light can't pass at all, and possibly other values if you have * translucent obstacles. *
* The returned light map is considered the percent of light in the cells. *
* Not all implementations are required to provide percentage levels of light. * In such cases the returned values will be 0 for no light and 1.0 for fully * lit. Implementations that return this way note so in their documentation. * Currently, all implementations do provide percentage levels. *
* All solvers perform bounds checking so solid borders in the map are not * required. *
* Static methods are provided to add together FOV maps in the simple way * (disregarding visibility of distant FOV from a given cell), or the more * practical way for roguelikes (where a cell needs to be within line-of-sight * in the first place for a distant light to illuminate it). The second method * relies on an LOS map, which is essentially the same as a very-high-radius * FOV map and can be easily obtained with calculateLOSMap(). *
* If you want to iterate through cells that are visible in a double[][] returned * by FOV, you can pass that double[][] to the constructor for Region, and you * can use the Region as a reliably-ordered List of Coord (among other things). * The order Region iterates in is somewhat strange, and doesn't, for example, * start at the center of an FOV map, but it will be the same every time you * create a Region with the same FOV map (or the same visible Coords). * * @author Eben Howard - http://squidpony.com - [email protected] */ public class FOV implements Serializable { private static final long serialVersionUID = 3258723684733275798L; public static final int /** * Performs FOV by pushing values outwards from the source location. * It will go around corners a bit. */ RIPPLE = 1, /** * Performs FOV by pushing values outwards from the source location. * It will spread around edges like smoke or water, but maintain a * tendency to curl towards the start position when going around * edges. */ RIPPLE_LOOSE = 2, /** * Performs FOV by pushing values outwards from the source location. * It will only go around corners slightly. */ RIPPLE_TIGHT = 3, /** * Performs FOV by pushing values outwards from the source location. * It will go around corners massively. */ RIPPLE_VERY_LOOSE = 4, /** * Uses Shadow Casting FOV algorithm. Treats all translucent cells * as fully transparent. Returns a percentage from 1.0 (center of * FOV) to 0.0 (outside of FOV). */ SHADOW = 5; private int type = SHADOW; /** * Data allocated in the previous calls to the public API, if any. Used to * save allocations when multiple calls are done on the same instance. */ protected double[][] light; /** * Data allocated in the previous calls to the public API, if any. Used to * save allocations when multiple calls are done on the same instance. */ protected boolean[][] nearLight; protected static final Direction[] ccw = new Direction[] {Direction.UP_RIGHT, Direction.UP_LEFT, Direction.DOWN_LEFT, Direction.DOWN_RIGHT, Direction.UP_RIGHT}, ccw_full = new Direction[]{Direction.RIGHT, Direction.UP_RIGHT, Direction.UP, Direction.UP_LEFT, Direction.LEFT, Direction.DOWN_LEFT, Direction.DOWN, Direction.DOWN_RIGHT}; /** * Creates a solver which will use the default SHADOW solver. */ public FOV() { } /** * Creates a solver which will use the provided FOV solver type. * * @param type */ public FOV(int type) { this.type = type; } /** * Calculates the Field Of View for the provided map from the given x, y * coordinates. Returns a light map where the values represent a percentage * of fully lit. * * The starting point for the calculation is considered to be at the center * of the origin cell. Radius determinations based on Euclidean * calculations. The light will be treated as having infinite possible * radius. * * @param resistanceMap the grid of cells to calculate on; the kind made by DungeonUtility.generateResistances() * @param startx the horizontal component of the starting location * @param starty the vertical component of the starting location * @return the computed light grid */ public double[][] calculateFOV(double[][] resistanceMap, int startx, int starty) { return calculateFOV(resistanceMap, startx, starty, Integer.MAX_VALUE); } /** * Calculates the Field Of View for the provided map from the given x, y * coordinates. Returns a light map where the values represent a percentage * of fully lit. * * The starting point for the calculation is considered to be at the center * of the origin cell. Radius determinations based on Euclidean * calculations. * * @param resistanceMap the grid of cells to calculate on; the kind made by DungeonUtility.generateResistances() * @param startx the horizontal component of the starting location * @param starty the vertical component of the starting location * @param radius the distance the light will extend to * @return the computed light grid */ public double[][] calculateFOV(double[][] resistanceMap, int startx, int starty, double radius) { return calculateFOV(resistanceMap, startx, starty, radius, Radius.CIRCLE); } /** * Calculates the Field Of View for the provided map from the given x, y * coordinates. Returns a light map where the values represent a percentage * of fully lit. * * The starting point for the calculation is considered to be at the center * of the origin cell. Radius determinations are determined by the provided * RadiusStrategy. * * @param resistanceMap the grid of cells to calculate on; the kind made by DungeonUtility.generateResistances() * @param startX the horizontal component of the starting location * @param startY the vertical component of the starting location * @param radius the distance the light will extend to * @param radiusTechnique provides a means to calculate the radius as desired * @return the computed light grid */ public double[][] calculateFOV(double[][] resistanceMap, int startX, int startY, double radius, Radius radiusTechnique) { double decay = 1.0 / radius; int width = resistanceMap.length; int height = resistanceMap[0].length; initializeLightMap(width, height); light[startX][startY] = Math.min(1.0, radius);//make the starting space full power unless radius is tiny switch (type) { case RIPPLE: case RIPPLE_LOOSE: case RIPPLE_TIGHT: case RIPPLE_VERY_LOOSE: