Files
tbd-station-14/Content.Server/NPC/Pathfinding/PathfindingSystem.Simplifier.cs
metalgearsloth 0286b88388 NPC refactor (#10122)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2022-09-06 00:28:23 +10:00

54 lines
1.6 KiB
C#

using Robust.Shared.Map;
namespace Content.Server.NPC.Pathfinding;
public sealed partial class PathfindingSystem
{
// TODO: Re-use the existing simplifier. Because the pathfinding API sucks I just copy-pasted for now.
public static List<TileRef> Simplify(List<TileRef> vertices, float tolerance = 0)
{
if (vertices.Count <= 3)
return vertices;
var simplified = new List<TileRef>();
for (var i = 0; i < vertices.Count; i++)
{
// No wraparound for negative sooooo
var prev = vertices[i == 0 ? vertices.Count - 1 : i - 1];
var current = vertices[i];
var next = vertices[(i + 1) % vertices.Count];
// If they collinear, continue
if (IsCollinear(in prev, in current, in next, tolerance))
continue;
simplified.Add(current);
}
// Farseer didn't seem to handle straight lines and nuked all points
if (simplified.Count == 0)
{
simplified.Add(vertices[0]);
simplified.Add(vertices[^1]);
}
return simplified;
}
private static bool IsCollinear(in TileRef prev, in TileRef current, in TileRef next, float tolerance)
{
return FloatInRange(Area(in prev, in current, in next), -tolerance, tolerance);
}
private static float Area(in TileRef a, in TileRef b, in TileRef c)
{
return a.X * (b.Y - c.Y) + b.X * (c.Y - a.Y) + c.X * (a.Y - b.Y);
}
private static bool FloatInRange(float value, float min, float max)
{
return (value >= min && value <= max);
}
}