Files
OpenRA/OpenRA.Mods.Common/WorldExtensions.cs
reaperrr e2050dfdc9 Fix FindActorsOnCircle summary
The summary was not entirely correct:
Since FAOC simply adds the largest existing OuterRadius to the specified circle range, it's still possible (very likely, in fact) for this helper to return actors whose HitShape is entirely outside the specified range (*without* the added largest OuterRadius).
2018-10-26 22:03:34 +02:00

119 lines
5.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Mods.Common
{
public static class WorldExtensions
{
/// <summary>
/// Finds all the actors of which their health radius is intersected by a line (with a definable width) between two points.
/// </summary>
/// <param name="world">The engine world the line intersection is to be done in.</param>
/// <param name="lineStart">The position the line should start at</param>
/// <param name="lineEnd">The position the line should end at</param>
/// <param name="lineWidth">How close an actor's health radius needs to be to the line to be considered 'intersected' by the line</param>
/// <returns>A list of all the actors intersected by the line</returns>
public static IEnumerable<Actor> FindActorsOnLine(this World world, WPos lineStart, WPos lineEnd, WDist lineWidth, bool onlyBlockers = false)
{
// This line intersection check is done by first just finding all actors within a square that starts at the source, and ends at the target.
// Then we iterate over this list, and find all actors for which their health radius is at least within lineWidth of the line.
// For actors without a health radius, we simply check their center point.
// The square in which we select all actors must be large enough to encompass the entire line's width.
// xDir and yDir must never be 0, otherwise the overscan will be 0 in the respective direction.
var xDiff = lineEnd.X - lineStart.X;
var yDiff = lineEnd.Y - lineStart.Y;
var xDir = xDiff < 0 ? -1 : 1;
var yDir = yDiff < 0 ? -1 : 1;
var dir = new WVec(xDir, yDir, 0);
var largestValidActorRadius = onlyBlockers ? world.ActorMap.LargestBlockingActorRadius.Length : world.ActorMap.LargestActorRadius.Length;
var overselect = dir * (1024 + lineWidth.Length + largestValidActorRadius);
var finalTarget = lineEnd + overselect;
var finalSource = lineStart - overselect;
var actorsInSquare = world.ActorMap.ActorsInBox(finalTarget, finalSource);
var intersectedActors = new List<Actor>();
foreach (var currActor in actorsInSquare)
{
var actorWidth = 0;
var shapes = currActor.TraitsImplementing<HitShape>().Where(Exts.IsTraitEnabled);
if (shapes.Any())
actorWidth = shapes.Max(h => h.Info.Type.OuterRadius.Length);
var projection = MinimumPointLineProjection(lineStart, lineEnd, currActor.CenterPosition);
var distance = (currActor.CenterPosition - projection).HorizontalLength;
var maxReach = actorWidth + lineWidth.Length;
if (distance <= maxReach)
intersectedActors.Add(currActor);
}
return intersectedActors;
}
public static IEnumerable<Actor> FindBlockingActorsOnLine(this World world, WPos lineStart, WPos lineEnd, WDist lineWidth)
{
return world.FindActorsOnLine(lineStart, lineEnd, lineWidth, true);
}
/// <summary>
/// Finds all the actors of which their health radius might be intersected by a specified circle.
/// </summary>
public static IEnumerable<Actor> FindActorsOnCircle(this World world, WPos origin, WDist r)
{
return world.FindActorsInCircle(origin, r + world.ActorMap.LargestActorRadius);
}
/// <summary>
/// Find the point (D) on a line (A-B) that is closest to the target point (C).
/// </summary>
/// <param name="lineStart">The source point (tail) of the line</param>
/// <param name="lineEnd">The target point (head) of the line</param>
/// <param name="point">The target point that the minimum distance should be found to</param>
/// <returns>The WPos that is the point on the line that is closest to the target point</returns>
public static WPos MinimumPointLineProjection(WPos lineStart, WPos lineEnd, WPos point)
{
var squaredLength = (lineEnd - lineStart).HorizontalLengthSquared;
// Line has zero length, so just use the lineEnd position as the closest position.
if (squaredLength == 0)
return lineEnd;
// Consider the line extending the segment, parameterized as target + t (source - target).
// We find projection of point onto the line.
// It falls where t = [(point - target) . (source - target)] / |source - target|^2
// The normal DotProduct math would be (xDiff + yDiff) / dist, where dist = (target - source).LengthSquared;
// But in order to avoid floating points, we do not divide here, but rather work with the large numbers as far as possible.
// We then later divide by dist, only AFTER we have multiplied by the dotproduct.
var xDiff = ((long)point.X - lineEnd.X) * (lineStart.X - lineEnd.X);
var yDiff = ((long)point.Y - lineEnd.Y) * (lineStart.Y - lineEnd.Y);
var t = xDiff + yDiff;
// Beyond the 'target' end of the segment
if (t < 0)
return lineEnd;
// Beyond the 'source' end of the segment
if (t > squaredLength)
return lineStart;
// Projection falls on the segment
return WPos.Lerp(lineEnd, lineStart, t, squaredLength);
}
}
}