initializeNearLight(width, height); doRippleFOV(light, rippleValue(type), startX, startY, startX, startY, decay, radius, resistanceMap, nearLight, radiusTechnique); break; case SHADOW: for (Direction d : Direction.DIAGONALS) { shadowCast(0, d.deltaX, d.deltaY, 0, radius, startX, startY, decay, light, resistanceMap, radiusTechnique); shadowCast(d.deltaX, 0, 0, d.deltaY, radius, startX, startY, decay, light, resistanceMap, radiusTechnique); } break; } return light; } /** * Calculates the Field Of View for the provided map from the given x, y * coordinates. Returns a light map where the values represent a percentage * of fully lit. * * The starting point for the calculation is considered to be at the center * of the origin cell. Radius determinations are determined by the provided * RadiusStrategy. A conical section of FOV is lit by this method if * span is greater than 0. * * @param resistanceMap the grid of cells to calculate on; the kind made by DungeonUtility.generateResistances() * @param startX the horizontal component of the starting location * @param startY the vertical component of the starting location * @param radius the distance the light will extend to * @param radiusTechnique provides a means to calculate the radius as desired * @param angle the angle in degrees that will be the center of the FOV cone, 0 points right * @param span the angle in degrees that measures the full arc contained in the FOV cone * @return the computed light grid */ public double[][] calculateFOV(double[][] resistanceMap, int startX, int startY, double radius, Radius radiusTechnique, double angle, double span) { double decay = 1.0 / radius; angle = ((angle >= 360.0 || angle < 0.0) ? MathExtras.remainder(angle, 360.0) : angle) * 0.002777777777777778; span = span * 0.002777777777777778; int width = resistanceMap.length; int height = resistanceMap[0].length; initializeLightMap(width, height); light[startX][startY] = Math.min(1.0, radius);//make the starting space full power unless radius is tiny switch (type) { case RIPPLE: case RIPPLE_LOOSE: case RIPPLE_TIGHT: case RIPPLE_VERY_LOOSE: initializeNearLight(width, height); doRippleFOV(light, rippleValue(type), startX, startY, startX, startY, decay, radius, resistanceMap, nearLight, radiusTechnique, angle, span); break; case SHADOW: light = shadowCastLimited(1, 1.0, 0.0, 0, 1, 1, 0, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, 1, 0, 0, 1, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, 0, -1, 1, 0, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, -1, 0, 0, 1, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, 0, -1, -1, 0, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, -1, 0, 0, -1, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, 0, 1, -1, 0, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, 1, 0, 0, -1, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); break; } return light; } /** * Calculates the Field Of View for the provided map from the given x, y * coordinates. Assigns to, and returns, a light map where the values * represent a percentage of fully lit. Always uses shadowcasting FOV, * which allows this method to be static since it doesn't need to keep any * state around, and can reuse the state the user gives it via the * {@code light} parameter. The values in light are always cleared before * this is run, because prior state can make this give incorrect results. *
* The starting point for the calculation is considered to be at the center * of the origin cell. Radius determinations based on Euclidean * calculations. The light will be treated as having infinite possible * radius. * * @param resistanceMap the grid of cells to calculate on; the kind made by DungeonUtility.generateResistances() * @param startx the horizontal component of the starting location * @param starty the vertical component of the starting location * @return the computed light grid */ public static double[][] calculateFOV(double[][] resistanceMap, double[][] light, int startx, int starty) { return reuseFOV(resistanceMap, light, startx, starty, Integer.MAX_VALUE, Radius.CIRCLE); } /** * Calculates the Field Of View for the provided map from the given x, y * coordinates. Assigns to, and returns, a light map where the values * represent a percentage of fully lit. Always uses shadowcasting FOV, * which allows this method to be static since it doesn't need to keep any * state around, and can reuse the state the user gives it via the * {@code light} parameter. The values in light are always cleared before * this is run, because prior state can make this give incorrect results. *
* The starting point for the calculation is considered to be at the center * of the origin cell. Radius determinations based on Euclidean * calculations. * * @param resistanceMap the grid of cells to calculate on; the kind made by DungeonUtility.generateResistances() * @param startx the horizontal component of the starting location * @param starty the vertical component of the starting location * @param radius the distance the light will extend to * @return the computed light grid */ public static double[][] reuseFOV(double[][] resistanceMap, double[][] light, int startx, int starty, double radius) { return reuseFOV(resistanceMap, light, startx, starty, radius, Radius.CIRCLE); } /** * Calculates the Field Of View for the provided map from the given x, y * coordinates. Assigns to, and returns, a light map where the values * represent a percentage of fully lit. Always uses shadowcasting FOV, * which allows this method to be static since it doesn't need to keep any * state around, and can reuse the state the user gives it via the * {@code light} parameter. The values in light are always cleared before * this is run, because prior state can make this give incorrect results. *
