mjestecko/articles/2d-visibility/page.mmd

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2023-06-12 12:37:12 +00:00
Title: 2D Visibility
Brief: Visibility triangles from 2D occluding segment geometry in GDScript.
Date: 1686547796
Tags: Programming, Godot, GDScript
CSS: /style.css
![](/articles/2d-visibility/example.gif)
Based on [Redblobgames' visibility article and Haxe reference implementation](https://www.redblobgames.com/articles/visibility)
2023-07-10 13:23:11 +00:00
Full usable code is [here](/articles/2d-visibility/Visibility2D.gd.txt).
2023-06-12 12:37:12 +00:00
### Explanation ###
First step is determining angles for each segment point as well as denoting
which one gets encountered first.
```gdscript
for segment in range(0, _endpoints.size(), 2):
var p1 := _endpoints[segment] as EndPoint
var p2 := _endpoints[segment + 1] as EndPoint
p1.angle = (p1.point - center).angle()
p2.angle = (p2.point - center).angle()
var da := p2.angle - p1.angle
if da <= PI: da += TAU
if da > PI: da -= TAU
p1.begin = da > 0.0
p2.begin = not p1.begin
```
Then points are sorted by angle and beginning:
```gdscript
static func sort(p_a: EndPoint, p_b: EndPoint) -> bool:
if p_a.angle > p_b.angle: return true
elif p_a.angle < p_b.angle: return false
elif not p_a.begin and p_b.begin: return true
else: return false
```
Then in two passes:
- Walk over sorted points.
- When nearest segment end or another more nearest encountered, -
remember the starting angle and only emit two points representing the visible portion of segment on second pass.
```gdscript
var start_angle := 0.0
for n_pass in range(2):
for p_idx in range(_sorted_endpoints.size() - 1, -1, -1):
var p := _sorted_endpoints[p_idx] as EndPoint
var old := -1 if _open.empty() else _open[0]
if p.begin:
var idx := 0
while idx < _open.size() and _is_segment_in_front(p.segment, _open[idx]):
idx += 1
_open.insert(idx, p.segment)
else:
var idx := _open.rfind(p.segment)
if idx != -1: _open.remove(idx)
if old != (-1 if _open.empty() else _open[0]):
if n_pass == 1:
var p3 := _endpoints[old].point as Vector2 if old != -1 else \
center + Vector2(cos(start_angle), sin(start_angle)) * 500.0
var t2 := Vector2(cos(p.angle), sin(p.angle))
var p4 := p3.direction_to(_endpoints[old + 1].point) if old != -1 else t2
# note: Checks are in case of parallel lines.
var l = Geometry.line_intersects_line_2d(p3, p4, center,
Vector2(cos(start_angle), sin(start_angle)))
if l != null: output.append(l)
l = Geometry.line_intersects_line_2d(p3, p4, center, t2)
if l != null: output.append(l)
start_angle = p.angle
```
Where segment front deciding algorithm is as follows, using cross products:
```gdscript
func _is_segment_in_front(p_segment1: int, p_segment2: int) -> bool:
var s1p1 := _endpoints[p_segment1].point as Vector2
var s1p2 := _endpoints[p_segment1 + 1].point as Vector2
var s2p1 := _endpoints[p_segment2].point as Vector2
var s2p2 := _endpoints[p_segment2 + 1].point as Vector2
var d := s1p2 - s1p1
var p := s2p1.linear_interpolate(s2p2, 0.01)
var a1 := (d.x * (p.y - s1p1.y) \
- d.y * (p.x - s1p1.x)) < 0.0
p = s2p2.linear_interpolate(s2p1, 0.01)
var a2 := (d.x * (p.y - s1p1.y) \
- d.y * (p.x - s1p1.x)) < 0.0
var a3 := (d.x * (center.y - s1p1.y) \
- d.y * (center.x - s1p1.x)) < 0.0
if a1 == a2 and a2 == a3: return true
d = s2p2 - s2p1
p = s1p1.linear_interpolate(s1p2, 0.01)
var b1 := (d.x * (p.y - s2p1.y) \
- d.y * (p.x - s2p1.x)) < 0.0
p = s1p2.linear_interpolate(s1p1, 0.01)
var b2 := (d.x * (p.y - s2p1.y) \
- d.y * (p.x - s2p1.x)) < 0.0
var b3 := (d.x * (center.y - s2p1.y) \
- d.y * (center.x - s2p1.x)) < 0.0
return b1 == b2 and b2 != b3
```
### Usage example ###
Visibility2D.gd class implements builder interface to make it slightly easier to work with.
```gdscript
func _process(_delta):
$Visibility2D.init_builder() \
.view_point(get_global_mouse_position()) \
.bounds(get_viewport_rect()) \
.occluder($Line2D) \
.finalize()
for child in $Cones.get_children():
child.queue_free()
var edges = $Visibility2D.sweep()
for i in range(0, edges.size() - 1, 2):
var polygon := Polygon2D.new()
polygon.polygon = PoolVector2Array([$Visibility2D.center, edges[i], edges[i + 1]])
$Cones.add_child(polygon)
```