tv_shadowcasting
This is a shadow-casting implementation based on this article and optimized for maps represented as 1 dimensional u8 arrays. Given a map represented as 0s and 1s (1 for light-blocking), it will return a visibility map of 0s and 1s (1 for visible). This is primarily built for usage in my own games.
API
get_visible_idxs - (position: usize, map: &Vec, map_width: usize, radius: u32) -> Vec
Usage
The usage is simple:
let map = vec![
1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 0, 0, 0, 0, 0, 0, 1, 1,
1, 1, 0, 1, 0, 0, 0, 0, 1, 1,
1, 1, 0, 0, 0, 0, 0, 0, 1, 1,
1, 1, 0, 0, 0, 0, 0, 0, 1, 1,
1, 1, 0, 0, 0, 0, 0, 0, 1, 1,
1, 1, 0, 0, 0, 0, 0, 0, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
];
let map_width = 10;
let position = 45;
let expected = vec![
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1, 0,
0, 0, 0, 1, 1, 1, 1, 1, 1, 0,
0, 1, 0, 1, 1, 1, 1, 1, 1, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
];
let result = get_visible_idxs(position, &map, map_width, 10);
assert_eq!(result, expected);