* The starting point for the calculation is considered to be at the center * of the origin cell. Radius determinations are determined by the provided * RadiusStrategy. * @param resistanceMap the grid of cells to calculate on; the kind made by DungeonUtility.generateResistances() * @param light the grid of cells to assign to; may have existing values, and 0.0 is used to mean "unlit" * @param startX the horizontal component of the starting location * @param startY the vertical component of the starting location * @param radius the distance the light will extend to * @param radiusTechnique provides a means to calculate the radius as desired * @return the computed light grid, which is the same 2D array as the value assigned to {@code light} */ public static double[][] reuseFOV(double[][] resistanceMap, double[][] light, int startX, int startY, double radius, Radius radiusTechnique) { double decay = 1.0 / radius; ArrayTools.fill(light, 0); light[startX][startY] = Math.min(1.0, radius);//make the starting space full power unless radius is tiny shadowCast(0, 1, 1, 0, radius, startX, startY, decay, light, resistanceMap, radiusTechnique); shadowCast(1, 0, 0, 1, radius, startX, startY, decay, light, resistanceMap, radiusTechnique); shadowCast(0, 1, -1, 0, radius, startX, startY, decay, light, resistanceMap, radiusTechnique); shadowCast(1, 0, 0, -1, radius, startX, startY, decay, light, resistanceMap, radiusTechnique); shadowCast(0, -1, -1, 0, radius, startX, startY, decay, light, resistanceMap, radiusTechnique); shadowCast(-1, 0, 0, -1, radius, startX, startY, decay, light, resistanceMap, radiusTechnique); shadowCast(0, -1, 1, 0, radius, startX, startY, decay, light, resistanceMap, radiusTechnique); shadowCast(-1, 0, 0, 1, radius, startX, startY, decay, light, resistanceMap, radiusTechnique); return light; } /** * Calculates which cells have line of sight from the given x, y coordinates. * Assigns to, and returns, a light map where the values * are always either 0.0 for "not in line of sight" or 1.0 for "in line of * sight," which doesn't mean a cell is actually visible if there's no light * in that cell. Always uses shadowcasting FOV, which allows this method to * be static since it doesn't need to keep any state around, and can reuse the * state the user gives it via the {@code light} parameter. The values in light * are always cleared before this is run, because prior state can make this give * incorrect results. *
* The starting point for the calculation is considered to be at the center * of the origin cell. Radius determinations are pretty much irrelevant because * the distance doesn't matter, only the presence of a clear line, but this uses * {@link Radius#SQUARE} if it matters. * @param resistanceMap the grid of cells to calculate on; the kind made by DungeonUtility.generateResistances() * @param light the grid of cells to assign to; may have existing values, and 0.0 is used to mean "no line" * @param startX the horizontal component of the starting location * @param startY the vertical component of the starting location * @return the computed light grid, which is the same 2D array as the value assigned to {@code light} */ public static double[][] reuseLOS(double[][] resistanceMap, double[][] light, int startX, int startY) { return reuseLOS(resistanceMap, light, startX, startY, 0, 0, light.length, light[0].length); } /** * Calculates which cells have line of sight from the given x, y coordinates. * Assigns to, and returns, a light map where the values * are always either 0.0 for "not in line of sight" or 1.0 for "in line of * sight," which doesn't mean a cell is actually visible if there's no light * in that cell. Always uses shadowcasting FOV, which allows this method to * be static since it doesn't need to keep any state around, and can reuse the * state the user gives it via the {@code light} parameter. The values in light * are always cleared before this is run, because prior state can make this give * incorrect results. *
* The starting point for the calculation is considered to be at the center * of the origin cell. Radius determinations are pretty much irrelevant because * the distance doesn't matter, only the presence of a clear line, but this uses * {@link Radius#SQUARE} if it matters. * @param resistanceMap the grid of cells to calculate on; the kind made by DungeonUtility.generateResistances() * @param light the grid of cells to assign to; may have existing values, and 0.0 is used to mean "no line" * @param startX the horizontal component of the starting location * @param startY the vertical component of the starting location * @return the computed light grid, which is the same 2D array as the value assigned to {@code light} */ public static double[][] reuseLOS(double[][] resistanceMap, double[][] light, int startX, int startY, int minX, int minY, int maxX, int maxY) { double radius = light.length + light[0].length; double decay = 1.0 / radius; ArrayTools.fill(light, 0); light[startX][startY] = 1;//make the starting space full power shadowCastBinary(1, 1.0, 0.0, 0, 1, 1, 0, radius, startX, startY, decay, light, resistanceMap, Radius.SQUARE, minX, minY, maxX, maxY); shadowCastBinary(1, 1.0, 0.0, 1, 0, 0, 1, radius, startX, startY, decay, light, resistanceMap, Radius.SQUARE, minX, minY, maxX, maxY); shadowCastBinary(1, 1.0, 0.0, 0, 1, -1, 0, radius, startX, startY, decay, light, resistanceMap, Radius.SQUARE, minX, minY, maxX, maxY); shadowCastBinary(1, 1.0, 0.0, 1, 0, 0, -1, radius, startX, startY, decay, light, resistanceMap, Radius.SQUARE, minX, minY, maxX, maxY); shadowCastBinary(1, 1.0, 0.0, 0, -1, -1, 0, radius, startX, startY, decay, light, resistanceMap, Radius.SQUARE, minX, minY, maxX, maxY); shadowCastBinary(1, 1.0, 0.0, -1, 0, 0, -1, radius, startX, startY, decay, light, resistanceMap, Radius.SQUARE, minX, minY, maxX, maxY); shadowCastBinary(1, 1.0, 0.0, 0, -1, 1, 0, radius, startX, startY, decay, light, resistanceMap, Radius.SQUARE, minX, minY, maxX, maxY); shadowCastBinary(1, 1.0, 0.0, -1, 0, 0, 1, radius, startX, startY, decay, light, resistanceMap, Radius.SQUARE, minX, minY, maxX, maxY); return light; } /** * Calculates the Field Of View for the provided map from the given x, y * coordinates, lighting at the given angle in degrees and covering a span * centered on that angle, also in degrees. Assigns to, and returns, a light * map where the values represent a percentage of fully lit. Always uses * shadowcasting FOV, which allows this method to be static since it doesn't * need to keep any state around, and can reuse the state the user gives it * via the {@code light} parameter. The values in light are cleared before * this is run, because prior state can make this give incorrect results. *
