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Author SHA1 Message Date
grimsace d6e4f0f67b polished comments and style 2026-09-03 13:18:01 -05:00
grimsace f311b0483f changed from codeberg to gitlab 2026-09-03 13:10:01 -05:00
2 changed files with 66 additions and 62 deletions
+4 -4
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@@ -1,7 +1,7 @@
{
"id": "basic_aura_highlighting",
"title": "Basic Aura Highlighting",
"version": "0.2.0",
"version": "0.2.1",
"compatibility": {
"minimum": "13",
"verified": "13",
@@ -11,9 +11,9 @@
"flags": {
"canUpload": true
},
"url": "https://codeberg.org/Grimsace/basic_aura_highlighting",
"manifest": "https://codeberg.org/Grimsace/basic_aura_highlighting/raw/branch/main/module.json",
"download": "https://codeberg.org/Grimsace/basic_aura_highlighting/archive/main.zip",
"url": "https://gitlab.com/Grimsace/basic-aura-highlighting-hJ0GE",
"manifest": "https://gitlab.com/Grimsace/basic-aura-highlighting-hJ0GE/-/raw/main/module.json?ref_type=heads",
"download": "https://gitlab.com/Grimsace/basic-aura-highlighting-hJ0GE/-/archive/main/basic-aura-highlighting-hJ0GE-main.zip?ref_type=heads",
"esmodules": ["scripts/module.js"],
"styles": ["styles/module.css"],
"languages": [
+62 -58
View File
@@ -1,5 +1,6 @@
// Basic Aura Highlighting
// A module for Foundry VTT that highlights tokens within specified aura ranges.
// ============================================================================
// Basic Aura Highlighting: highlights tokens inside another token's "aura".
// ============================================================================
const MODULE_ID = "basic_aura_highlighting";
const AURAS_TAB = "basic-aura-highlighting-auras";
@@ -11,7 +12,7 @@ const ALPHA_SAMPLE_SIZE = 48;
const HIGHLIGHT_FILTER_MARKER = Symbol(MODULE_ID);
const THICKNESS_SETTING = "thickness";
// Shader for drawing an outline around the token's non-transparent pixels
// Draws an outline around the visible parts of a token.
const ALPHA_OUTLINE_FRAGMENT_SHADER = `
varying vec2 vTextureCoord;
uniform sampler2D uSampler;
@@ -53,7 +54,9 @@ const alphaShapeCache = new Map();
const REFRESH_DURING_MOVE_SETTING = "refreshDuringMove";
// Initialization: Register settings and hooks
// ============================================================================
// Module setup: registers settings and connects the module to Foundry hooks.
// ============================================================================
Hooks.once("init", () => {
game.settings.register(MODULE_ID, REFRESH_DURING_MOVE_SETTING, {
name: localize("settings.refreshDuringMove.name"),
@@ -84,7 +87,7 @@ Hooks.once("init", () => {
Hooks.on("renderTokenConfig", injectAurasTab);
Hooks.on("renderPrototypeTokenConfig", injectAurasTab);
// Data parsing hooks
// Normalizes aura data before it is saved.
Hooks.on("preUpdateToken", (_token, changes) =>
parseAurasInChanges(changes, AURAS_FLAG_PATH),
);
@@ -92,7 +95,7 @@ Hooks.on("preUpdateActor", (_actor, changes) =>
parseAurasInChanges(changes, `prototypeToken.${AURAS_FLAG_PATH}`),
);
// Refresh hooks
// Refreshes highlights when token or canvas state changes.
Hooks.on("canvasReady", scheduleAuraHighlightRefresh);
Hooks.on("canvasTearDown", clearAuraHighlights);
Hooks.on("controlToken", scheduleAuraHighlightRefresh);
@@ -114,7 +117,9 @@ Hooks.on("refreshToken", (token) => {
Hooks.on("createToken", scheduleAuraHighlightRefresh);
Hooks.on("deleteToken", scheduleAuraHighlightRefresh);
// UI Injection: Add the "Auras" tab to Token Configuration
// ============================================================================
// Aura configuration: adds and manages the Auras tab in token configuration.
// ============================================================================
function injectAurasTab(app, element) {
const root = getRootElement(element);
if (!root || root.querySelector(`[data-tab="${AURAS_TAB}"]`)) return;
@@ -193,7 +198,7 @@ function createAurasTabPanel(group, auras) {
return panel;
}
// Event handling for the Auras configuration tab
// Connects the controls in the Auras tab.
function activateAurasControls(root, group, panel) {
const form = root.querySelector("form");
const aurasTabButton = root.querySelector(
@@ -319,7 +324,9 @@ function renderAura(aura, index) {
`;
}
// Data Management: Parsing and normalizing aura flags
// ============================================================================
// Aura data: reads, validates, and normalizes aura settings.
