grid raycast algorithm

This commit is contained in:
Rendo 2026-02-28 11:19:38 +05:00
commit 7df936cd01

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@ -120,16 +120,46 @@ func get_empty_stoppable(rule: Callable, unit: Unit, rays: int = 8) -> Array[int
func raycast_unit(from: Vector2,direction: Vector2,distance: float = -1) -> Unit:
if not direction.is_normalized():
direction = direction.normalized()
var result = null
var result: Unit = null
var to: Vector2 = from + direction * rows * columns
var dv: Vector2 = to.floor() - from.floor()
var step = abs(dv.x) + 1 if abs(dv.x) > abs(dv.y) else abs(dv.y) + 1
var check_pos = from
# Simple algorithm
var step: float = max(abs(direction.x),abs(direction.y))
var step_v: Vector2 = Vector2(direction.x/step,direction.y/step)
while is_position_valid(check_pos) and distance != 0:
check_pos += dv/step
distance -= 1
var check_position: Vector2 = from + step_v * cell_size
while is_position_valid(check_position) and distance != 0:
var index: int = to_index(check_position)
if index == -1:
break
if grid[index] != null:
result = grid[index]
break
check_position += step_v * cell_size
return result
## Casts a ray along [code]direction[/code] from [code]from[/code] to find all units along the line. If distance is given, restricts lookup to [code]distance[/code] cells.
func raycast_units(from: Vector2,direction: Vector2,distance: float = -1) -> Array[Unit]:
if not direction.is_normalized():
direction = direction.normalized()
var result: Array[Unit] = []
# Simple algorithm
var step: float = max(abs(direction.x),abs(direction.y))
var step_v: Vector2 = Vector2(direction.x/step,direction.y/step)
var check_position: Vector2 = from + step_v * cell_size
while is_position_valid(check_position) and distance != 0:
var index: int = to_index(check_position)
if index == -1:
break
if grid[index] != null:
result.append(grid[index])
check_position += step_v * cell_size
return result
@ -139,31 +169,19 @@ func raycast_empty(from: Vector2,direction: Vector2,distance: float = -1) -> Arr
direction = direction.normalized()
var result: Array[int] = []
var dv: Vector2 = (Vector2.ONE/direction).round()
var steps_y: int = int(abs(dv.y))
var steps_x: int = int(abs(dv.x))
var check_pos = from.floor()
var change_y: bool = true if abs(dv.y) > abs(dv.x) else false
# Simple algorithm
var step: float = max(abs(direction.x),abs(direction.y))
var step_v: Vector2 = Vector2(direction.x/step,direction.y/step)
while is_position_valid(check_pos) and distance != 0:
if steps_x == 0:
steps_x = int(abs(dv.x))
change_y = true
elif steps_y == 0:
steps_y = int(abs(dv.y))
change_y = false
if change_y:
check_pos += Vector2(0,sign(dv.y)) * cell_size
steps_y-=1
else:
check_pos += Vector2(sign(dv.x),0) * cell_size
steps_x -= 1
var index = to_index(check_pos)
var check_position: Vector2 = from + step_v * cell_size
while is_position_valid(check_position) and distance != 0:
var index: int = to_index(check_position)
if index == -1:
break
if grid[index] == null:
result.append(index)
check_position += step_v * cell_size
return result