* The starting point for the calculation is considered to be at the center * of the origin cell. Radius determinations are determined by the provided * RadiusStrategy. A conical section of FOV is lit by this method if * span is greater than 0. * * @param resistanceMap the grid of cells to calculate on; the kind made by DungeonUtility.generateResistances() * @param light the grid of cells to assign to; may have existing values, and 0.0 is used to mean "unlit" * @param startX the horizontal component of the starting location * @param startY the vertical component of the starting location * @param radius the distance the light will extend to * @param radiusTechnique provides a means to shape the FOV by changing distance calculation (circle, square, etc.) * @param angle the angle in degrees that will be the center of the FOV cone, 0 points right * @param span the angle in degrees that measures the full arc contained in the FOV cone * @return the computed light grid */ public static double[][] reuseFOV(double[][] resistanceMap, double[][] light, int startX, int startY, double radius, Radius radiusTechnique, double angle, double span) { double decay = 1.0 / radius; ArrayTools.fill(light, 0); light[startX][startY] = Math.min(1.0, radius);//make the starting space full power unless radius is tiny angle = ((angle >= 360.0 || angle < 0.0) ? MathExtras.remainder(angle, 360.0) : angle) * 0.002777777777777778; span = span * 0.002777777777777778; light = shadowCastLimited(1, 1.0, 0.0, 0, 1, 1, 0, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, 1, 0, 0, 1, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, 0, -1, 1, 0, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, -1, 0, 0, 1, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, 0, -1, -1, 0, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, -1, 0, 0, -1, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, 0, 1, -1, 0, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); light = shadowCastLimited(1, 1.0, 0.0, 1, 0, 0, -1, radius, startX, startY, decay, light, resistanceMap, radiusTechnique, angle, span); return light; } /** * Reuses the existing light 2D array and fills it with a straight-line bouncing path of light that reflects its way * through the given resistanceMap from startX, startY until it uses up the given distance. The angle the path * takes is given in degrees, and the angle used can change as obstacles are hit (reflecting backwards if it hits a * corner pointing directly into or away from its path). This can be used something like an LOS method, but because * the path can be traveled back over, an array or Queue becomes somewhat more complex, and the decreasing numbers * for a straight line that stack may make more sense for how this could be used (especially with visual effects). * This currently allows the path to pass through single-cell wall-like obstacles without changing direction, e.g. * it passes through pillars, but will bounce if it hits a bigger wall. * @param resistanceMap the grid of cells to calculate on; the kind made by DungeonUtility.generateResistances() * @param light the grid of cells to assign to; may have existing values, and 0.0 is used to mean "unlit" * @param startX the horizontal component of the starting location * @param startY the vertical component of the starting location * @param distance the distance the light will extend to * @param angle in degrees, the angle to start the path traveling in * @return the given light parameter, after modifications */ public static double[][] bouncingLine(double[][] resistanceMap, double[][] light, int startX, int startY, double distance, double angle) { double rad = Math.max(1, distance); double decay = 1.0 / rad; ArrayTools.fill(light, 0); light[startX][startY] = 1;//make the starting space full power angle = Math.toRadians((angle > 360.0 || angle < 0.0) ? MathExtras.remainder(angle, 360.0) : angle); float s = (float) NumberTools.sin(angle), c = (float) NumberTools.cos(angle); double deteriorate = 1.0; int dx, dy, width = resistanceMap.length, height = resistanceMap[0].length; for (int d = 1; d <= rad; ) { dx = startX + Math.round(c * d); if(dx < 0 || dx > width) break; dy = startY + Math.round(s * d); if(dy < 0 || dy > height) break; deteriorate -= decay; //check if it's within the lightable area and light if needed if (deteriorate > 0.0) { light[dx][dy] = Math.min(light[dx][dy] + deteriorate, 1.0); if (resistanceMap[dx][dy] >= 1 && deteriorate > decay) { startX = dx; startY = dy; d = 1; double flipX = resistanceMap[startX + Math.round(-c * d)][dy], flipY = resistanceMap[dx][startY + Math.round(-s * d)]; if(flipX >= 1.0) s = -s; if(flipY >= 1.0) c = -c; } else ++d; } else break; } return light; } /** * @param width * The width that {@link #light} should have. * @param height * The height that {@link #light} should have. */ private void initializeLightMap(int width, int height) { if (light == null) light = new double[width][height]; else { if (light.length != width || light[0].length != height) /* Size changed */ light = new double[width][height]; else { /* * Size did not change, we simply need to erase the previous * result */ ArrayTools.fill(light, 0.0); } } } /** * @param width * The width that {@link #nearLight} should have. * @param height * The height that {@link #nearLight} should have. */ private void initializeNearLight(int width, int height) { if (nearLight == null) nearLight = new boolean[width][height]; else { if (nearLight.length != width || nearLight[0].length != height) /* Size changed */ nearLight = new boolean[width][height]; else { /* * Size did not change, we simply need to erase the previous * result */ ArrayTools.fill(nearLight, false); } } } private static int rippleValue(int type) { switch (type) { case RIPPLE: return 2; case RIPPLE_LOOSE: return 3; case RIPPLE_TIGHT: return 1; case RIPPLE_VERY_LOOSE: return 6; default: System.err.println("Unrecognized ripple type: " + type + ". Defaulting to RIPPLE"); return rippleValue(RIPPLE); } } private static void doRippleFOV(double[][] lightMap, int ripple, int x, int y, int startx, int starty, double decay, double radius, double[][] map, boolean[][] indirect, Radius radiusStrategy) { final ArrayDeque dq = new ArrayDeque<>(); int width = lightMap.length; int height = lightMap[0].length; dq.offer(Coord.get(x, y)); while (!dq.isEmpty()) { Coord