
An implementation of Adam Millazo's FOV algorithm

Taken from the "terminal" example
To use it you must implement the [VisibilityMap] trait on your map type. Then you can call fov::compute with your map
which will populate visible tiles based on the map's opaque tiles.
Example
use adam_fov_rs::{VisibilityMap, fov};
use glam::IVec2;
struct Map {
visible: Vec<Vec<bool>>,
opaque: Vec<Vec<bool>>,
size: IVec2,
}
impl VisibilityMap for Map {
fn is_opaque(&self, p: IVec2) -> bool { self.opaque[p.x as usize][p.y as usize] }
fn is_in_bounds(&self, p: IVec2) -> bool { p.cmpge(IVec2::ZERO).all() && p.cmplt(self.size).all() }
fn set_visible(&mut self, p: IVec2) { self.visible[p.x as usize][p.y as usize] = true; }
fn dist(&self, a: IVec2, b: IVec2) -> f32 { a.as_f32().distance(b.as_f32()) }
}
fn calc_fov(map: &mut Map, p: IVec2) {
fov::compute(p, 5, map);
}