Difference between revisions of "Precise Shadowcasting in JavaScript"
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This pages describes and explains the Precise Shadowcasting algorithm, developed and implemented by [[User:Ondras|Ondřej Žára]] in [[rot.js]]. | This pages describes and explains the Precise Shadowcasting algorithm, developed and implemented by [[User:Ondras|Ondřej Žára]] in [[rot.js]]. | ||
''' | == About == | ||
In a game level comprised of cells, this algorithm computes the set of all cells visible from a certain fixed (starting) point. This set is limited by a given maximum sight range, e.g. no cell at a distance larger than this sight range could be visible. | |||
Cells can be either '''blocking''' (they are obstacles and stuff behind them cannot be seen) or '''non-blocking'''. | |||
This shadowcasting is topology-invariant: its implementation is the same in all topologies. There are two basic concepts and tools: | |||
1. '''A ring''' is a set of all cells with a constant distance from a center. | |||
<pre> | |||
..x.. | |||
.x.x. | |||
x.@.x Ring 2 in 4-topology (set of all cells with distance=2) | |||
.x.x. | |||
..x.. | |||
</pre> | |||
<pre> | |||
xxxxx | |||
x...x | |||
x.@.x Ring 2 in 8-topology (set of all cells with distance=2) | |||
x...x | |||
xxxxx | |||
</pre> | |||
2. '''Shadow queue''' is a list of all angles which are blocked (by a blocking cells). This list is intially empty; as cells are examined, some of them (those who are blocking) cast shadows, which are added to the shadow queue. | |||
== General algorithm workflow == | |||
# Let <code>[x,y]</code> be the player coordinates | |||
# Initialize the empty shadow queue | |||
# For <code>R=1</code> up to maximum visibility range do: | |||
## Retrieve all cells whose range from <code>[x,y]</code> is <code>R</code> | |||
## Make sure these cells are in correct order (clockwise or counter-clockwise; every iteration starting at the same angle) | |||
## For every cell in this ring: | |||
### Determine the corresponding arc <code>[a1..a2]</code> | |||
### Consult the shadow queue to determine whether <code>[a1..a2]</code> is fully shadowed | |||
### If no part of <code>[a1..a2]</code> is visible, mark the cell as '''not visible''' and advance to next cell | |||
### If some part of <code>[a1..a2]</code> is visible, merge it into the shadow queue; mark the cell as '''visible''' | |||
<pre> | |||
..... Sample scenario (topology 4). Cell "#" [3,2] is blocking. It is the first cell of ring1 and thus adds [-45 .. 45] to the shadow queue. | |||
....b | |||
..@#a Cell "a" [4,2] is the first cell of ring2 and corresponds to arc [-22.5 .. 22.5]. Since this is a subset of the shadow queue, the cell is not visible. | |||
..... | |||
..... Cell "b" [4,3] is the second cell of ring2 and corresponds to arc [22.5 .. 67.5]. It is not fully shadowed, so the cell is visible. | |||
</pre> | |||
== Advanced topics: tricks and tweaks == | |||
=== Half-angle backward shift === | |||
Determining the proper arc (pair of angles) for a cell can be tricky, as the first cell does not start at angle=0: | |||
<pre> | |||
..... Sample scenario (topology 4). Cell "A" is ring1 => size of arc is 90 degrees. Cell "B" is ring2 => size of arc is 45 degrees. | |||
..... | |||
.@AB. Incorrect angle assignment: A = [0 .. 90], B = [0 .. 45] | |||
..... | |||
..... Correct angle assignment: A = [-45 .. 45], B = [-22.5 .. 22.5] | |||
</pre> | |||
=== Cutoff and angle wrapping === | |||
Once the whole viewing area is shadowed, the algorithm can stop - no further cells can be seen. Detecting this situation can get tricky, based on how the shadow queue is implemented. I decided to implement the shadow queue as a list of monotonously increasing intervals. This presents a problem for cells whose angles contain zeros. A quick fix is available: | |||
