dodgy 0.3.0

An implementation of ORCA, a local collision avoidance algorithm.
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
use std::{collections::HashSet, f32::consts::PI, mem::swap};

use glam::Vec2;

use crate::common::time_to_intersect_lines;

pub struct VisibilitySet {
  cones: Vec<Cone>,
  next_id: u32,
}

impl VisibilitySet {
  pub fn new() -> VisibilitySet {
    VisibilitySet { cones: Vec::new(), next_id: 0 }
  }

  pub fn is_line_visible(&self, start_point: Vec2, end_point: Vec2) -> bool {
    if self.cones.len() == 0 {
      return true;
    }

    fn is_cone_visible(set: &VisibilitySet, check_cone: Cone) -> bool {
      for i in -1..set.cones.len() as isize {
        let free_cone = Cone {
          left_ray: ConeRay {
            angle: if i == -1 {
              0.0
            } else {
              set.cones[i as usize].right_ray.angle
            },
            distance: 0.0,
            point: Vec2::ZERO,
          },
          right_ray: ConeRay {
            angle: if i == set.cones.len() as isize - 1 {
              2.0 * PI
            } else {
              set.cones[(i + 1) as usize].left_ray.angle
            },
            distance: 0.0,
            point: Vec2::ZERO,
          },
          line_id: 0,
          related_angle: 0.0,
        };

        if free_cone.left_ray.angle == free_cone.right_ray.angle {
          continue;
        }

        if free_cone.overlaps_cone(check_cone) {
          return true;
        }
      }

      for blocking_cone in set.cones.iter() {
        let check_overlap_cone =
          match check_cone.overlapping_cone(*blocking_cone) {
            None => continue,
            Some(overlap_cone) => overlap_cone,
          };

        let blocking_overlap_cone = blocking_cone
          .overlapping_cone(check_cone)
          .expect("Cones definitely overlap.");

        if check_overlap_cone.left_ray.distance
          < blocking_overlap_cone.left_ray.distance
          || check_overlap_cone.right_ray.distance
            < blocking_overlap_cone.right_ray.distance
        {
          return true;
        }
      }

      false
    }

    match Cone::create_from_line(start_point, end_point, 0) {
      LineToCone::One(cone) => is_cone_visible(self, cone),
      LineToCone::Two(cone_1, cone_2) => {
        is_cone_visible(self, cone_1) || is_cone_visible(self, cone_2)
      }
    }
  }

  pub fn add_line(
    &mut self,
    start_point: Vec2,
    end_point: Vec2,
  ) -> Option<u32> {
    fn add_cone(set: &mut VisibilitySet, new_cone: Cone) -> bool {
      let mut visible = false;

      let mut old_cones = Vec::new();
      swap(&mut set.cones, &mut old_cones);

      for i in -1..old_cones.len() as isize {
        let free_cone = Cone {
          left_ray: ConeRay {
            angle: if i == -1 {
              0.0
            } else {
              old_cones[i as usize].right_ray.angle
            },
            distance: 0.0,
            point: Vec2::ZERO,
          },
          right_ray: ConeRay {
            angle: if i == old_cones.len() as isize - 1 {
              2.0 * PI
            } else {
              old_cones[(i + 1) as usize].left_ray.angle
            },
            distance: 0.0,
            point: Vec2::ZERO,
          },
          line_id: 0,
          related_angle: 0.0,
        };

        if free_cone.left_ray.angle == free_cone.right_ray.angle {
          continue;
        }

        if let Some(overlap_cone) = new_cone.overlapping_cone(free_cone) {
          set.cones.push(overlap_cone);
          visible = true;
        }
      }

      for blocking_cone in old_cones {
        let new_overlap_cone = match new_cone.overlapping_cone(blocking_cone) {
          None => {
            set.cones.push(blocking_cone);
            continue;
          }
          Some(overlap_cone) => overlap_cone,
        };

        let blocking_overlap_cone = blocking_cone
          .overlapping_cone(new_cone)
          .expect("Cones definitely overlap.");

        let left_in_front = new_overlap_cone.left_ray.distance
          < blocking_overlap_cone.left_ray.distance;
        let right_in_front = new_overlap_cone.right_ray.distance
          < blocking_overlap_cone.right_ray.distance;
        if !left_in_front && !right_in_front {
          set.cones.push(blocking_cone);
          continue;
        }

