Saya memiliki kode blog untuk menghitung garis pandang dari peta ketinggian. Sebuah peta datar sederhana dengan rintangan hanyalah peta ketinggian yang sangat datar, dan implementasi ini masih sepenuhnya dapat diterapkan.
Ini dia dalam C ++ dan itu O(n)
; jika Anda tahu ketinggian maksimum di peta, Anda dapat melacak garis pindaian yang tidak memiliki sinar tersisa di bawah ketinggian itu, dan lebih awal:
typedef std::vector<float> visbuf_t;
inline void map::_visibility_scan(const visbuf_t& in,visbuf_t& out,const vec_t& eye,int start_x,int stop_x,int y,int prev_y) {
const int xdir = (start_x < stop_x)? 1: -1;
for(int x=start_x; x!=stop_x; x+=xdir) {
const int x_diff = abs(eye.x-x), y_diff = abs(eye.z-y);
const bool horiz = (x_diff >= y_diff);
const int x_step = horiz? 1: x_diff/y_diff;
const int in_x = x-x_step*xdir; // where in the in buffer would we get the inner value?
const float outer_d = vec2_t(x,y).distance(vec2_t(eye.x,eye.z));
const float inner_d = vec2_t(in_x,horiz? y: prev_y).distance(vec2_t(eye.x,eye.z));
const float inner = (horiz? out: in).at(in_x)*(outer_d/inner_d); // get the inner value, scaling by distance
const float outer = height_at(x,y)-eye.y; // height we are at right now in the map, eye-relative
if(inner <= outer) {
out.at(x) = outer;
vis.at(y*width+x) = VISIBLE;
} else {
out.at(x) = inner;
vis.at(y*width+x) = NOT_VISIBLE;
}
}
}
void map::visibility_add(const vec_t& eye) {
const float BASE = -10000; // represents a downward vector that would always be visible
visbuf_t scan_0, scan_out, scan_in;
scan_0.resize(width);
vis[eye.z*width+eye.x-1] = vis[eye.z*width+eye.x] = vis[eye.z*width+eye.x+1] = VISIBLE;
scan_0.at(eye.x) = BASE;
scan_0.at(eye.x-1) = BASE;
scan_0.at(eye.x+1) = BASE;
_visibility_scan(scan_0,scan_0,eye,eye.x+2,width,eye.z,eye.z);
_visibility_scan(scan_0,scan_0,eye,eye.x-2,-1,eye.z,eye.z);
scan_out = scan_0;
for(int y=eye.z+1; y<height; y++) {
scan_in = scan_out;
_visibility_scan(scan_in,scan_out,eye,eye.x,-1,y,y-1);
_visibility_scan(scan_in,scan_out,eye,eye.x,width,y,y-1);
}
scan_out = scan_0;
for(int y=eye.z-1; y>=0; y--) {
scan_in = scan_out;
_visibility_scan(scan_in,scan_out,eye,eye.x,-1,y,y+1);
_visibility_scan(scan_in,scan_out,eye,eye.x,width,y,y+1);
}
}