* First cell in ring0 corresponds to 90 degrees, i.e. [-45..45] after backward shift. | |||
* Recursively split this into two sub-arcs: [0..45] and [315..360] | |||
* The cell in question is visible when any of these two arcs is visible | |||
* Cutoff happens when the shadow queue contains only one interval, [0..360] | |||
=== Symbolic angles === | |||
To avoid floating point chaos, I decided to represent angle values as rational numbers: fractions of two integers. Furthermore, the whole circle (360 degrees) is represented as 1. How this works: | |||
* First cell in ring1 (4-topology) corresponds to 90 degrees, which translates to 0..1/4 | |||
* Backward shift - subtract 1/8: resulting arc is -1/8..1/8 | |||
* Angle wrapping/splitting: two arcs 0/8..1/8, 7/8..8/8 | |||
* Angle P/Q can be compared to R/S using simple arithmetics: P*S == R*Q (integer equality) | |||
=== Working with shadow queue === | |||
The shadow queue needs to be updated every time a visible AND blocking cell is encountered. Proper management of shadow queue is very important: it is necessary to merge a new arc into the existing list and this computation must be FAST. My implementation works in the following manner: | |||
# Merging arc [A1, A2] (both A1 and A2 are rational numbers) into a shadow queue | |||
# Shadow queue (SQ) is a simple JS array of rational numbers [S1, S2, S3, ... Sn]. There is an even number of angles in SQ. | |||
# Let Index1 be the lowest index of angle in SQ that is >= A1. If no such angle exists, let Index1 = length of SQ | |||
# Let Index2 be the largest index of angle in SQ that is <= A2. If no such angle exists, let Index2 = -1 | |||
# Let REMOVE = Index2-Index1+1 (number of items in SQ to be removed) | |||
# If REMOVE is ODD: | |||
## If Index1 is ODD: | |||
### Example situation: inserting [2, 4] into [1, 3, 5, 6] | |||
### SQ.splice(Index1, REMOVE, A2) | |||
## Else (Index1 is EVEN): | |||
### Example situation: inserting [3, 5] into [1, 2, 4, 6] | |||
### SQ.splice(Index1, REMOVE, A1) | |||
# Else (REMOVE is EVEN): | |||
## If Index1 is ODD: | |||
### Example situation: inserting [2, 5] into [1, 3, 4, 6] | |||
### SQ.splice(Index1, REMOVE) | |||
## Else (Index1 is EVEN): | |||
### Example situation: inserting [3, 4] into [1, 2, 5, 6] | |||
### SQ.splice(Index1, REMOVE, A1, A2) | |||
== Links == | |||
* [http://jsfiddle.net/ondras/ycJVj/ Interactive demo] | |||
* [http://ondras.github.com/rot.js/manual/#fov rot.js FOV manual] | |||
* [https://raw.github.com/ondras/rot.js/master/src/fov/precise-shadowcasting.js Source code] | |||
[[Category:Developing]] |
Latest revision as of 20:30, 13 February 2013
This pages describes and explains the Precise Shadowcasting algorithm, developed and implemented by Ondřej Žára in rot.js.
About
In a game level comprised of cells, this algorithm computes the set of all cells visible from a certain fixed (starting) point. This set is limited by a given maximum sight range, e.g. no cell at a distance larger than this sight range could be visible.
Cells can be either blocking (they are obstacles and stuff behind them cannot be seen) or non-blocking.
This shadowcasting is topology-invariant: its implementation is the same in all topologies. There are two basic concepts and tools:
1. A ring is a set of all cells with a constant distance from a center.
..x.. .x.x. x.@.x Ring 2 in 4-topology (set of all cells with distance=2) .x.x. ..x..
xxxxx x...x x.@.x Ring 2 in 8-topology (set of all cells with distance=2) x...x xxxxx
2. Shadow queue is a list of all angles which are blocked (by a blocking cells). This list is intially empty; as cells are examined, some of them (those who are blocking) cast shadows, which are added to the shadow queue.