// ============================================================================
function readAuras(panel) {
return Array.from(panel.querySelectorAll("[data-aura-id]")).map((item) => ({
id: item.dataset.auraId,
@@ -397,9 +404,11 @@ function parseAuras(value) {
}
}
// Rendering Logic: Highlights and calculations
// ============================================================================
// Highlight rendering: finds affected tokens and updates their highlights.
// ============================================================================
// Debounce highlight refreshes to avoid excessive calculations
// Delays refresh work until the current frame is complete.
function scheduleAuraHighlightRefresh() {
if (pendingHighlightRefresh !== null) return;
@@ -471,15 +480,17 @@ function clearHighlightContainer(container) {
}
}
// Distance Calculation Logic
// ============================================================================
// Distance checks: uses broad and narrow checks to find tokens inside an aura.
// ============================================================================
// Find which tokens are within range of which auras
// Finds all targets affected by the active source tokens.
function collectAuraHighlights(sourceTokens) {
const highlights = new Map();
const tokens = globalThis.canvas.tokens.placeables;
const pixelsPerUnit = getPixelsPerSceneUnit();
// Cache token-specific data for the duration of this refresh
// Reuses token data during this refresh.
const tokenCache = new Map();
for (const source of sourceTokens) {
@@ -501,7 +512,7 @@ function collectAuraHighlights(sourceTokens) {
const rangePixels = aura.range * pixelsPerUnit;
const rangePixels2 = rangePixels * rangePixels;
// Broad phase: check if elevation difference alone exceeds range
// Rejects targets whose elevation difference is already too large.
if (dz2 > rangePixels2) continue;
if (
@@ -555,24 +566,13 @@ function isTokenInAuraCached(
dz2,
rangePixels2,
) {
// Broad phase: Bounding box check
// Rejects targets whose bounds are too far apart.
const sourceBounds = sourceData.bounds;
const targetBounds = targetData.bounds;
if (measureBoundsGapSquared(sourceBounds, targetBounds) + dz2 > rangePixels2)
return false;
const dxBox = Math.max(
sourceBounds.x - targetBounds.right,
targetBounds.x - sourceBounds.right,
0,
);
const dyBox = Math.max(
sourceBounds.y - targetBounds.bottom,
targetBounds.y - sourceBounds.bottom,
0,
);
if (dxBox * dxBox + dyBox * dyBox + dz2 > rangePixels2) return false;
// Narrow phase: Distance calculation
// Measures the selected token points.
const d2d2 = measureAuraDistanceSquared(
source,
target,
@@ -582,7 +582,7 @@ function isTokenInAuraCached(
);
if (d2d2 + dz2 > rangePixels2) return false;
// Wall restriction check
// Rejects targets hidden behind walls when wall checks are enabled.
if (aura.walls) {
const isBlocked = CONFIG.Canvas.polygonBackends.sight.testCollision(
sourceData.center,
@@ -595,14 +595,14 @@ function isTokenInAuraCached(
return true;
}
// Distance from center to center (squared)
// Measures center-to-center distance.
function measureCenterDistance2(sourceData, targetData) {
const dx = sourceData.center.x - targetData.center.x;
const dy = sourceData.center.y - targetData.center.y;
return dx * dx + dy * dy;
}
// Main distance entry point (squared)
// Selects the distance method for the aura settings.
function measureAuraDistanceSquared(
source,
target,
@@ -628,21 +628,26 @@ function measureAuraDistanceSquared(
return measurePointSetDistance2(sourcePoints, targetPoints);
}
// Fallback distance calculation using token bounds (squared)
// Uses token bounds when texture points are not available.
function measureBoundsDistance2(sourceData, targetData, aura) {
if (aura.from === "center")
return measurePointToBoundsDistance2(sourceData.center, targetData.bounds);
if (aura.to === "center")
return measurePointToBoundsDistance2(targetData.center, sourceData.bounds);
return measureBoundsGapSquared(sourceData.bounds, targetData.bounds);
}
// Measures the shortest squared distance between two rectangles.
function measureBoundsGapSquared(sourceBounds, targetBounds) {
const dx = Math.max(
sourceData.bounds.x - targetData.bounds.right,
targetData.bounds.x - sourceData.bounds.right,
sourceBounds.x - targetBounds.right,
targetBounds.x - sourceBounds.right,
0,
);
const dy = Math.max(
sourceData.bounds.y - targetData.bounds.bottom,
targetData.bounds.y - sourceData.bounds.bottom,
sourceBounds.y - targetBounds.bottom,
targetBounds.y - sourceBounds.bottom,
0,
);
return dx * dx + dy * dy;
@@ -663,7 +668,7 @@ function getMeasurementPointsCached(token, mode, tokenData) {
return tokenData.alphaPoints;
}
// Find the minimum distance squared between two sets of points
// Finds the smallest squared distance between two point sets.
