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0ad/binaries/data/mods/public/simulation/helpers/Walls.js
vts 490182ddd0 Wall placement. Closes #786.
This was SVN commit r11760.
2012-05-05 19:22:22 +00:00

204 lines
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JavaScript

/**
* Returns the wall piece entities needed to construct a wall between start.pos and end.pos. Assumes start.pos != end.pos.
* The result is an array of objects, each one containing the following information about a single wall piece entity:
* - 'template': the template name of the entity
* - 'pos': position of the entity, as an object with keys 'x' and 'z'
* - 'angle': orientation of the entity, as an angle in radians
*
* All the pieces in the resulting array are ordered left-to-right (or right-to-left) as they appear in the physical wall.
*
* @param placementData Object that associates the wall piece template names with information about those kinds of pieces.
* Expects placementData[templateName].templateData to contain the parsed template information about
* the template whose filename is <i>templateName</i>.
* @param wallSet Object that primarily holds the template names for the supported wall pieces in this set (under the
* 'templates' key), as well as the min and max allowed overlap factors (see GetWallSegmentsRec). Expected
* to contain template names for keys "long" (long wall segment), "medium" (medium wall segment), "short"
* (short wall segment), "tower" (intermediate tower between wall segments), "gate" (replacement for long
* walls).
* @param start Object holding the starting position of the wall. Must contain keys 'x' and 'z'.
* @param end Object holding the ending position of the wall. Must contains keys 'x' and 'z'.
*/
function GetWallPlacement(placementData, wallSet, start, end)
{
var result = [];
var candidateSegments = [
{"template": wallSet.templates.long, "len": placementData[wallSet.templates.long].templateData.wallPiece.length},
{"template": wallSet.templates.medium, "len": placementData[wallSet.templates.medium].templateData.wallPiece.length},
{"template": wallSet.templates.short, "len": placementData[wallSet.templates.short].templateData.wallPiece.length},
];
var towerWidth = placementData[wallSet.templates.tower].templateData.wallPiece.length;
var dir = {"x": end.pos.x - start.pos.x, "z": end.pos.z - start.pos.z};
var len = Math.sqrt(dir.x * dir.x + dir.z * dir.z);
// we'll need room for at least our starting and ending towers to fit next to eachother
if (len <= towerWidth)
return result;
var placement = GetWallSegmentsRec(len, candidateSegments, wallSet.minTowerOverlap, wallSet.maxTowerOverlap, towerWidth, 0, []);
// TODO: make sure intermediate towers are spaced out far enough for their obstructions to not overlap, implying that
// tower's wallpiece lengths should be > their obstruction width, which is undesirable because it prevents towers with
// wide bases
if (placement)
{
var placedEntities = placement.segments; // list of chosen candidate segments
var r = placement.r; // remaining distance to target without towers (must be <= (N-1) * towerWidth)
var s = r / (2 * placedEntities.length); // spacing
var dirNormalized = {"x": dir.x / len, "z": dir.z / len};
var angle = -Math.atan2(dir.z, dir.x); // angle of this wall segment (relative to world-space X/Z axes)
var progress = 0;
for (var i = 0; i < placedEntities.length; i++)
{
var placedEntity = placedEntities[i];
var targetX = start.pos.x + (progress + s + placedEntity.len/2) * dirNormalized.x;
var targetZ = start.pos.z + (progress + s + placedEntity.len/2) * dirNormalized.z;
result.push({
"template": placedEntity.template,
"pos": {"x": targetX, "z": targetZ},
"angle": angle,
});
if (i < placedEntities.length - 1)
{
var towerX = start.pos.x + (progress + placedEntity.len + 2*s) * dirNormalized.x;
var towerZ = start.pos.z + (progress + placedEntity.len + 2*s) * dirNormalized.z;
result.push({
"template": wallSet.templates.tower,
"pos": {"x": towerX, "z": towerZ},
"angle": angle,
});
}
progress += placedEntity.len + 2*s;
}
}
else
{
error("No placement possible for distance=" + Math.round(len*1000)/1000.0 + ", minOverlap=" + wallSet.minTowerOverlap + ", maxOverlap=" + wallSet.maxTowerOverlap);
}
return result;
}
/**
* Helper function for GetWallPlacement. Finds a list of wall segments and the corresponding remaining spacing/overlap
* distance "r" that will suffice to construct a wall of the given distance. It is understood that two extra towers will
* be placed centered at the starting and ending points of the wall.
*
* @param d Total distance between starting and ending points (constant throughout calls).
* @param candidateSegments List of candidate segments (constant throughout calls). Should be ordered longer-to-shorter
* for better execution speed.
* @param minOverlap Minimum overlap factor (constant throughout calls). Must have a value between 0 (meaning walls are
* not allowed to overlap towers) and 1 (meaning they're allowed to overlap towers entirely).
* Must be <= maxOverlap.