p = dq.removeFirst(); if (lightMap[p.x][p.y] <= 0 || indirect[p.x][p.y]) { continue;//no light to spread } for (Direction dir : Direction.OUTWARDS) { int x2 = p.x + dir.deltaX; int y2 = p.y + dir.deltaY; if (x2 < 0 || x2 >= width || y2 < 0 || y2 >= height //out of bounds || radiusStrategy.radius(startx, starty, x2, y2) >= radius + 1) {//+1 to cover starting tile continue; } double surroundingLight = nearRippleLight(x2, y2, ripple, startx, starty, decay, lightMap, map, indirect, radiusStrategy); if (lightMap[x2][y2] < surroundingLight) { lightMap[x2][y2] = surroundingLight; if (map[x2][y2] < 1) {//make sure it's not a wall dq.offer(Coord.get(x2, y2));//redo neighbors since this one's light changed } } } } } private static void doRippleFOV(double[][] lightMap, int ripple, int x, int y, int startx, int starty, double decay, double radius, double[][] map, boolean[][] indirect, Radius radiusStrategy, double angle, double span) { final ArrayDeque dq = new ArrayDeque<>(); int width = lightMap.length; int height = lightMap[0].length; dq.offer(Coord.get(x, y)); while (!dq.isEmpty()) { Coord p = dq.removeFirst(); if (lightMap[p.x][p.y] <= 0 || indirect[p.x][p.y]) { continue;//no light to spread } for (Direction dir : ccw_full) { int x2 = p.x + dir.deltaX; int y2 = p.y + dir.deltaY; if (x2 < 0 || x2 >= width || y2 < 0 || y2 >= height //out of bounds || radiusStrategy.radius(startx, starty, x2, y2) >= radius + 1) {//+1 to cover starting tile continue; } double newAngle = NumberTools.atan2_(y2 - starty, x2 - startx); if (newAngle > span * 0.5 && newAngle < 1.0 - span * 0.5) continue; //if (Math.abs(MathExtras.remainder(angle - newAngle, Math.PI * 2)) > span * 0.5) double surroundingLight = nearRippleLight(x2, y2, ripple, startx, starty, decay, lightMap, map, indirect, radiusStrategy ); if (lightMap[x2][y2] < surroundingLight) { lightMap[x2][y2] = surroundingLight; if (map[x2][y2] < 1) {//make sure it's not a wall dq.offer(Coord.get(x2, y2));//redo neighbors since this one's light changed } } } } } private static double nearRippleLight(int x, int y, int rippleNeighbors, int startx, int starty, double decay, double[][] lightMap, double[][] map, boolean[][] indirect, Radius radiusStrategy) { if (x == startx && y == starty) { return 1; } int width = lightMap.length; int height = lightMap[0].length; List neighbors = new ArrayList<>(); double tmpDistance = 0, testDistance; Coord c; for (Direction di : Direction.OUTWARDS) { int x2 = x + di.deltaX; int y2 = y + di.deltaY; if (x2 >= 0 && x2 < width && y2 >= 0 && y2 < height) { tmpDistance = radiusStrategy.radius(startx, starty, x2, y2); int idx = 0; for(int i = 0; i < neighbors.size() && i <= rippleNeighbors; i++) { c = neighbors.get(i); testDistance = radiusStrategy.radius(startx, starty, c.x, c.y); if(tmpDistance < testDistance) { break; } idx++; } neighbors.add(idx, Coord.get(x2, y2)); } } if (neighbors.isEmpty()) { return 0; } neighbors = neighbors.subList(0, Math.min(neighbors.size(), rippleNeighbors)); /* while (neighbors.size() > rippleNeighbors) { Coord p = neighbors.remove(0); double dist = radiusStrategy.radius(startx, starty, p.x, p.y); double dist2 = 0; for (Coord p2 : neighbors) { dist2 = Math.max(dist2, radiusStrategy.radius(startx, starty, p2.x, p2.y)); } if (dist < dist2) {//not the largest, put it back neighbors.add(p); } } */ double light = 0; int lit = 0, indirects = 0; for (Coord p : neighbors) { if (lightMap[p.x][p.y] > 0) { lit++; if (indirect[p.x][p.y]) { indirects++; } double dist = radiusStrategy.radius(x, y, p.x, p.y); light = Math.max(light, lightMap[p.x][p.y] - dist * decay - map[p.x][p.y]); } } if (map[x][y] >= 1 || indirects >= lit) { indirect[x][y] = true; } return light; } private static void shadowCast(int xx, int xy, int yx, int yy, double radius, int startx, int starty, double decay, double[][] lightMap, double[][] map, Radius radiusStrategy) { shadowCast(1, 1.0, 0.0, xx, xy, yx, yy, radius, startx, starty, decay, lightMap, map, radiusStrategy, 0, 0, lightMap.length, lightMap[0].length); } private static void shadowCastBinary(int row, double start, double end, int xx, int xy, int yx, int yy, double radius, int startx, int starty, double decay, double[][] lightMap, double[][] map, Radius radiusStrategy, int minX, int minY, int maxX, int maxY) { double newStart = 0; if (start < end) { return; } boolean blocked = false; for (int distance = row; distance <= radius && distance < maxX - minX + maxY - minY && !blocked; distance++) { int deltaY = -distance; for (int deltaX = -distance; deltaX <= 0; deltaX++) { int currentX = startx + deltaX * xx + deltaY * xy; int currentY = starty + deltaX * yx + deltaY * yy; double leftSlope = (deltaX - 0.5f) / (deltaY + 0.5f); double rightSlope = (deltaX + 0.5f) / (deltaY - 0.5f); if (!(currentX >= minX && currentY >= minY && currentX < maxX && currentY < maxY) || start < rightSlope) { continue; } else if (end > leftSlope) { break; } lightMap[currentX][currentY] = 1.0; if (blocked) { //previous cell was a blocking one if (map[currentX][currentY] >= 1) {//hit a wall newStart = rightSlope; } else { blocked = false; start = newStart; } } else { if (map[currentX][currentY] >= 1 && distance < radius) {//hit a wall within sight line blocked = true; shadowCastBinary(distance + 1, start, leftSlope, xx, xy, yx, yy, radius, startx, starty, decay, lightMap, map, radiusStrategy, minX, minY, maxX, maxY); newStart = rightSlope; } } } } } private static void shadowCast(int row, double start, double end, int xx, int xy, int yx, int yy, double radius, int startx, int starty, double decay, double[][] lightMap, double[][] map, Radius radiusStrategy, int minX, int minY, int maxX, int maxY) { double newStart = 0; if (start < end) { return; } boolean blocked = false; for (int distance = row; distance <= radius && distance < maxX - minX + maxY - minY && !blocked; distance++) { int deltaY = -distance; for (int deltaX = -distance; deltaX <= 0; deltaX++) { int currentX = startx + deltaX * xx + deltaY * xy; int currentY = starty + deltaX * yx + deltaY * yy; double leftSlope = (deltaX - 0.5f) / (deltaY + 0.5f); double rightSlope = (deltaX + 0.5f) / (deltaY - 0.5f); if (!