export class SightHandler { static _testRange(visionSource, mode, target, test) { if (mode.range <= 0) return false; let radius = visionSource.object.getLightRadius(mode.range); const unitsToPixel = canvas.dimensions.size / canvas.dimensions.distance; const sourceZ = visionSource.elevation * unitsToPixel; const dx = test.point.x - visionSource.x; const dy = test.point.y - visionSource.y; const dz = (test.point.z ?? sourceZ) - sourceZ; return (dx * dx + dy * dy + dz * dz) <= radius*radius; } static performLOSTest(sourceToken, tokenOrPoint, source, type = "sight") { return this.advancedLosTestVisibility(sourceToken, tokenOrPoint, source, type); } static advancedLosTestVisibility(sourceToken, tokenOrPoint, source, type = "sight") { const angleTest = this.testInAngle(sourceToken, tokenOrPoint, source); if (!angleTest) return false; return !this.advancedLosTestInLos(sourceToken, tokenOrPoint, type); const inLOS = !this.advancedLosTestInLos(sourceToken, tokenOrPoint, type); if(sourceToken.vision.los === source) return inLOS; const inRange = this.tokenInRange(sourceToken, tokenOrPoint); if (inLOS && inRange) return true; return false; } static getTestPoints(token, tol = 4) { const targetLOSH = token.losHeight; if (CONFIG.Levels.settings.get("preciseTokenVisibility") === false) return [{ x: token.center.x, y: token.center.y, z: targetLOSH }]; const targetElevation = token.document.elevation + (targetLOSH - token.document.elevation) * 0.1; const tokenCorners = [ { x: token.center.x, y: token.center.y, z: targetLOSH }, { x: token.x + tol, y: token.y + tol, z: targetLOSH }, { x: token.x + token.w - tol, y: token.y + tol, z: targetLOSH }, { x: token.x + tol, y: token.y + token.h - tol, z: targetLOSH }, { x: token.x + token.w - tol, y: token.y + token.h - tol, z: targetLOSH }, ]; if (CONFIG.Levels.settings.get("exactTokenVisibility")) { tokenCorners.push( { x: token.center.x, y: token.center.y, z: targetElevation + (targetLOSH - targetElevation) / 2, }, { x: token.center.x, y: token.center.y, z: targetElevation }, { x: token.x + tol, y: token.y + tol, z: targetElevation }, { x: token.x + token.w - tol, y: token.y + tol, z: targetElevation }, { x: token.x + tol, y: token.y + token.h - tol, z: targetElevation }, { x: token.x + token.w - tol, y: token.y + token.h - tol, z: targetElevation, }, ); } return tokenCorners; } static advancedLosTestInLos(sourceToken, tokenOrPoint, type = "sight") { if (!(tokenOrPoint instanceof Token) || CONFIG.Levels.settings.get("preciseTokenVisibility") === false) return this.checkCollision(sourceToken, tokenOrPoint, type); const sourceCenter = { x: sourceToken.vision.x, y: sourceToken.vision.y, z: sourceToken.losHeight, }; for (let point of this.getTestPoints(tokenOrPoint)) { let collision = this.testCollision( sourceCenter, point, type, {source: sourceToken, target: tokenOrPoint} ); if (!collision) return collision; } return true; } static testInAngle(sourceToken, tokenOrPoint, source) { const documentAngle = source?.config?.angle ?? sourceToken.document?.sight?.angle ?? sourceToken.document?.config?.angle if (documentAngle == 360) return true; //normalize angle function normalizeAngle(angle) { let normalized = angle % (Math.PI * 2); if (normalized < 0) normalized += Math.PI * 2; return normalized; } const point = tokenOrPoint instanceof Token ? tokenOrPoint.center : tokenOrPoint; //check angled vision const angle = normalizeAngle( Math.atan2( point.y - sourceToken.vision.y, point.x - sourceToken.vision.x ) ); const rotation = (((sourceToken.document.rotation + 90) % 360) * Math.PI) / 180; const end = normalizeAngle( rotation + (documentAngle * Math.PI) / 180 / 2 ); const start = normalizeAngle( rotation - (documentAngle * Math.PI) / 180 / 2 ); if (start > end) return angle >= start || angle <= end; return angle >= start && angle <= end; } static tokenInRange(sourceToken, tokenOrPoint) { const range = sourceToken.vision.radius; if (range === 0) return false; if (range === Infinity) return true; const tokensSizeAdjust = tokenOrPoint instanceof Token ? (Math.min(tokenOrPoint.w, tokenOrPoint.h) || 0) / Math.SQRT2 : 0; const dist = (this.getUnitTokenDist(sourceToken, tokenOrPoint) * canvas.dimensions.size) / canvas.dimensions.distance - tokensSizeAdjust; return dist <= range; } static getUnitTokenDist(token1, tokenOrPoint2) { const unitsToPixel = canvas.dimensions.size / canvas.dimensions.distance; const x1 = token1.vision.x; const y1 = token1.vision.y; const z1 = token1.losHeight; let x2, y2, z2; if (tokenOrPoint2 instanceof Token) { x1 = tokenOrPoint2.center.x; y1 = tokenOrPoint2.center.y; z1 = tokenOrPoint2.losHeight; } else { x1 = tokenOrPoint2.x; y1 = tokenOrPoint2.y; z1 = tokenOrPoint2.z; } const d = Math.sqrt( Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2) + Math.pow((z2 - z1) * unitsToPixel, 2) ) / unitsToPixel; return d; } static testInLight(object, testTarget, source, result){ const unitsToPixel = canvas.dimensions.size / canvas.dimensions.distance; const top = object.document.flags?.levels?.rangeTop ?? Infinity; const bottom = object.document.flags?.levels?.rangeBottom ?? -Infinity; let lightHeight = null; if(object instanceof Token){ lightHeight = object.losHeight; }else if(top != Infinity && bottom != -Infinity){ lightHeight = (top + bottom) / 2; } else if(top != Infinity){ lightHeight = top; } else if(bottom != -Infinity){ lightHeight = bottom; } if(lightHeight == null) return result; const lightRadius = source.config.radius/unitsToPixel; const targetLOSH = testTarget.losHeight; const targetElevation = testTarget.document.elevation; const lightTop = lightHeight + lightRadius; const lightBottom = lightHeight - lightRadius; if(targetLOSH <= lightTop && targetLOSH >= lightBottom){ return result; } if(targetElevation <= lightTop && targetElevation >= lightBottom){ return result; } return false; } static _testCollision(wrapped, ...args) { const visionSource = this.config?.source; const target = CONFIG?.Levels?.visibilityTestObject; if(!visionSource?.object || !target) return wrapped(...args); let targetElevation; if (target instanceof Token) { targetElevation = target.losHeight; } else if (target instanceof PlaceableObject) { targetElevation = target.document.elevation ?? target.document.flags.levels?.rangeBottom; } else if (target instanceof DoorControl) { targetElevation = visionSource.elevation; } else { targetElevation = canvas.primary.background.elevation; } const p1 = { x: args[0].A.x, y: args[0].A.y, z: visionSource.elevation, }; const p2 = { x: args[0].B.x, y: args[0].B.y, z: targetElevation, }; const result = CONFIG.Levels.API.testCollision(p1,p2, this.config.type, {source: visionSource, target: target}); switch (args[1]) { case "any": return !!result; case "all": return result ? [PolygonVertex.fromPoint(result)] : []; default: return result ? PolygonVertex.fromPoint(result) : null; } } static containsWrapper(wrapped, ...args){ const LevelsConfig = CONFIG.Levels; const testTarget = LevelsConfig.visibilityTestObject; if(!this.config?.source?.object || !(testTarget instanceof Token) || this.config.source instanceof GlobalLightSource) return wrapped(...args); let result; if(this.config.source instanceof LightSource){ result = LevelsConfig.handlers.SightHandler.testInLight(this.config.source.object, testTarget, this, wrapped(...args)); }else if(this.config.source.object instanceof Token){ const point = { x: args[0], y: args[1], z: testTarget.losHeight, object: testTarget }; result = LevelsConfig.handlers.SightHandler.performLOSTest(this.config.source.object, point, this, this.config.type); }else{ result = wrapped(...args); } return result; } /** * Check whether the given wall should be tested for collisions, based on the collision type and wall configuration * @param {Object} wall - The wall being checked * @param {Integer} collisionType - The collision type being checked: 0 for sight, 1 for movement, 2 for sound, 3 for light * @returns {boolean} Whether the wall should be ignored */ static shouldIgnoreWall(wall, collisionType, options) { const proximity = this.shouldIgnoreProximityWall(wall.document, options.A, options.B, options.source?.vision?.data?.externalRadius ?? 