* @param maxOverlap Maximum overlap factor (constant throughout calls). Must have a value between 0 (meaning walls are
* not allowed to overlap towers) and 1 (meaning they're allowed to overlap towers entirely).
* Must be >= minOverlap.
* @param t Length of a single tower (constant throughout calls). Acts as buffer space for wall segments (see comments).
* @param distSoFar Sum of all the wall segments' lengths in 'segments'.
* @param segments Current list of wall segments placed.
*/
function GetWallSegmentsRec(d, candidateSegments, minOverlap, maxOverlap, t, distSoFar, segments)
{
// The idea is to find a number N of wall segments (excluding towers) so that the sum of their lengths adds up to a
// value that is within certain bounds of the distance 'd' between the starting and ending points of the wall. This
// creates either a positive or negative 'buffer' of space, that can be compensated for by spacing the wall segments
// out away from each other, or inwards, overlapping each other. The spaces or overlaps can then be covered up by
// placing towers on top of them. In this way, the same set of wall segments can be used to span a wider range of
// target distances.
//
// In this function, it is understood that two extra towers will be placed centered at the starting and ending points.
// They are allowed to contribute to the buffer space.
//
// The buffer space equals the difference between d and the sum of the lengths of all the wall segments, and is denoted
// 'r' for 'remaining space'. Positive values of r mean that the walls will need to be spaced out, negative values of r
// mean that they will need to overlap. Clearly, there are limits to how far wall segments can be spaced out or
// overlapped, depending on how much 'buffer space' each tower provides, and how far 'into' towers the wall segments are
// allowed to overlap.
//
// Let 't' signify the width of a tower. When there are N wall segments, then the maximum distance that can be covered
// using only these walls (plus the towers covering up any gaps) is achieved when the walls and towers touch outer-border-
// to-outer-border. Therefore, the maximum value of r is then given by:
//
// rMax = t/2 + (N-1)*t + t/2
// = N*t
//
// where the two half-tower widths are buffer space contributed by the implied towers on the starting and ending points.
// Similarly, a value rMin = -N*t can be derived for the minimal value of r. Note that a value of r = 0 means that the
// wall segment lengths add up to exactly d, meaning that each one starts and ends right in the center of a tower.
//
// Thus, we establish:
// -Nt <= r <= Nt
//
// We can further generalize this by adding in parameters to control the depth to within which wall segments are allowed to
// overlap with a tower. The bounds above assume that a wall segment is allowed to overlap across the entire range of 0
// (not overlapping at all, as in the upper boundary) to 1 (overlapping maximally, as in the lower boundary).
//
// By requiring that walls overlap towers to a degree of at least 0 < minOverlap <= 1, it is clear that this lowers the
// distance that can be maximally reached by the same set of wall segments, compared to the value of minOverlap = 0 that
// we assumed to initially find Nt.
//
// Consider a value of minOverlap = 0.5, meaning that any wall segment must protrude at least halfway into towers; in this
// situation, wall segments must at least touch boundaries or overlap mutually, implying that the sum of their lengths
// must equal or exceed 'd', establishing an upper bound of 0 for r.
// Similarly, consider a value of minOverlap = 1, meaning that any wall segment must overlap towers maximally; this situation
// is equivalent to the one for finding the lower bound -Nt on r.
//
// With the implicit value minOverlap = 0 that yielded the upper bound Nt above, simple interpolation and a similar exercise
// for maxOverlap, we find:
// (1-2*maxOverlap) * Nt <= r <= (1-2*minOverlap) * Nt
//
// To find N segments that satisfy this requirement, we try placing L, M and S wall segments in turn and continue recursively
// as long as the value of r is not within the bounds. If continuing recursively returns an impossible configuration, we
// backtrack and try a wall segment of the next length instead. Note that we should prefer to use the long segments first since
// they can be replaced by gates.
for each (var candSegment in candidateSegments)
{
segments.push(candSegment);
var newDistSoFar = distSoFar + candSegment.len;
var r = d - newDistSoFar;
var rLowerBound = (1 - 2 * maxOverlap) * segments.length * t;
var rUpperBound = (1 - 2 * minOverlap) * segments.length * t;
if (r < rLowerBound)
{
// we've allocated too much wall length, pop the last segment and try the next
//warn("Distance so far exceeds target, trying next level");
segments.pop();
continue;
}
else if (r > rUpperBound)
{
var recursiveResult = GetWallSegmentsRec(d, candidateSegments, minOverlap, maxOverlap, t, newDistSoFar, segments);
if (!recursiveResult)
{
// recursive search with this piece yielded no results, pop it and try the next one
segments.pop();
continue;
}
else
return recursiveResult;
}
else
{
// found a placement
return {"segments": segments, "r": r};
}
}
// no placement possible :(
return false;
}
Engine.RegisterGlobal("GetWallPlacement", GetWallPlacement);