(currentX >= minX && currentY >= minY && currentX < maxX && currentY < maxY) || start < rightSlope) { continue; } else if (end > leftSlope) { break; } double deltaRadius = radiusStrategy.radius(deltaX, deltaY); //check if it's within the lightable area and light if needed if (deltaRadius <= radius) { lightMap[currentX][currentY] = 1.0 - decay * deltaRadius; } if (blocked) { //previous cell was a blocking one if (map[currentX][currentY] >= 1) {//hit a wall newStart = rightSlope; } else { blocked = false; start = newStart; } } else { if (map[currentX][currentY] >= 1 && distance < radius) {//hit a wall within sight line blocked = true; shadowCast(distance + 1, start, leftSlope, xx, xy, yx, yy, radius, startx, starty, decay, lightMap, map, radiusStrategy, minX, minY, maxX, maxY); newStart = rightSlope; } } } } } private static double[][] shadowCastLimited(int row, double start, double end, int xx, int xy, int yx, int yy, double radius, int startx, int starty, double decay, double[][] lightMap, double[][] map, Radius radiusStrategy, double angle, double span) { double newStart = 0; if (start < end) { return lightMap; } int width = lightMap.length; int height = lightMap[0].length; boolean blocked = false; for (int distance = row; distance <= radius && distance < width + height && !blocked; distance++) { int deltaY = -distance; for (int deltaX = -distance; deltaX <= 0; deltaX++) { int currentX = startx + deltaX * xx + deltaY * xy; int currentY = starty + deltaX * yx + deltaY * yy; double leftSlope = (deltaX - 0.5f) / (deltaY + 0.5f); double rightSlope = (deltaX + 0.5f) / (deltaY - 0.5f); if (!(currentX >= 0 && currentY >= 0 && currentX < width && currentY < height) || start < rightSlope) { continue; } else if (end > leftSlope) { break; } double deltaRadius = radiusStrategy.radius(deltaX, deltaY), at2 = Math.abs(angle - NumberTools.atan2_(currentY - starty, currentX - startx));// + 1.0) % 1.0; //check if it's within the lightable area and light if needed if (deltaRadius <= radius && (at2 <= span * 0.5 || at2 >= 1.0 - span * 0.5)) { double bright = 1 - decay * deltaRadius; lightMap[currentX][currentY] = bright; } if (blocked) { //previous cell was a blocking one if (map[currentX][currentY] >= 1) {//hit a wall newStart = rightSlope; } else { blocked = false; start = newStart; } } else { if (map[currentX][currentY] >= 1 && distance < radius) {//hit a wall within sight line blocked = true; lightMap = shadowCastLimited(distance + 1, start, leftSlope, xx, xy, yx, yy, radius, startx, starty, decay, lightMap, map, radiusStrategy, angle, span); newStart = rightSlope; } } } } return lightMap; } private static final double[] directionRanges = new double[8]; /** * Calculates the Field Of View for the provided map from the given x, y * coordinates, lighting with the view "pointed at" the given {@code angle} in degrees, * extending to different ranges based on the direction the light is traveling. * The direction ranges are {@code forward}, {@code sideForward}, {@code side}, * {@code sideBack}, and {@code back}; all are multiplied by {@code radius}. * Assigns to, and returns, a light map where the values represent a percentage of fully * lit. The values in light are cleared before this is run, because prior state can make * this give incorrect results. You can use {@link #addFOVsInto(double[][], double[][]...)} * if you want to mix FOV results, which works as an alternative to using the prior light state. *
* The starting point for the calculation is considered to be at the center * of the origin cell. Radius determinations are determined by the provided * RadiusStrategy. If all direction ranges are the same, this acts like * {@link #reuseFOV(double[][], double[][], int, int, double, Radius)}; otherwise * may produce conical shapes (potentially more than one, or overlapping ones). * * @param resistanceMap the grid of cells to calculate on; the kind made by DungeonUtility.generateResistances() * @param light the grid of cells to assign to; may have existing values, and 0.0 is used to mean "unlit" * @param startX the horizontal component of the starting location * @param startY the vertical component of the starting location * @param radius the distance the light will extend to (roughly); direction ranges will be multiplied by this * @param radiusTechnique provides a means to shape the FOV by changing distance calculation (circle, square, etc.) * @param angle the angle in degrees that will be the center of the FOV cone, 0 points right * @param forward the range to extend when the light is within 22.5 degrees of angle; will be interpolated with sideForward * @param sideForward the range to extend when the light is between 22.5 and 67.5 degrees of angle; will be interpolated with forward or side * @param side the range to extend when the light is between 67.5 and 112.5 degrees of angle; will be interpolated with sideForward or sideBack * @param sideBack the range to extend when the light is between 112.5 and 157.5 degrees of angle; will be interpolated with side or back * @param back the range to extend when the light is more than 157.5 degrees away from angle; will be interpolated with sideBack * @return the computed light grid (the same as {@code light}) */ public static double[][] reuseFOV(double[][] resistanceMap, double[][] light, int startX, int startY, double radius, Radius radiusTechnique, double angle, double forward, double sideForward, double side, double sideBack, double back) { directionRanges[0] = forward * radius; directionRanges[7] = directionRanges[1] = sideForward * radius; directionRanges[6] = directionRanges[2] = side * radius; directionRanges[5] = directionRanges[3] = sideBack * radius; directionRanges[4] = back * radius; radius = Math.max(1, radius); ArrayTools.fill(light, 0); light[startX][startY] = 1;//make the starting space full power angle = ((angle >= 360.0 || angle < 0.0) ? MathExtras.remainder(angle, 360.0) : angle) * 0.002777777777777778; light = shadowCastPersonalized(1, 1.0, 0.0, 0, 1, 1, 0, radius, startX, startY, light, resistanceMap, radiusTechnique, angle, directionRanges); light = shadowCastPersonalized(1, 1.0, 0.0, 1, 0, 0, 1, radius, startX, startY, light, resistanceMap, radiusTechnique, angle, directionRanges); light = shadowCastPersonalized(1, 1.0, 0.0, 0, -1, 1, 0, radius, startX, startY, light, resistanceMap, radiusTechnique, angle, directionRanges); light = shadowCastPersonalized(1, 