0) if (collisionType === 0) { return ( wall.document.sight === CONST.WALL_SENSE_TYPES.NONE || proximity || //wall.document.sight > 20 || (wall.document.door != 0 && wall.document.ds === 1) ); } else if (collisionType === 1) { return ( wall.document.move === CONST.WALL_MOVEMENT_TYPES.NONE || (wall.document.door != 0 && wall.document.ds === 1) ); } else if (collisionType === 2) { return ( wall.document.sound === CONST.WALL_MOVEMENT_TYPES.NONE || wall.document.sound > 20 || (wall.document.door != 0 && wall.document.ds === 1) ); } else if (collisionType === 3) { return ( wall.document.light === CONST.WALL_MOVEMENT_TYPES.NONE || wall.document.light > 20 || (wall.document.door != 0 && wall.document.ds === 1) ); } } static shouldIgnoreProximityWall(document, source, target, externalRadius = 0) { if(!source || !target) return false; const d = document.threshold?.sight if (!d || d.sight < 30) return false; // No threshold applies const proximity = document.sight === CONST.WALL_SENSE_TYPES.PROXIMITY; const pt = foundry.utils.closestPointToSegment(source, document.object.A, document.object.B); //const ptTarget = foundry.utils.closestPointToSegment(target, document.object.A, document.object.B); //const targetDistance = Math.hypot(ptTarget.x - target.x, ptTarget.y - target.y); const sourceDistance = Math.hypot(pt.x - source.x, pt.y - source.y); const sourceTargetDistance = Math.hypot(source.x - target.x, source.y - target.y); const thresholdDistance = d * document.parent.dimensions.distancePixels; return proximity ? sourceTargetDistance <= thresholdDistance || sourceDistance <= thresholdDistance / 2 : sourceDistance + externalRadius > thresholdDistance; } /** * Perform a collision test between 2 point in 3D space * @param {Object} p0 - a point in 3d space {x:x,y:y,z:z} where z is the elevation * @param {Object} p1 - a point in 3d space {x:x,y:y,z:z} where z is the elevation * @param {String} type - "sight" or "move"/"collision" or "sound" or "light" (defaults to "sight") * @returns {Boolean} returns the collision point if a collision is detected, flase if it's not **/ static testCollision(p0, p1, type = "sight", options = {}) { if (canvas?.scene?.flags['levels-3d-preview']?.object3dSight) { if (!game.Levels3DPreview?._active) return true; return game.Levels3DPreview.interactionManager.computeSightCollision( p0, p1, type ); } //Declare points adjusted with token height to use in the loop const x0 = p0.x; const y0 = p0.y; const z0 = p0.z; const x1 = p1.x; const y1 = p1.y; const z1 = p1.z; options.A = {...p0}; options.B = {...p1}; options.targetObject = p1.object ?? null; const TYPE = type == "sight" ? 0 : type == "sound" ? 2 : type == "light" ? 3 : 1; const ALPHATTHRESHOLD = type == "sight" ? 0.99 : 0.1; //If the point are on the same Z axis return the 3d wall test if (z0 == z1) { return walls3dTest.bind(this)(); } //Check the background for collisions const bgElevation = canvas?.scene?.flags?.levels?.backgroundElevation ?? 0 const zIntersectionPointBG = getPointForPlane(bgElevation); if (((z0 < bgElevation && bgElevation < z1) || (z1 < bgElevation && bgElevation < z0))) { return { x: zIntersectionPointBG.x, y: zIntersectionPointBG.y, z: bgElevation, }; } //Loop through all the planes and check for both ceiling and floor collision on each tile for (let tile of canvas.tiles.placeables) { if(tile.document.flags?.levels?.noCollision || !tile.document.overhead) continue; const bottom = tile.document.flags?.levels?.rangeBottom ?? -Infinity; const top = tile.document.flags?.levels?.rangeTop ?? Infinity; if (bottom != -Infinity) { const zIntersectionPoint = getPointForPlane(bottom); if (((z0 < bottom && bottom < z1) || (z1 < bottom && bottom < z0)) && tile.mesh?.containsPixel(zIntersectionPoint.x, zIntersectionPoint.y, ALPHATTHRESHOLD)) { return { x: zIntersectionPoint.x, y: zIntersectionPoint.y, z: bottom, }; } } } //Return the 3d wall test if no collisions were detected on the Z plane return walls3dTest.bind(this)(); //Get the intersection point between the ray and the Z plane function getPointForPlane(z) { const x = ((z - z0) * (x1 - x0) + x0 * z1 - x0 * z0) / (z1 - z0); const y = ((z - z0) * (y1 - y0) + z1 * y0 - z0 * y0) / (z1 - z0); const point = { x: x, y: y }; return point; } //Check if a point in 2d space is betweeen 2 points function isBetween(a, b, c) { //test //return ((a.x<=c.x && c.x<=b.x && a.y<=c.y && c.y<=b.y) || (a.x>=c.x && c.x >=b.x && a.y>=c.y && c.y >=b.y)) const dotproduct = (c.x - a.x) * (b.x - a.x) + (c.y - a.y) * (b.y - a.y); if (dotproduct < 0) return false; const squaredlengthba = (b.x - a.x) * (b.x - a.x) + (b.y - a.y) * (b.y - a.y); if (dotproduct > squaredlengthba) return false; return true; } //Get wall heights flags, avoid infinity, use arbitrary large number instead function getWallHeightRange3Dcollision(wall) { let { top, bottom } = WallHeight.getWallBounds(wall); if (bottom == -Infinity) bottom = -1e9; if (top == Infinity) top = 1e9; let wallRange = [bottom, top]; if (!wallRange[0] && !wallRange[1]) return false; else return wallRange; } //Compute 3d collision for walls function walls3dTest() { const rectX = Math.min(x0, x1); const rectY = Math.min(y0, y1); const rectW = Math.abs(x1 - x0); const rectH = Math.abs(y1 - y0); const rect = new PIXI.Rectangle(rectX, rectY, rectW, rectH); const walls = canvas.walls.quadtree.getObjects(rect); let terrainWalls = 0; for (let wall of walls) { if (this.shouldIgnoreWall(wall, TYPE, options)) continue; let isTerrain = TYPE === 0 && wall.document.sight === CONST.WALL_SENSE_TYPES.LIMITED || TYPE === 1 && wall.document.move === CONST.WALL_SENSE_TYPES.LIMITED || TYPE === 2 && wall.document.sound === CONST.WALL_SENSE_TYPES.LIMITED || TYPE === 3 && wall.document.light === CONST.WALL_SENSE_TYPES.LIMITED; //declare points in 3d space of the rectangle created by the wall const wallBotTop = getWallHeightRange3Dcollision(wall); const wx1 = wall.document.c[0]; const wx2 = wall.document.c[2]; const wx3 = wall.document.c[2]; const wy1 = wall.document.c[1]; const wy2 = wall.document.c[3]; const wy3 = wall.document.c[3]; const wz1 = wallBotTop[0]; const wz2 = wallBotTop[0]; const wz3 = wallBotTop[1]; //calculate the parameters for the infinite plane the rectangle defines const A = wy1 * (wz2 - wz3) + wy2 * (wz3 - wz1) + wy3 * (wz1 - wz2); const B = wz1 * (wx2 - wx3) + wz2 * (wx3 - wx1) + wz3 * (wx1 - wx2); const C = wx1 * (wy2 - wy3) + wx2 * (wy3 - wy1) + wx3 * (wy1 - wy2); const D = -wx1 * (wy2 * wz3 - wy3 * wz2) - wx2 * (wy3 * wz1 - wy1 * wz3) - wx3 * (wy1 * wz2 - wy2 * wz1); //solve for p0 p1 to check if the points are on opposite sides of the plane or not const P1 = A * x0 + B * y0 + C * z0 + D; const P2 = A * x1 + B * y1 + C * z1 + D; //don't do anything else if the points are on the same side of the plane if (P1 * P2 > 0) continue; //Check for directional walls if (wall.direction !== null) { // Directional walls where the ray angle is not in the same hemisphere const rayAngle = Math.atan2(y1 - y0, x1 - x0); const angleBounds = [rayAngle - Math.PI / 2, rayAngle + Math.PI / 2]; if (!wall.isDirectionBetweenAngles(...angleBounds)) continue; } //calculate intersection point const t = -(A * x0 + B * y0 + C * z0 + D) / (A * (x1 - x0) + B * (y1 - y0) + C * (z1 - z0)); //-(A*x0 + B*y0 + C*z0 + D) / (A*x1 + B*y1 + C*z1) const ix = x0 + (x1 - x0) * t; const iy = y0 + (y1 - y0) * t; const iz = Math.round(z0 + (z1 - z0) * t); //return true if the point is inisde the rectangle const isb = isBetween( { x: wx1, y: wy1 }, { x: wx2, y: wy2 }, { x: ix, y: iy } ); if ( isTerrain && isb && iz <= wallBotTop[1] && iz >= wallBotTop[0] && terrainWalls == 0 ) { terrainWalls++; continue; } if (isb && iz <= wallBotTop[1] && iz >= wallBotTop[0]) return { x: ix, y: iy, z: iz }; } return false; } } /** * Perform a collision test between 2 TOKENS in 3D space * @param {Token|{x:number,y:number,z:number}} token1 - a token or a point in 3d space where z is the elevation * @param {Token|{x:number,y:number,z:number}} token2 - a token or a point in 3d space where z is the elevation * @param {String} type - "sight" or "move"/"collision" or "sound" or "light" (defaults to "sight") * @returns {Boolean} returns the collision point if a collision is detected, flase if it's not **/ static checkCollision(tokenOrPoint1, tokenOrPoint2, type = "sight") { const p0 = tokenOrPoint1 instanceof Token ? { x: tokenOrPoint1.vision.x, y: tokenOrPoint1.vision.y, z: tokenOrPoint1.losHeight, } : tokenOrPoint1; const p1 = tokenOrPoint2 instanceof Token ? { x: tokenOrPoint2.center.x, y: tokenOrPoint2.center.y, z: tokenOrPoint2.losHeight, } : tokenOrPoint2; return this.testCollision(p0, p1, type, {source: tokenOrPoint1, target: tokenOrPoint2}); } }