        if blocking_cone.left_ray.angle < blocking_overlap_cone.left_ray.angle {
          set.cones.push(Cone {
            left_ray: blocking_cone.left_ray,
            right_ray: blocking_overlap_cone.left_ray,
            line_id: blocking_cone.line_id,
            related_angle: blocking_cone.related_angle,
          });
        }
        if blocking_overlap_cone.right_ray.angle < blocking_cone.right_ray.angle
        {
          set.cones.push(Cone::create_from_rays(
            blocking_overlap_cone.right_ray,
            blocking_cone.right_ray,
            blocking_cone.line_id,
          ));
        }

        let intersect_times = match time_to_intersect_lines(
          new_overlap_cone.left_ray.point,
          new_overlap_cone.right_ray.point,
          blocking_overlap_cone.left_ray.point,
          blocking_overlap_cone.right_ray.point,
        ) {
          None => {
            set.cones.push(new_overlap_cone);
            visible = true;
            continue;
          }
          Some(intersect_times) => intersect_times,
        };

        if intersect_times.x <= 0.0
          || 1.0 <= intersect_times.x
          || intersect_times.y <= 0.0
          || 1.0 <= intersect_times.y
        {
          set.cones.push(new_overlap_cone);
          visible = true;
          continue;
        }

        let split_point = new_overlap_cone.left_ray.point
          + (new_overlap_cone.right_ray.point
            - new_overlap_cone.left_ray.point)
            * intersect_times.x;
        let split_ray = ConeRay::from_point(split_point);

        visible = true;

        if left_in_front {
          set.cones.push(Cone::create_from_rays(
            new_overlap_cone.left_ray,
            split_ray,
            new_overlap_cone.line_id,
          ));
          set.cones.push(Cone::create_from_rays(
            split_ray,
            blocking_overlap_cone.right_ray,
            blocking_overlap_cone.line_id,
          ));
        } else {
          set.cones.push(Cone::create_from_rays(
            blocking_overlap_cone.left_ray,
            split_ray,
            blocking_overlap_cone.line_id,
          ));
          set.cones.push(Cone::create_from_rays(
            split_ray,
            new_overlap_cone.right_ray,
            new_overlap_cone.line_id,
          ));
        }
      }

      set.cones.sort_by(|a, b| a.left_ray.angle.total_cmp(&b.left_ray.angle));

      visible
    }

    if start_point == end_point {
      return None;
    }

    let visible =
      match Cone::create_from_line(start_point, end_point, self.next_id) {
        LineToCone::One(cone) => add_cone(self, cone),
        LineToCone::Two(cone_1, cone_2) => {
          // Use | to perform an OR without short circuiting.
          add_cone(self, cone_1) | add_cone(self, cone_2)
        }
      };

    if !visible {
      None
    } else {
      let id = self.next_id;
      self.next_id += 1;
      Some(id)
    }
  }

  pub fn get_visible_line_ids(&self) -> HashSet<u32> {
    self.cones.iter().map(|cone| cone.line_id).collect()
  }
}

#[derive(Clone, Copy)]
struct Cone {
  left_ray: ConeRay,
  right_ray: ConeRay,
  line_id: u32,
  related_angle: f32,
}

enum LineToCone {
  One(Cone),
  Two(Cone, Cone),
}

impl Cone {
  fn create_from_line(
    start_point: Vec2,
    end_point: Vec2,
    line_id: u32,
  ) -> LineToCone {
    let mut partial_cone = Cone::create_from_rays(
      ConeRay::from_point(start_point),
      ConeRay::from_point(end_point),
      line_id,
    );

    if partial_cone.left_ray.angle > partial_cone.right_ray.angle {
      swap(&mut partial_cone.left_ray, &mut partial_cone.right_ray);
    }

    if partial_cone.right_ray.angle - partial_cone.left_ray.angle < PI {
      return LineToCone::One(partial_cone);
    }

    let zero_distance = partial_cone.distance_at_angle(0.0);
    let split_ray = ConeRay {
      angle: 0.0,
      distance: zero_distance,
      point: zero_distance * Vec2::X,
    };

    let split_max_ray = ConeRay {
      angle: 2.0 * PI,
      distance: split_ray.distance,
      point: split_ray.point,
    };

