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/*************************************************************************/
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/* nav_map.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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# include "nav_map.h"
# include "core/os/threaded_array_processor.h"
# include "nav_region.h"
# include "rvo_agent.h"
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# include <algorithm>
/**
@ author AndreaCatania
*/
# define USE_ENTRY_POINT
void NavMap : : set_up ( Vector3 p_up ) {
up = p_up ;
regenerate_polygons = true ;
}
void NavMap : : set_cell_size ( float p_cell_size ) {
cell_size = p_cell_size ;
regenerate_polygons = true ;
}
void NavMap : : set_edge_connection_margin ( float p_edge_connection_margin ) {
edge_connection_margin = p_edge_connection_margin ;
regenerate_links = true ;
}
gd : : PointKey NavMap : : get_point_key ( const Vector3 & p_pos ) const {
const int x = int ( Math : : floor ( p_pos . x / cell_size ) ) ;
const int y = int ( Math : : floor ( p_pos . y / cell_size ) ) ;
const int z = int ( Math : : floor ( p_pos . z / cell_size ) ) ;
gd : : PointKey p ;
p . key = 0 ;
p . x = x ;
p . y = y ;
p . z = z ;
return p ;
}
Vector < Vector3 > NavMap : : get_path ( Vector3 p_origin , Vector3 p_destination , bool p_optimize ) const {
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const gd : : Polygon * begin_poly = nullptr ;
const gd : : Polygon * end_poly = nullptr ;
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Vector3 begin_point ;
Vector3 end_point ;
float begin_d = 1e20 ;
float end_d = 1e20 ;
// Find the initial poly and the end poly on this map.
for ( size_t i ( 0 ) ; i < polygons . size ( ) ; i + + ) {
const gd : : Polygon & p = polygons [ i ] ;
// For each point cast a face and check the distance between the origin/destination
for ( size_t point_id = 2 ; point_id < p . points . size ( ) ; point_id + + ) {
Face3 f ( p . points [ point_id - 2 ] . pos , p . points [ point_id - 1 ] . pos , p . points [ point_id ] . pos ) ;
Vector3 spoint = f . get_closest_point_to ( p_origin ) ;
float dpoint = spoint . distance_to ( p_origin ) ;
if ( dpoint < begin_d ) {
begin_d = dpoint ;
begin_poly = & p ;
begin_point = spoint ;
}
spoint = f . get_closest_point_to ( p_destination ) ;
dpoint = spoint . distance_to ( p_destination ) ;
if ( dpoint < end_d ) {
end_d = dpoint ;
end_poly = & p ;
end_point = spoint ;
}
}
}
if ( ! begin_poly | | ! end_poly ) {
// No path
return Vector < Vector3 > ( ) ;
}
if ( begin_poly = = end_poly ) {
Vector < Vector3 > path ;
path . resize ( 2 ) ;
path . write [ 0 ] = begin_point ;
path . write [ 1 ] = end_point ;
return path ;
}
std : : vector < gd : : NavigationPoly > navigation_polys ;
navigation_polys . reserve ( polygons . size ( ) * 0.75 ) ;
// The elements indices in the `navigation_polys`.