General algorithm workflow
- Let
[x,y]
be the player coordinates - Initialize the empty shadow queue
- For
R=1
up to maximum visibility range do:- Retrieve all cells whose range from
[x,y]
isR
- Make sure these cells are in correct order (clockwise or counter-clockwise; every iteration starting at the same angle)
- For every cell in this ring:
- Determine the corresponding arc
[a1..a2]
- Consult the shadow queue to determine whether
[a1..a2]
is fully shadowed - If no part of
[a1..a2]
is visible, mark the cell as not visible and advance to next cell - If some part of
[a1..a2]
is visible, merge it into the shadow queue; mark the cell as visible
- Determine the corresponding arc
- Retrieve all cells whose range from
..... Sample scenario (topology 4). Cell "#" [3,2] is blocking. It is the first cell of ring1 and thus adds [-45 .. 45] to the shadow queue. ....b ..@#a Cell "a" [4,2] is the first cell of ring2 and corresponds to arc [-22.5 .. 22.5]. Since this is a subset of the shadow queue, the cell is not visible. ..... ..... Cell "b" [4,3] is the second cell of ring2 and corresponds to arc [22.5 .. 67.5]. It is not fully shadowed, so the cell is visible.
Advanced topics: tricks and tweaks
Half-angle backward shift
Determining the proper arc (pair of angles) for a cell can be tricky, as the first cell does not start at angle=0:
..... Sample scenario (topology 4). Cell "A" is ring1 => size of arc is 90 degrees. Cell "B" is ring2 => size of arc is 45 degrees. ..... .@AB. Incorrect angle assignment: A = [0 .. 90], B = [0 .. 45] ..... ..... Correct angle assignment: A = [-45 .. 45], B = [-22.5 .. 22.5]
Cutoff and angle wrapping
Once the whole viewing area is shadowed, the algorithm can stop - no further cells can be seen. Detecting this situation can get tricky, based on how the shadow queue is implemented. I decided to implement the shadow queue as a list of monotonously increasing intervals. This presents a problem for cells whose angles contain zeros. A quick fix is available:
- First cell in ring0 corresponds to 90 degrees, i.e. [-45..45] after backward shift.
- Recursively split this into two sub-arcs: [0..45] and [315..360]
- The cell in question is visible when any of these two arcs is visible
- Cutoff happens when the shadow queue contains only one interval, [0..360]
Symbolic angles
To avoid floating point chaos, I decided to represent angle values as rational numbers: fractions of two integers. Furthermore, the whole circle (360 degrees) is represented as 1. How this works:
- First cell in ring1 (4-topology) corresponds to 90 degrees, which translates to 0..1/4
- Backward shift - subtract 1/8: resulting arc is -1/8..1/8
- Angle wrapping/splitting: two arcs 0/8..1/8, 7/8..8/8
- Angle P/Q can be compared to R/S using simple arithmetics: P*S == R*Q (integer equality)
Working with shadow queue
The shadow queue needs to be updated every time a visible AND blocking cell is encountered. Proper management of shadow queue is very important: it is necessary to merge a new arc into the existing list and this computation must be FAST. My implementation works in the following manner:
- Merging arc [A1, A2] (both A1 and A2 are rational numbers) into a shadow queue
- Shadow queue (SQ) is a simple JS array of rational numbers [S1, S2, S3, ... Sn]. There is an even number of angles in SQ.
- Let Index1 be the lowest index of angle in SQ that is >= A1. If no such angle exists, let Index1 = length of SQ
- Let Index2 be the largest index of angle in SQ that is <= A2. If no such angle exists, let Index2 = -1
- Let REMOVE = Index2-Index1+1 (number of items in SQ to be removed)
- If REMOVE is ODD:
- If Index1 is ODD:
- Example situation: inserting [2, 4] into [1, 3, 5, 6]
- SQ.splice(Index1, REMOVE, A2)
- Else (Index1 is EVEN):
- Example situation: inserting [3, 5] into [1, 2, 4, 6]
- SQ.splice(Index1, REMOVE, A1)
- If Index1 is ODD:
- Else (REMOVE is EVEN):
- If Index1 is ODD:
- Example situation: inserting [2, 5] into [1, 3, 4, 6]
- SQ.splice(Index1, REMOVE)
- Else (Index1 is EVEN):
- Example situation: inserting [3, 4] into [1, 2, 5, 6]
- SQ.splice(Index1, REMOVE, A1, A2)
- If Index1 is ODD: