I'm sure this could be done better but here's some code that searches the perimeter of a square around the centre pixel, examining the centre first and moving toward the corners. If a pixel isn't found the perimeter (radius) is expanded until either the radius limit is reached or a pixel is found. The first implementation was a loop doing a simple spiral around the centre point but as noted that doesn't find the absolute closest pixel. SomeBigObjCStruct's creation inside the loop was very slow - removing it from the loop made it good enough and the spiral approach is what got used. But here's this implementation anyway - beware, little to no testing done.
It is all done with integer addition and subtraction.
- (SomeBigObjCStruct *)nearestWalkablePoint:(SomeBigObjCStruct)point {
typedef struct _testPoint { // using the IYMapPoint object here is very slow
int x;
int y;
} testPoint;
// see if the point supplied is walkable
testPoint centre;
centre.x = point.x;
centre.y = point.y;
NSMutableData *map = [self getWalkingMapDataForLevelId:point.levelId];
// check point for walkable (case radius = 0)
if(testThePoint(centre.x, centre.y, map) != 0) // bullseye
return point;
// radius is the distance from the location of point. A square is checked on each iteration, radius units from point.
// The point with y=0 or x=0 distance is checked first, i.e. the centre of the side of the square. A cursor variable
// is used to move along the side of the square looking for a walkable point. This proceeds until a walkable point
// is found or the side is exhausted. Sides are checked until radius is exhausted at which point the search fails.
int radius = 1;
BOOL leftWithinMap = YES, rightWithinMap = YES, upWithinMap = YES, downWithinMap = YES;
testPoint leftCentre, upCentre, rightCentre, downCentre;
testPoint leftUp, leftDown, rightUp, rightDown;
testPoint upLeft, upRight, downLeft, downRight;
leftCentre = rightCentre = upCentre = downCentre = centre;
int foundX = -1;
int foundY = -1;
while(radius < 1000) {
// radius increases. move centres outward
if(leftWithinMap == YES) {
leftCentre.x -= 1; // move left
if(leftCentre.x < 0) {
leftWithinMap = NO;
}
}
if(rightWithinMap == YES) {
rightCentre.x += 1; // move right
if(!(rightCentre.x < kIYMapWidth)) {
rightWithinMap = NO;
}
}
if(upWithinMap == YES) {
upCentre.y -= 1; // move up
if(upCentre.y < 0) {
upWithinMap = NO;
}
}
if(downWithinMap == YES) {
downCentre.y += 1; // move down
if(!(downCentre.y < kIYMapHeight)) {
downWithinMap = NO;
}
}
// set up cursor values for checking along the sides of the square
leftUp = leftDown = leftCentre;
leftUp.y -= 1;
leftDown.y += 1;
rightUp = rightDown = rightCentre;
rightUp.y -= 1;
rightDown.y += 1;
upRight = upLeft = upCentre;
upRight.x += 1;
upLeft.x -= 1;
downRight = downLeft = downCentre;
downRight.x += 1;
downLeft.x -= 1;
// check centres
if(testThePoint(leftCentre.x, leftCentre.y, map) != 0) {
foundX = leftCentre.x;
foundY = leftCentre.y;
break;
}
if(testThePoint(rightCentre.x, rightCentre.y, map) != 0) {
foundX = rightCentre.x;
foundY = rightCentre.y;
break;
}
if(testThePoint(upCentre.x, upCentre.y, map) != 0) {
foundX = upCentre.x;
foundY = upCentre.y;
break;
}
if(testThePoint(downCentre.x, downCentre.y, map) != 0) {
foundX = downCentre.x;
foundY = downCentre.y;
break;
}
int i;
for(i = 0; i < radius; i++) {
if(leftWithinMap == YES) {
// LEFT Side - stop short of top/bottom rows because up/down horizontal cursors check that line
// if cursor position is within map
if(i < radius - 1) {
if(leftUp.y > 0) {
// check it
if(testThePoint(leftUp.x, leftUp.y, map) != 0) {
foundX = leftUp.x;
foundY = leftUp.y;
break;
}
leftUp.y -= 1; // moving up
}
if(leftDown.y < kIYMapHeight) {
// check it
if(testThePoint(leftDown.x, leftDown.y, map) != 0) {
foundX = leftDown.x;
foundY = leftDown.y;
break;
}
leftDown.y += 1; // moving down
}
}
}
if(rightWithinMap == YES) {
// RIGHT Side
if(i < radius - 1) {
if(rightUp.y > 0) {
if(testThePoint(rightUp.x, rightUp.y, map) != 0) {
foundX = rightUp.x;
foundY = rightUp.y;
break;
}
rightUp.y -= 1; // moving up
}
if(rightDown.y < kIYMapHeight) {
if(testThePoint(rightDown.x, rightDown.y, map) != 0) {
foundX = rightDown.x;
foundY = rightDown.y;
break;
}
rightDown.y += 1; // moving down
}
}
}
if(upWithinMap == YES) {
// UP Side
if(upRight.x < kIYMapWidth) {
if(testThePoint(upRight.x, upRight.y, map) != 0) {
foundX = upRight.x;
foundY = upRight.y;
break;
}
upRight.x += 1; // moving right
}
if(upLeft.x > 0) {
if(testThePoint(upLeft.x, upLeft.y, map) != 0) {
foundX = upLeft.x;
foundY = upLeft.y;
break;
}
upLeft.y -= 1; // moving left
}
}
if(downWithinMap == YES) {
// DOWN Side
if(downRight.x < kIYMapWidth) {
if(testThePoint(downRight.x, downRight.y, map) != 0) {
foundX = downRight.x;
foundY = downRight.y;
break;
}
downRight.x += 1; // moving right
}
if(downLeft.x > 0) {
if(testThePoint(upLeft.x, upLeft.y, map) != 0) {
foundX = downLeft.x;
foundY = downLeft.y;
break;
}
downLeft.y -= 1; // moving left
}
}
}
if(foundX != -1 && foundY != -1) {
break;
}
radius++;
}
// build the return object
if(foundX != -1 && foundY != -1) {
SomeBigObjCStruct *foundPoint = [SomeBigObjCStruct mapPointWithX:foundX Y:foundY levelId:point.levelId];
foundPoint.z = [self zWithLevelId:point.levelId];
return foundPoint;
}
return nil;
}