    LineToCone::Two(
      Cone::create_from_rays(split_ray, partial_cone.left_ray, line_id),
      Cone::create_from_rays(partial_cone.right_ray, split_max_ray, line_id),
    )
  }

  fn create_from_rays(
    left_ray: ConeRay,
    right_ray: ConeRay,
    line_id: u32,
  ) -> Cone {
    Cone {
      related_angle: Cone::derive_related_angle(
        left_ray.point,
        right_ray.point,
      ),
      left_ray,
      right_ray,
      line_id,
    }
  }

  fn derive_related_angle(left_point: Vec2, right_point: Vec2) -> f32 {
    Vec2::angle_between(left_point - right_point, left_point)
  }

  fn distance_at_angle(&self, angle: f32) -> f32 {
    let relative_angle = {
      let mut relative_angle = angle - self.left_ray.angle;
      if relative_angle < 0.0 {
        relative_angle += 2.0 * PI;
      }
      relative_angle
    };

    self.left_ray.distance * self.related_angle.sin()
      / (relative_angle + self.related_angle).sin()
  }

  fn ray_at_angle(&self, angle: f32) -> ConeRay {
    let distance = self.distance_at_angle(angle);
    ConeRay { angle, distance, point: distance * Vec2::from_angle(angle) }
  }

  fn overlaps_cone(&self, other: Cone) -> bool {
    other.left_ray.angle < self.right_ray.angle
      && self.left_ray.angle < other.right_ray.angle
  }

  fn overlapping_cone(&self, other: Cone) -> Option<Cone> {
    if !self.overlaps_cone(other) {
      return None;
    }

    let left_ray = if self.left_ray.angle < other.left_ray.angle {
      // `self` contains `other.left_ray`.
      self.ray_at_angle(other.left_ray.angle)
    } else {
      // `self` does not contain `other.left_ray`.
      self.left_ray
    };

    let right_ray = if other.right_ray.angle < self.right_ray.angle {
      // `self` contains `other.right_ray`.
      self.ray_at_angle(other.right_ray.angle)
    } else {
      // `self` does not contain `other.right_ray`.
      self.right_ray
    };

    Some(Cone::create_from_rays(left_ray, right_ray, self.line_id))
  }
}

#[derive(Clone, Copy)]
struct ConeRay {
  angle: f32,
  distance: f32,
  point: Vec2,
}

impl ConeRay {
  fn from_point(point: Vec2) -> ConeRay {
    let angle = point.y.atan2(point.x);
    ConeRay {
      angle: if angle >= 0.0 { angle } else { 2.0 * PI + angle },
      distance: point.length(),
      point,
    }
  }
}

#[cfg(test)]
mod tests {
  use glam::Vec2;

  use super::VisibilitySet;

  #[test]
  fn empty_always_visible() {
    let viz = VisibilitySet::new();

    assert!(viz.is_line_visible(Vec2::new(1.0, 0.0), Vec2::new(0.0, 1.0)));
    assert!(viz.is_line_visible(Vec2::new(-3.0, -2.0), Vec2::new(-3.001, -1.0)));
    assert!(viz.is_line_visible(Vec2::new(100.0, 0.1), Vec2::new(-100.0, 0.1)));
  }

  #[test]
  fn one_obstruction() {
    let mut viz = VisibilitySet::new();
    viz.add_line(Vec2::new(1.0, 0.0), Vec2::new(0.0, 1.0));

    assert!(!viz.is_line_visible(Vec2::new(2.0, 1.0), Vec2::new(1.0, 2.0)));
    assert!(viz.is_line_visible(Vec2::new(1.0, 1.0), Vec2::new(-0.01, 2.0)));
    assert!(viz.is_line_visible(Vec2::new(-1.0, 0.0), Vec2::new(0.0, -1.0)));
  }

  #[test]
  fn two_connected_obstructions() {
    let mut viz = VisibilitySet::new();
    viz.add_line(Vec2::new(1.0, 0.0), Vec2::new(0.0, 1.0));

    assert!(viz.is_line_visible(Vec2::new(4.0, 1.0), Vec2::new(4.0, -1.0)));

    viz.add_line(Vec2::new(3.0, 1.0), Vec2::new(3.0, -3.0));

    assert!(!viz.is_line_visible(Vec2::new(4.0, 1.0), Vec2::new(4.0, -1.0)));
    assert!(viz.is_line_visible(Vec2::new(1.0, 1.0), Vec2::new(-0.01, 2.0)));
    assert!(viz.is_line_visible(Vec2::new(-1.0, 0.0), Vec2::new(0.0, -1.0)));
  }

  #[test]
  fn two_disjoint_obstructions() {
    let mut viz = VisibilitySet::new();
    viz.add_line(Vec2::new(1.0, 0.0), Vec2::new(0.0, 1.0));
    viz.add_line(Vec2::new(-1.0, 0.0), Vec2::new(0.0, -1.0));

    assert!(!viz.is_line_visible(Vec2::new(2.0, 1.0), Vec2::new(1.0, 2.0)));
    assert!(!viz.is_line_visible(Vec2::new(-2.0, -1.0), Vec2::new(-1.0, -2.0)));
    assert!(viz.is_line_visible(Vec2::new(-2.0, 1.0), Vec2::new(-1.0, 2.0)));
    assert!(viz.is_line_visible(Vec2::new(2.0, -1.0), Vec2::new(1.0, -2.0)));
  }

  #[test]
  fn touching_edges() {
    let mut viz = VisibilitySet::new();
    viz.add_line(Vec2::new(1.0, 0.0), Vec2::new(0.0, 1.0));
    viz.add_line(Vec2::new(-1.0, 0.0), Vec2::new(0.0, 1.0));

    assert!(viz.is_line_visible(Vec2::new(-1.0, 0.5), Vec2::new(1.0, 0.5)));
    assert!(!viz.is_line_visible(Vec2::new(-1.0, 1.5), Vec2::new(1.0, 1.5)));
  }

  macro_rules! assert_sets_eq {
    ($actual: expr, { $($e:expr),* }) => {{
      let mut actual_sorted = $actual.iter().copied().collect::<Vec<u32>>();
      let mut expected_sorted = vec![$($e,)*];

      actual_sorted.sort();
      expected_sorted.sort();

      assert_eq!(actual_sorted, expected_sorted);
    }};
  }

  #[test]
  fn layered_walls() {
    let mut viz = VisibilitySet::new();
    let line_0 = viz.add_line(Vec2::new(2.0, 0.0), Vec2::new(0.0, 2.0));
    let line_1 = viz.add_line(Vec2::new(0.75, 0.25), Vec2::new(0.25, 0.75));
    let line_2 = viz.add_line(Vec2::new(3.0, 1.0), Vec2::new(1.0, 3.0));

    assert!(line_2.is_none());

    assert_sets_eq!(viz.get_visible_line_ids(), {
      line_0.unwrap(),
      line_1.unwrap()
    });
  }

  #[test]
  fn obscured_wall_sharing_vertex() {
    let mut viz = VisibilitySet::new();
    let line_0 = viz.add_line(Vec2::new(1.0, 0.0), Vec2::new(0.0, 1.0));
    // This wall is completely obscured.
    viz.add_line(Vec2::new(1.0, 1.0), Vec2::new(0.0, 1.0));

    assert_sets_eq!(viz.get_visible_line_ids(), { line_0.unwrap() });
  }

  #[test]
  fn intersecting_obstructions() {
    let mut viz = VisibilitySet::new();
    let line_0 = viz.add_line(Vec2::new(1.0, 1.0), Vec2::new(-1.0, 1.0));
    // This wall intersects the previous wall.
    let line_1 = viz.add_line(Vec2::new(0.5, 0.9), Vec2::new(-0.5, 1.1));

    assert_sets_eq!(viz.get_visible_line_ids(), { line_0.unwrap(), line_1.unwrap() });

    // This line is in front of both obstructions.
    assert!(viz.is_line_visible(Vec2::new(0.5, 0.75), Vec2::new(-0.5, 0.75)));
    // This line is behind both obstructions.
    assert!(!viz.is_line_visible(Vec2::new(0.5, 1.25), Vec2::new(-0.5, 1.25)));
    // This line intersects the second obstruction, and will be in front of it
    // and the first obstruction on the right.
    assert!(viz.is_line_visible(Vec2::new(0.5, 0.95), Vec2::new(-0.5, 0.95)));
  }
}