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