int least_cost_id ( - 1 ) ;
List < uint32_t > open_list ;
bool found_route = false ;
navigation_polys . push_back ( gd : : NavigationPoly ( begin_poly ) ) ;
{
least_cost_id = 0 ;
gd : : NavigationPoly * least_cost_poly = & navigation_polys [ least_cost_id ] ;
least_cost_poly - > self_id = least_cost_id ;
least_cost_poly - > entry = begin_point ;
}
open_list . push_back ( 0 ) ;
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const gd : : Polygon * reachable_end = nullptr ;
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float reachable_d = 1e30 ;
bool is_reachable = true ;
while ( found_route = = false ) {
{
// Takes the current least_cost_poly neighbors and compute the traveled_distance of each
for ( size_t i = 0 ; i < navigation_polys [ least_cost_id ] . poly - > edges . size ( ) ; i + + ) {
gd : : NavigationPoly * least_cost_poly = & navigation_polys [ least_cost_id ] ;
const gd : : Edge & edge = least_cost_poly - > poly - > edges [ i ] ;
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if ( ! edge . other_polygon ) {
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continue ;
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}
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# ifdef USE_ENTRY_POINT
Vector3 edge_line [ 2 ] = {
least_cost_poly - > poly - > points [ i ] . pos ,
least_cost_poly - > poly - > points [ ( i + 1 ) % least_cost_poly - > poly - > points . size ( ) ] . pos
} ;
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const Vector3 new_entry = Geometry3D : : get_closest_point_to_segment ( least_cost_poly - > entry , edge_line ) ;
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const float new_distance = least_cost_poly - > entry . distance_to ( new_entry ) + least_cost_poly - > traveled_distance ;
# else
const float new_distance = least_cost_poly - > poly - > center . distance_to ( edge . other_polygon - > center ) + least_cost_poly - > traveled_distance ;
# endif
auto it = std : : find (
navigation_polys . begin ( ) ,
navigation_polys . end ( ) ,
gd : : NavigationPoly ( edge . other_polygon ) ) ;
if ( it ! = navigation_polys . end ( ) ) {
// Oh this was visited already, can we win the cost?
if ( it - > traveled_distance > new_distance ) {
it - > prev_navigation_poly_id = least_cost_id ;
it - > back_navigation_edge = edge . other_edge ;
it - > traveled_distance = new_distance ;
# ifdef USE_ENTRY_POINT
it - > entry = new_entry ;
# endif
}
} else {
// Add to open neighbours
navigation_polys . push_back ( gd : : NavigationPoly ( edge . other_polygon ) ) ;
gd : : NavigationPoly * np = & navigation_polys [ navigation_polys . size ( ) - 1 ] ;
np - > self_id = navigation_polys . size ( ) - 1 ;
np - > prev_navigation_poly_id = least_cost_id ;
np - > back_navigation_edge = edge . other_edge ;
np - > traveled_distance = new_distance ;
# ifdef USE_ENTRY_POINT
np - > entry = new_entry ;
# endif
open_list . push_back ( navigation_polys . size ( ) - 1 ) ;
}
}
}
// Removes the least cost polygon from the open list so we can advance.
open_list . erase ( least_cost_id ) ;
if ( open_list . size ( ) = = 0 ) {
// When the open list is empty at this point the End Polygon is not reachable
// so use the further reachable polygon
ERR_BREAK_MSG ( is_reachable = = false , " It's not expect to not find the most reachable polygons " ) ;
is_reachable = false ;
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if ( reachable_end = = nullptr ) {
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// The path is not found and there is not a way out.
break ;
}
// Set as end point the furthest reachable point.
end_poly = reachable_end ;
end_d = 1e20 ;
for ( size_t point_id = 2 ; point_id < end_poly - > points . size ( ) ; point_id + + ) {
Face3 f ( end_poly - > points [ point_id - 2 ] . pos , end_poly - > points [ point_id - 1 ] . pos , end_poly - > points [ point_id ] . pos ) ;
Vector3 spoint = f . get_closest_point_to ( p_destination ) ;
float dpoint = spoint . distance_to ( p_destination ) ;
if ( dpoint < end_d ) {
end_point = spoint ;
end_d = dpoint ;
}
}
// Reset open and navigation_polys
gd : : NavigationPoly np = navigation_polys [ 0 ] ;
navigation_polys . clear ( ) ;
navigation_polys . push_back ( np ) ;
open_list . clear ( ) ;
open_list . push_back ( 0 ) ;
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reachable_end = nullptr ;
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continue ;
}
// Now take the new least_cost_poly from the open list.
least_cost_id = - 1 ;
float least_cost = 1e30 ;
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for ( auto element = open_list . front ( ) ; element ! = nullptr ; element = element - > next ( ) ) {
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gd : : NavigationPoly * np = & navigation_polys [ element - > get ( ) ] ;
float cost = np - > traveled_distance ;
# ifdef USE_ENTRY_POINT
cost + = np - > entry . distance_to ( end_point ) ;
# else
cost + = np - > poly - > center . distance_to ( end_point ) ;
# endif
if ( cost < least_cost ) {
least_cost_id = np - > self_id ;
least_cost = cost ;
}
}
// Stores the further reachable end polygon, in case our goal is not reachable.
if ( is_reachable ) {
float d = navigation_polys [ least_cost_id ] . entry . distance_to ( p_destination ) ;
if ( reachable_d > d ) {
reachable_d = d ;
reachable_end = navigation_polys [ least_cost_id ] . poly ;
}
}
ERR_BREAK ( least_cost_id = = - 1 ) ;
// Check if we reached the end
if ( navigation_polys [ least_cost_id ] . poly = = end_poly ) {
// Yep, done!!
found_route = true ;
break ;
}
}
if ( found_route ) {
Vector < Vector3 > path ;
if ( p_optimize ) {
// String pulling
gd : : NavigationPoly * apex_poly = & navigation_polys [ least_cost_id ] ;
Vector3 apex_point = end_point ;
Vector3 portal_left = apex_point ;
Vector3 portal_right = apex_point ;
gd : : NavigationPoly * left_poly = apex_poly ;
gd : : NavigationPoly * right_poly = apex_poly ;
gd : : NavigationPoly * p = apex_poly ;
path . push_back ( end_point ) ;
while ( p ) {
Vector3 left ;
Vector3 right ;
# define CLOCK_TANGENT(m_a, m_b, m_c) (((m_a) - (m_c)).cross((m_a) - (m_b)))
if ( p - > poly = = begin_poly ) {
left = begin_point ;
right = begin_point ;
} else {
int prev = p - > back_navigation_edge ;
int prev_n = ( p - > back_navigation_edge + 1 ) % p - > poly - > points . size ( ) ;
left = p - > poly - > points [ prev ] . pos ;
right = p - > poly - > points [ prev_n ] . pos ;
if ( p - > poly - > clockwise ) {
SWAP ( left , right ) ;
}
}
bool skip = false ;
if ( CLOCK_TANGENT ( apex_point , portal_left , left ) . dot ( up ) > = 0 ) {
//process
if ( portal_left = = apex_point | | CLOCK_TANGENT ( apex_point , left , portal_right ) . dot ( up ) > 0 ) {
left_poly = p ;
portal_left = left ;
} else {
clip_path ( navigation_polys , path , apex_poly , portal_right , right_poly ) ;
apex_point = portal_right ;
p = right_poly ;
left_poly = p ;
apex_poly = p ;
portal_left = apex_point ;
portal_right = apex_point ;
path . push_back ( apex_point ) ;
skip = true ;
}
}
if ( ! skip & & CLOCK_TANGENT ( apex_point , portal_right , right ) . dot ( up ) < = 0 ) {
//process
if ( portal_right = = apex_point | | CLOCK_TANGENT ( apex_point , right , portal_left ) . dot ( up ) < 0 ) {
right_poly = p ;
portal_right = right ;
} else {
clip_path ( navigation_polys , path , apex_poly , portal_left , left_poly ) ;
apex_point = portal_left ;
p = left_poly ;
right_poly = p ;
apex_poly = p ;
portal_right = apex_point ;
portal_left = apex_point ;
path . push_back ( apex_point ) ;
}
}
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if ( p - > prev_navigation_poly_id ! = - 1 ) {
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p = & navigation_polys [ p - > prev_navigation_poly_id ] ;
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} else {
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// The end
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p = nullptr ;
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}
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}
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if ( path [ path . size ( ) - 1 ] ! = begin_point ) {
