defmodule Scurry.PolygonMap do
@moduledoc """
Utility functions to work on a polygon map.
A polygon map is a set of a primary polygon - the **main** boundary that
outlines the world - and a list of polygons that make **holes** in the main
polygon.
See `Polygon` for details on how polygons are composed.
The use case is eg. making a map (the **main** polygon) with obstacles (the
**holes**), and use the `Astar` module to find the shortest path between
points in the map.
See [Quickstart](quickstart.html) for a concrete end-to-end example of
defining a world and holes/obstacles, then using `PolygonMap` and `Astar`
modules to do path finding within this.
"""
alias Scurry.Polygon
alias Scurry.Vector
use Scurry.Types
use Scurry.Astar.Types
@doc """
Given a polygon map (`world` & `holes`), returns a list of vertices for a
walkmap for A-star search
## Params
* `world` (`t:polygon/0`), the polygon that defines the outer boundary.
* `holes` (`t:list/0`), a list of `t:polygon/0` that define holes/obstacles inside `world`.
## Returns
The walkmap as a `t:list/0` of `t:vector/0` that are the `worlds`'s concave
vertices and the convex ones of the `holes`.
These are used when generating the walk map, since only the `world`'s concave
and the `holes`' convex ones limit where you can traverse in a 2D map. Any
path has to walk around the holes' convex points and the world's concave.
See [Quickstart](quickstart.html) for a concrete example.
"""
@spec get_vertices(polygon(), list(polygon())) :: list(vector())
def get_vertices(world, holes) do
{concave, _convex} = Polygon.classify_vertices(world)
convex =
Enum.reduce(holes, [], fn points, acc ->
{_concave, convex} = Polygon.classify_vertices(points)
acc ++ convex
end)
concave ++ convex
end
@doc """
Given a polygon map (`world` & `holes`) and list of vertices, makes the walk
graph for a A-star search.
## Params
* `world` (`t:polygon/0`) the polygon that defines the outer boundary.
* `holes` (`t:list/0`), a list of `t:polygon/0` that define holes/obstacles inside `world`.
* `vertices` (`t:list/0`), the result of `get_vertices/2`.
* `cost_fun` (`t:cost_fun/0`) a "cost" function.
The `cost_fun` is a function that indicates the of traversing between to
points. It defaults to `Scurry.Vector.distance/2`, which is suitable for
basic 2D map walking.
## Returns
A `t:graph/0`, which is a map of all node to node reachable edges and their
cost. This graphs is one of the parameters for a call to `Astar.search/4`.
> ## Todo
>
> This should ideally take `line_of_sight/3` as a function so users can
> customise which vertices can reach each other. But for now, users can make
> the graph themselves just as easily.
"""
@spec create_graph(polygon(), list(polygon()), list(vector()), cost_fun() | nil) :: graph()
def create_graph(world, holes, vertices, cost_fun \\ nil)
def create_graph(world, holes, vertices, nil) do
create_graph(world, holes, vertices, &Vector.distance/2)
end
def create_graph(world, holes, vertices, cost_fun) do
get_edges(world, holes, vertices, vertices, cost_fun)
end
@doc """
Given a polygon map (main & holes), list of vertices and the initial graph
from `create_graph/4`, extend the graph with extra `points`.
This is used to "temporarily" expand the created walk graph with a start and
end-point. This is a minor performance optimisation that saves work by
reusing the fixed nodes and extend it with the moveable points.
## Params
* `graph` (`t:graph/0`) the walk graph, as created by `create_graph/4`. This is used to return a new graph that's extended with `points`.
* `world` (`t:polygon/0`) the polygon that defines the outer boundary.
* `holes` (`t:list/0`), a list of `t:polygon/0` that define holes/obstacles inside `world`.
* `vertices` (`t:list/0`) the list of vertices returned by `get_vertices/4`
and used for `create_graph/4` to get `graph`.
* `points` (`t:list/0`) a list of vectors (`t:vector/0`), `[{x, y}, {x, y}...]`, to extend with. Eg. a stop
* `cost_fun` (`t:cost_fun/0`) a "cost" function.
`world` and `holes` need to be passed in in addition to `graph`, so the
function can determine line-of-sights between the existing graph and new
points from `points`.