function measurePointSetDistance2(sourcePoints, targetPoints) {
let minDistanceSquared = Infinity;
for (let i = 0, lenS = sourcePoints.length; i < lenS; i++) {
@@ -675,7 +680,7 @@ function measurePointSetDistance2(sourcePoints, targetPoints) {
const d2 = dx * dx + dy * dy;
if (d2 < minDistanceSquared) {
minDistanceSquared = d2;
// Optimization: Distance can't be less than 0
// Stops when the exact minimum distance is found.
if (minDistanceSquared === 0) return 0;
}
}
@@ -683,16 +688,11 @@ function measurePointSetDistance2(sourcePoints, targetPoints) {
return minDistanceSquared;
}
// Convert elevation difference to pixel distance
function getElevationOffset(source, target) {
const e1 = source.document?.elevation ?? 0;
const e2 = target.document?.elevation ?? 0;
return Math.abs(e1 - e2) * getPixelsPerSceneUnit();
}
// ============================================================================
// Alpha sampling: finds visible texture edges for accurate distance checks.
// ============================================================================
// Alpha Sampling: Pixel-perfect edge detection
// Get points along the visual edge of the token's texture
// Gets points along the visible edge of a token texture.
function getTokenAlphaEdgePoints(token) {
const displayObject = getTokenFilterTarget(token);
const normalizedPoints = getTextureAlphaEdgePoints(displayObject);
@@ -702,7 +702,7 @@ function getTokenAlphaEdgePoints(token) {
return normalizedPoints.map(mapper);
}
// Normalize texture-space points to canvas-space coordinates
// Converts texture points to canvas coordinates.
function getAlphaPointMapper(displayObject, token) {
const localBounds = displayObject?.getLocalBounds?.();
const transform = displayObject?.worldTransform;
@@ -714,7 +714,7 @@ function getAlphaPointMapper(displayObject, token) {
x: localBounds.x + point.x * localBounds.width,
y: localBounds.y + point.y * localBounds.height,
};
// Map from local mesh space to world (screen) space, then back to canvas space
// Converts local mesh points to canvas points.
const worldPoint = transform.apply(localPoint);
return stageTransform.applyInverse(worldPoint);
};
@@ -727,7 +727,7 @@ function getAlphaPointMapper(displayObject, token) {
});
}
// Extract and cache points representing the non-transparent outline of a texture
// Extracts and caches non-transparent texture edge points.
function getTextureAlphaEdgePoints(displayObject) {
const texture = displayObject?.texture;
const source = getTextureSource(texture);
@@ -798,7 +798,7 @@ function getAlphaShapeCacheKey(texture, frame) {
return `${textureId}:${frame.x}:${frame.y}:${frame.width}:${frame.height}:${ALPHA_SAMPLE_SIZE}:${HIGHLIGHT_ALPHA_THRESHOLD}`;
}
// Draw the texture to a small canvas to scan its alpha channel
// Draws the texture to a small canvas so its alpha can be scanned.
function sampleTextureAlphaEdges(source, frame) {
const canvas = document.createElement("canvas");
canvas.width = ALPHA_SAMPLE_SIZE;
@@ -832,7 +832,7 @@ function sampleTextureAlphaEdges(source, frame) {
}
}
// Scan image data for pixels that transition from opaque to transparent
// Finds opaque pixels next to transparent pixels.
function getAlphaEdgeSamplePoints(imageData) {
const alphaThreshold = HIGHLIGHT_ALPHA_THRESHOLD * 255;
const { data, width, height } = imageData;
@@ -886,7 +886,9 @@ function isAlphaEdgePixel(opaquePixels, width, height, x, y) {
return false;
}
// Filter Management: Drawing the highlights
// ============================================================================
// Highlight filters: applies an outline filter or a graphics fallback.
// ============================================================================
function highlightToken(token, highlights) {
const target = getTokenFilterTarget(token);
@@ -930,7 +932,7 @@ function removeHighlightFilters(target) {
target.filters = remainingFilters.length > 0 ? remainingFilters : null;
}
// Determine which outline filter to use based on available system/module filters
// Uses the best outline filter available in the current Foundry version.
function createOutlineFilter(color) {
const colorNumber = colorToNumber(color);
const pixiOutlineFilter = globalThis.PIXI?.filters?.OutlineFilter;
@@ -999,7 +1001,7 @@ function createAlphaOutlineFilter(color) {
}
}
// Fallback graphics when filters are not supported
// Draws a simple ring when no filter is available.
function drawFallbackTokenHighlights(container, token, highlights) {
highlights.forEach((aura, index) => {
const bounds = token.bounds.clone().pad(index * HIGHLIGHT_RING_SPACING);
@@ -1017,7 +1019,9 @@ function drawFallbackTokenHighlights(container, token, highlights) {
});
}
// Utility Functions
// ============================================================================
// Utility functions: provides shared conversion, localization, and DOM helpers.
// ============================================================================
function getPixelsPerSceneUnit() {
const activeCanvas = globalThis.canvas;