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path . push_back ( begin_point ) ;
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}
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path . invert ( ) ;
} else {
path . push_back ( end_point ) ;
// Add mid points
int np_id = least_cost_id ;
while ( np_id ! = - 1 ) {
# ifdef USE_ENTRY_POINT
Vector3 point = navigation_polys [ np_id ] . entry ;
# else
int prev = navigation_polys [ np_id ] . back_navigation_edge ;
int prev_n = ( navigation_polys [ np_id ] . back_navigation_edge + 1 ) % navigation_polys [ np_id ] . poly - > points . size ( ) ;
Vector3 point = ( navigation_polys [ np_id ] . poly - > points [ prev ] . pos + navigation_polys [ np_id ] . poly - > points [ prev_n ] . pos ) * 0.5 ;
# endif
path . push_back ( point ) ;
np_id = navigation_polys [ np_id ] . prev_navigation_poly_id ;
}
path . invert ( ) ;
}
return path ;
}
return Vector < Vector3 > ( ) ;
}
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Vector3 NavMap : : get_closest_point_to_segment ( const Vector3 & p_from , const Vector3 & p_to , const bool p_use_collision ) const {
bool use_collision = p_use_collision ;
Vector3 closest_point ;
real_t closest_point_d = 1e20 ;
// Find the initial poly and the end poly on this map.
for ( size_t i ( 0 ) ; i < polygons . size ( ) ; i + + ) {
const gd : : Polygon & p = polygons [ i ] ;
// For each point cast a face and check the distance to the segment
for ( size_t point_id = 2 ; point_id < p . points . size ( ) ; point_id + = 1 ) {
const Face3 f ( p . points [ point_id - 2 ] . pos , p . points [ point_id - 1 ] . pos , p . points [ point_id ] . pos ) ;
Vector3 inters ;
if ( f . intersects_segment ( p_from , p_to , & inters ) ) {
const real_t d = closest_point_d = p_from . distance_to ( inters ) ;
if ( use_collision = = false ) {
closest_point = inters ;
use_collision = true ;
closest_point_d = d ;
} else if ( closest_point_d > d ) {
closest_point = inters ;
closest_point_d = d ;
}
}
}
if ( use_collision = = false ) {
for ( size_t point_id = 0 ; point_id < p . points . size ( ) ; point_id + = 1 ) {
Vector3 a , b ;
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Geometry3D : : get_closest_points_between_segments (
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p_from ,
p_to ,
p . points [ point_id ] . pos ,
p . points [ ( point_id + 1 ) % p . points . size ( ) ] . pos ,
a ,
b ) ;
const real_t d = a . distance_to ( b ) ;
if ( d < closest_point_d ) {
closest_point_d = d ;
closest_point = b ;
}
}
}
}
return closest_point ;
}
Vector3 NavMap : : get_closest_point ( const Vector3 & p_point ) const {
// TODO this is really not optimal, please redesign the API to directly return all this data
Vector3 closest_point ;
real_t closest_point_d = 1e20 ;
// Find the initial poly and the end poly on this map.
for ( size_t i ( 0 ) ; i < polygons . size ( ) ; i + + ) {
const gd : : Polygon & p = polygons [ i ] ;
// For each point cast a face and check the distance to the point
for ( size_t point_id = 2 ; point_id < p . points . size ( ) ; point_id + = 1 ) {
const Face3 f ( p . points [ point_id - 2 ] . pos , p . points [ point_id - 1 ] . pos , p . points [ point_id ] . pos ) ;
const Vector3 inters = f . get_closest_point_to ( p_point ) ;
const real_t d = inters . distance_to ( p_point ) ;
if ( d < closest_point_d ) {
closest_point = inters ;
closest_point_d = d ;
}
}
}
return closest_point ;
}
Vector3 NavMap : : get_closest_point_normal ( const Vector3 & p_point ) const {
// TODO this is really not optimal, please redesign the API to directly return all this data
Vector3 closest_point ;
Vector3 closest_point_normal ;
real_t closest_point_d = 1e20 ;
// Find the initial poly and the end poly on this map.