The `cost_fun` is a function that indicates the of traversing between to
points. It defaults to `Scurry.Vector.distance/2`, which is suitable for
basic 2D map walking.
## Returns
A tuple with the extended graph plus the combined list of vertices and new
points, `{new_graph, new_vertices}`. The `new_graph` is intended to be used
in calls to `Astar.search/4`, and `new_vertices` is solely provided as
informational, eg. for displaying the graphs visually.
"""
def extend_graph(graph, world, holes, vertices, points, cost_fun \\ nil)
def extend_graph(graph, world, holes, vertices, points, nil) do
extend_graph(graph, world, holes, vertices, points, &Vector.distance/2)
end
def extend_graph(graph, world, holes, vertices, points, cost_fun) do
# To extend the graph `graph` made up up `vertices` with new points
# `points`, we need to find three sets of edges (sub-graphs). The ones from
# the new points to the existing vertices, vice-versa, and between the new
# points.
set_a = get_edges(world, holes, points, vertices, cost_fun)
set_b = get_edges(world, holes, vertices, points, cost_fun)
set_c = get_edges(world, holes, points, points, cost_fun)
# Merge the three new sub-graphs into graph. This uses Map.merge with a
# merge func that combines values for identical keys to extend them instead
# of replacing, and dedupes.
merge_fun = fn _k, v1, v2 ->
Enum.dedup(v1 ++ v2)
end
graph =
graph
|> Map.merge(set_a, merge_fun)
|> Map.merge(set_b, merge_fun)
|> Map.merge(set_c, merge_fun)
{graph, vertices ++ points}
end
@doc """
Find the nearest point on the line that is inside the world polygion and
outside all hole polygons.
The purpose of this function is to determine compute a suitable end for the
`points` parameter for `extend_graph/6`. Imagine a UI in which the users
clicks on a point to walk to. If that click is outside the world map or
inside a hole/obstacle, we can either refuse to compute a path, or we can use
`nearest_point/3` to find the closest reachable point to the click.
## Params
* `world` (`t:polygon/0`) the polygon that defines the outer boundary.
* `holes` (`t:list/0`), a list of `t:polygon/0` that define holes/obstacles inside `world`.
* `point` (`t:vector/0`) the point for which to find the nearst point.
## Returns
A new point (`t:vector/0`) `p={x, y}` such that;
* if `point` is _outside_ the world polygon, the new `p` is the closest point *on*
the edge of the `world` polygon.
* if `point` is _inside_ the world polygon, but also *inside* any hole
polygon, the `p` the closest point on the edge of the hole it's in.
"""
def nearest_point([], _, point) do point end
def nearest_point(world, holes, point) do
nearest_point_helper(world, holes, point, Polygon.is_inside?(world, point))
end
defp nearest_point_helper(_, holes, point, true) do
nearest_point_in_holes(holes, point)
end
defp nearest_point_helper(points, _holes, point, false) do
nearest_boundary_point_helper(points, point)
end
defp nearest_point_in_holes([], point) do
point
end
defp nearest_point_in_holes([hole | holes], point) do
nearest_point_in_holes_helper(
[hole | holes],
point,
Polygon.is_inside?(hole, point, allow_border: false)
)
end
defp nearest_point_in_holes_helper([_hole | holes], point, false) do
nearest_point_in_holes(holes, point)
end
defp nearest_point_in_holes_helper([hole | _holes], point, true) do
nearest_boundary_point_helper(hole, point)
end
defp nearest_boundary_point_helper(world, point) do
{x, y} = Polygon.nearest_point_on_edge(world, point)