1.0, 0.0, -1, 0, 0, 1, radius, startX, startY, light, resistanceMap, radiusTechnique, angle, directionRanges); light = shadowCastPersonalized(1, 1.0, 0.0, 0, -1, -1, 0, radius, startX, startY, light, resistanceMap, radiusTechnique, angle, directionRanges); light = shadowCastPersonalized(1, 1.0, 0.0, -1, 0, 0, -1, radius, startX, startY, light, resistanceMap, radiusTechnique, angle, directionRanges); light = shadowCastPersonalized(1, 1.0, 0.0, 0, 1, -1, 0, radius, startX, startY, light, resistanceMap, radiusTechnique, angle, directionRanges); light = shadowCastPersonalized(1, 1.0, 0.0, 1, 0, 0, -1, radius, startX, startY, light, resistanceMap, radiusTechnique, angle, directionRanges); return light; } private static double[][] shadowCastPersonalized(int row, double start, double end, int xx, int xy, int yx, int yy, double radius, int startx, int starty, double[][] lightMap, double[][] map, Radius radiusStrategy, double angle, final double[] directionRanges) { double newStart = 0; if (start < end) { return lightMap; } int width = lightMap.length; int height = lightMap[0].length; boolean blocked = false; for (int distance = row; distance <= radius && distance < width + height && !blocked; distance++) { int deltaY = -distance; for (int deltaX = -distance; deltaX <= 0; deltaX++) { int currentX = startx + deltaX * xx + deltaY * xy; int currentY = starty + deltaX * yx + deltaY * yy; double leftSlope = (deltaX - 0.5f) / (deltaY + 0.5f); double rightSlope = (deltaX + 0.5f) / (deltaY - 0.5f); if (!(currentX >= 0 && currentY >= 0 && currentX < width && currentY < height) || start < rightSlope) { continue; } else if (end > leftSlope) { break; } double at2 = Math.abs(angle - NumberTools.atan2_(currentY - starty, currentX - startx)) * 8.0, deltaRadius = radiusStrategy.radius(deltaX, deltaY); int ia = (int)(at2), low = ia & 7, high = ia + 1 & 7; double a = at2 - ia, adjRadius = (1.0 - a) * directionRanges[low] + a * directionRanges[high]; //check if it's within the lightable area and light if needed if (deltaRadius <= adjRadius) { lightMap[currentX][currentY] = 1.0 - (deltaRadius / (adjRadius + 1.0)); // how bright the tile is } if (blocked) { //previous cell was a blocking one if (map[currentX][currentY] >= 1) {//hit a wall newStart = rightSlope; } else { blocked = false; start = newStart; } } else { if (map[currentX][currentY] >= 1 && distance < adjRadius) {//hit a wall within sight line blocked = true; lightMap = shadowCastPersonalized(distance + 1, start, leftSlope, xx, xy, yx, yy, radius, startx, starty, lightMap, map, radiusStrategy, angle, directionRanges); newStart = rightSlope; } } } } return lightMap; } /** * Adds an FOV map to another in the simplest way possible; does not check line-of-sight between FOV maps. * Clamps the highest value for any single position at 1.0. Modifies the basis parameter in-place and makes no * allocations; this is different from {@link #addFOVs(double[][][])}, which creates a new 2D array. * @param basis a 2D double array, which can be empty or returned by calculateFOV() or reuseFOV(); modified! * @param addend another 2D double array that will be added into basis; this one will not be modified * @return the sum of the 2D double arrays passed, using the dimensions of basis if they don't match */ public static double[][] addFOVsInto(double[][] basis, double[][] addend) { for (int x = 0; x < basis.length && x < addend.length; x++) { for (int y = 0; y < basis[x].length && y < addend[x].length; y++) { basis[x][y] = Math.min(1.0, basis[x][y] + addend[x][y]); } } return basis; } /** * Adds multiple FOV maps together in the simplest way possible; does not check line-of-sight between FOV maps. * Clamps the highest value for any single position at 1.0. Allocates a new 2D double array and returns it. * @param maps an array or vararg of 2D double arrays, each usually returned by calculateFOV() * @return the sum of all the 2D double arrays passed, using the dimensions of the first if they don't all match */ public static double[][] addFOVs(double[][]... maps) { if(maps == null || maps.length == 0) return new double[0][0]; double[][] map = ArrayTools.copy(maps[0]); for(int i = 1; i < maps.length; i++) { for (int x = 0; x < map.length && x < maps[i].length; x++) { for (int y = 0; y < map[x].length && y < maps[i][x].length; y++) { map[x][y] += maps[i][x][y]; } } } for (int x = 0; x < map.length; x++) { for (int y = 0; y < map[x].length; y++) { if(map[x][y] > 1.0) map[x][y] = 1.0; } } return map; } /** * Adds multiple FOV maps to basis cell-by-cell, modifying basis; does not check line-of-sight between FOV maps. * Clamps the highest value for any single position at 1.0. Returns basis without allocating new objects. * @param basis a 2D double array that will be modified by adding values in maps to it and clamping to 1.0 or less * @param maps an array or vararg of 2D double arrays, each usually returned by calculateFOV() * @return basis, with all elements in all of maps added to the corresponding cells and clamped */ public static double[][] addFOVsInto(double[][] basis, double[][]... maps) { if (maps == null || maps.length == 0) return basis; for (int i = 1; i < maps.length; i++) { for (int x = 0; x < basis.length && x < maps[i].length; x++) { for (int y = 0; y < basis[x].length && y < maps[i][x].length; y++) { basis[x][y] += maps[i][x][y]; } } } for (int x = 0; x < basis.length; x++) { for (int y = 0; y < basis[x].length; y++) { if (basis[x][y] > 1.0) basis[x][y] = 1.0; } } return basis; } /** * Adds multiple FOV maps together in the simplest way possible; does not check line-of-sight between FOV maps. * Clamps the highest value for any single position at 1.0. Allocates a new 2D double array and returns it. * @param maps an Iterable of 2D double arrays (most collections implement Iterable), * each usually returned by calculateFOV() * @return the sum of all the 2D double arrays passed, using the dimensions of the first if they don't all match */ public static double[][] addFOVs(Iterable maps) { if(maps == null) return new double[0][0]; Iterator it = maps.iterator(); if(!it.hasNext()) return new double[0][0]; double[][] map = ArrayTools.copy(it.next()), t; while (it.hasNext()) { t = it.next(); for (int x = 0; x < map.length && x < t.length; x++) { for (int y = 0; y < map[x].length && y < t[x].length; y++) { map[x][y] += t[x][y]; } } } for (int x = 0; x < map.length; x++) { for (int y = 0; y < map[x].length; y++) { if(map[x][y] > 1.0) map[x][y] = 1.0; } } return map; } /** * Adds together multiple FOV maps, but only adds to a position if it is visible in the given LOS map. Useful if * you want distant lighting to be visible only if the player has line-of-sight to a lit cell. Typically the LOS map * is calculated by {@link #reuseLOS(double[][], double[][], int, int)}, using the same resistance map used to * calculate the FOV maps. Clamps the highest value for any single position at 1.0. * @param losMap an LOS map such as one generated by {@link #reuseLOS(double[][], double[][], int, int)} * @param maps an array or vararg of 2D double arrays, each usually returned by calculateFOV() * @return the sum of all the 2D double arrays in maps where a cell was visible in losMap */ public static double[][] mixVisibleFOVs(double[][] losMap, double[][]... maps) { if(losMap == null || losMap.length == 0) return addFOVs(maps); final int width = losMap.length, height = losMap[0].length; double[][] map = new double[width][height]; if(maps == null || maps.length == 0) return map; for(int i = 0; i < maps.length; i++) { for (int x = 0; x < width && x < maps[i].length; x++) { for (int y = 0; y < height && y < maps[i][x].length; y++) { if(losMap[x][y] > 0.0001) { map[x][y] += maps[i][x][y]; } } } } for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { if(map[x][y] > 1.0) map[x][y] = 1.0; } } return map; } /** * Adds together multiple FOV maps, but only adds to a position if it is visible in the given LOS map. Useful if * you want distant lighting to be visible only if the player has line-of-sight to a lit cell. Typically the LOS map * is calculated by {@link #reuseLOS(double[][], double[][], int, int)}, using the same resistance map used to * calculate the FOV maps. Clamps the highest value for any single position at 1.0. * @param losMap an LOS map such as one generated by {@link #reuseLOS(double[][], double[][], int, int)} * @param basis an existing 2D double array that should have matching width and height to losMap; will be modified * @param maps an array or vararg of 2D double arrays, each usually returned by calculateFOV() * @return the sum of all the 2D double arrays in maps where a cell was visible in losMap */ public static double[][] mixVisibleFOVsInto(double[][] losMap, double[][] basis, double[][]... maps) { if(losMap == null || losMap.length <= 0 || losMap[0].length <= 0) return addFOVsInto(basis, maps); final int width = losMap.length, height = losMap[0].length; double[][] map = new double[width][height]; if(maps == null || maps.length == 0) return map; for(int i = 0; i < maps.length; i++) { for (int x = 0; x < width && x < maps[i].length; x++) { for (int y = 0; y < height && y < maps[i][x].length; y++) { if(losMap[x][y] > 0.0001) { map[x][y] += maps[i][x][y]; } } } } for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { if(map[x][y] > 1.0) map[x][y] = 1.0; } } return map; } /** * Adds together multiple FOV maps, but only adds to a position if it is visible in the given LOS map. Useful if * you want distant lighting to be visible only if the player has line-of-sight to a lit cell. Typically the LOS map * is calculated by {@link #reuseLOS(double[][], double[][], int, int)}, using the same resistance map used to * calculate the FOV maps. Clamps the highest value for any single position at 1.0. * @param losMap an LOS map such as one generated by {@link #reuseLOS(double[][], double[][], int, int)} * @param maps an Iterable of 2D double arrays, each usually returned by calculateFOV() * @return the sum of all the 2D double arrays in maps where a cell was visible in losMap */ public static double[][] mixVisibleFOVs(double[][] losMap, Iterable maps) { if(losMap == null || losMap.length == 0) return addFOVs(maps); final int width = losMap.length, height = losMap[0].length; double[][] map = new double[width][height]; if(maps == null) return map; for (double[][] map1 : maps) { for (int x = 0; x < width && x < map1.length; x++) { for (int y = 0; y < height && y < map1[x].length; y++) { if (losMap[x][y] > 0.0001) { map[x][y] += map1[x][y]; if (map[x][y] > 1.0) map[x][y] = 1.0; } } } } return map; } /** * Calculates what cells are visible from (startX,startY) using the given resistanceMap; this can be given to * mixVisibleFOVs() to limit extra light sources to those visible from the starting point. Just like calling * calculateFOV(), this creates a new double[][]; there doesn't appear to be a way to work with Ripple FOV and avoid * needing an empty double[][] every time, since it uses previously-placed light to determine how it should spread. * @param resistanceMap the grid of cells to calculate on; the kind made by DungeonUtility.generateResistances() * @param startX the center of the LOS map; typically the player's x-position * @param startY the center of the LOS map; typically the player's y-position * @return an LOS map with the given starting point */ public double[][] calculateLOSMap(double[][] resistanceMap, int startX, int startY) { if(resistanceMap == null || resistanceMap.length <= 0 || resistanceMap[0].length <= 0) return new double[0][0]; int width = resistanceMap.length; int height = resistanceMap[0].length; double rad = width + height; double decay = 1.0 / rad; initializeLightMap(width, height); light[startX][startY] = 1;//make the starting space full power switch (type) { case RIPPLE: case RIPPLE_LOOSE: case RIPPLE_TIGHT: case RIPPLE_VERY_LOOSE: initializeNearLight(width, height); doRippleFOV(light, rippleValue(type), startX, startY, startX, startY, decay, rad, resistanceMap, nearLight, Radius.SQUARE); for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { if(light[x][y] > 0.0001) light[x][y] = 1.0; } } break; case SHADOW: for (Direction d : Direction.DIAGONALS) { shadowCastBinary(1, 1.0, 0.0, 0, d.deltaX, d.deltaY, 0, rad, startX, startY, decay, light, resistanceMap, Radius.SQUARE, 0, 0, width, height); shadowCastBinary(1, 1.0, 0.0, d.deltaX, 0, 0, d.deltaY, rad, startX, startY, decay, light, resistanceMap, Radius.SQUARE, 0, 0, width, height); } break; } return light; } }




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