# This is a problematic area - we want to round towards the start of the
# line Eg. in complex.json scene, clicking {62, 310} yields {64.4, 308.8},
# which naive rounding makes {64, 309}. This however places us *back*
# *inside* the hole.
# Some options are; try all four combos or floor/ceil and see which yields
# the minimal distance - wrong, since the start might be on the far side of
# a hole.
# Shorten towards start? Same thing.
# Actually run A-star to compute all four rounding and pick the shortest
# path - that's a bit cpu heavy.
# Compute all four rounding options and pick one that's *not* inside the
# hole, and don't allow it to be on the border.
p = {round(x), round(y)}
a = {ceil(x), ceil(y)}
b = {ceil(x), floor(y)}
c = {floor(x), ceil(y)}
d = {floor(x), floor(y)}
cond do
Polygon.is_outside?(world, p, allow_border: false) ->
p
Polygon.is_outside?(world, a, allow_border: false) ->
a
Polygon.is_outside?(world, b, allow_border: false) ->
b
Polygon.is_outside?(world, c, allow_border: false) ->
c
Polygon.is_outside?(world, d, allow_border: false) ->
d
end
# If none of the points are outside, we'll pleasantly crash and we should
# improve this to continuously move outwards a reasonable amount until
# we're outside.
end
@doc """
Checks if there's a line-of-sight (LOS) from `start` to `stop` within the map.
## Params
* `polygon`, a list of `{x, y}` vertices. This is the main boundary map.
* `holes`, a list of lists of `{x, y}` vertices. These are holes within
`polygon`.
* `line` a tuple of points (`{{ax, ay}, {bx, by}}`) describing a line.
Returns `true` if there's a line-of-sight and none of the main polygon or
holes obstruct the path. `false` otherwise.
As the map consists of a boundary polygon with holes, LOS implies a few things;
* If either `start` or `stop` is outside `polygon`, the result will be
false. Even if both are outside, that's not considered a valid LOS.
* If the distance between `start` and `stop` is tiny (< 0.1 arbitrarily), LOS
is true.
* Next, it checks that the line between `start` and `stop` has no
intersections with `polygon` or `holes`.
* Finally it checks if the middle of the line between `start` and `stop` is
inside `polygon` and outside all holes - this ensures that corner-to-corner
across a hole isn't considered a LOS.
"""
def is_line_of_sight?(polygon, holes, line) do
{start, stop} = line
cond do
not Polygon.is_inside?(polygon, start) or not Polygon.is_inside?(polygon, stop) ->
false
Vector.distance(start, stop) < 0.1 ->
true
not Enum.all?([polygon] ++ holes, fn points -> is_line_of_sight_helper(points, line) end) ->
false
true ->
# This part ensures that two vertices across from each other are not
# considered LOS. Without this, eg. a box-shaped hole would have
# opposing corners be a LOS, except that the middle of the line falls
# inside the hole per this check.
middle = Vector.div(Vector.add(start, stop), 2)
cond do
not Polygon.is_inside?(polygon, middle) ->
false
Enum.all?(holes, fn hole -> Polygon.is_outside?(hole, middle, allow_border: false) end) ->
true
true ->
false
end
end
end
defp is_line_of_sight_helper(polygon, {x, y} = line) do
# We get all intersections and reject the ones that are identical to the
# line. This allows us to enable "allow_points: true", but only see
# intersections with other lines and _other_ polygon vertices (points).
# This is necessary since we're always calling this with a line between two
# polygon vertices. Without this, having "allow_points: true", every such
# line would immediately intersect at both ends.
Polygon.intersections(polygon, line, allow_points: true)
|> Enum.map(fn {x, y} -> {round(x), round(y)} end)
|> Enum.reject(fn p -> p == x or p == y end) ==
[]
end
# Get all edges from points_a and point_b for which there's line-of-sight.
defp get_edges(world, holes, points_a, points_b, cost_fun) do
is_reachable? = fn a, b -> is_line_of_sight?(world, holes, {a, b}) end
# O(n^2) check all vertice combos for reachability...
{_, all_edges} =
Enum.reduce(points_a, {0, %{}}, fn a, {a_idx, acc1} ->
{_, inner_edges} =
Enum.reduce(points_b, {0, []}, fn b, {b_idx, acc2} ->
# NOTE: this is where the edge value is becomes the key in the
# graph. This is why a_idx and b_idx are available here, in case we
# want to change it up to be the indexes into points. Unless those
# two sets are the same, using the indexes makes no sense.
if a != b and is_reachable?.(a, b) do
{b_idx + 1, acc2 ++ [{b, cost_fun.(a, b)}]}
else
{b_idx + 1, acc2}
end
end)
{a_idx + 1, Map.put(acc1, a, inner_edges)}
end)
Map.new(all_edges)
end
end