for ( size_t i ( 0 ) ; i < polygons . size ( ) ; i + + ) {
const gd : : Polygon & p = polygons [ i ] ;
// For each point cast a face and check the distance to the point
for ( size_t point_id = 2 ; point_id < p . points . size ( ) ; point_id + = 1 ) {
const Face3 f ( p . points [ point_id - 2 ] . pos , p . points [ point_id - 1 ] . pos , p . points [ point_id ] . pos ) ;
const Vector3 inters = f . get_closest_point_to ( p_point ) ;
const real_t d = inters . distance_to ( p_point ) ;
if ( d < closest_point_d ) {
closest_point = inters ;
closest_point_normal = f . get_plane ( ) . normal ;
closest_point_d = d ;
}
}
}
return closest_point_normal ;
}
RID NavMap : : get_closest_point_owner ( const Vector3 & p_point ) const {
// TODO this is really not optimal, please redesign the API to directly return all this data
Vector3 closest_point ;
RID closest_point_owner ;
real_t closest_point_d = 1e20 ;
// Find the initial poly and the end poly on this map.
for ( size_t i ( 0 ) ; i < polygons . size ( ) ; i + + ) {
const gd : : Polygon & p = polygons [ i ] ;
// For each point cast a face and check the distance to the point
for ( size_t point_id = 2 ; point_id < p . points . size ( ) ; point_id + = 1 ) {
const Face3 f ( p . points [ point_id - 2 ] . pos , p . points [ point_id - 1 ] . pos , p . points [ point_id ] . pos ) ;
const Vector3 inters = f . get_closest_point_to ( p_point ) ;
const real_t d = inters . distance_to ( p_point ) ;
if ( d < closest_point_d ) {
closest_point = inters ;
closest_point_owner = p . owner - > get_self ( ) ;
closest_point_d = d ;
}
}
}
return closest_point_owner ;
}
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void NavMap : : add_region ( NavRegion * p_region ) {
regions . push_back ( p_region ) ;
regenerate_links = true ;
}
void NavMap : : remove_region ( NavRegion * p_region ) {
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std : : vector < NavRegion * > : : iterator it = std : : find ( regions . begin ( ) , regions . end ( ) , p_region ) ;
if ( it ! = regions . end ( ) ) {
regions . erase ( it ) ;
regenerate_links = true ;
}
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}
bool NavMap : : has_agent ( RvoAgent * agent ) const {
return std : : find ( agents . begin ( ) , agents . end ( ) , agent ) ! = agents . end ( ) ;
}
void NavMap : : add_agent ( RvoAgent * agent ) {
if ( ! has_agent ( agent ) ) {
agents . push_back ( agent ) ;
agents_dirty = true ;
}
}
void NavMap : : remove_agent ( RvoAgent * agent ) {
remove_agent_as_controlled ( agent ) ;
auto it = std : : find ( agents . begin ( ) , agents . end ( ) , agent ) ;
if ( it ! = agents . end ( ) ) {
agents . erase ( it ) ;
agents_dirty = true ;
}
}
void NavMap : : set_agent_as_controlled ( RvoAgent * agent ) {
const bool exist = std : : find ( controlled_agents . begin ( ) , controlled_agents . end ( ) , agent ) ! = controlled_agents . end ( ) ;
if ( ! exist ) {
ERR_FAIL_COND ( ! has_agent ( agent ) ) ;
controlled_agents . push_back ( agent ) ;
}
}
void NavMap : : remove_agent_as_controlled ( RvoAgent * agent ) {
auto it = std : : find ( controlled_agents . begin ( ) , controlled_agents . end ( ) , agent ) ;
if ( it ! = controlled_agents . end ( ) ) {
controlled_agents . erase ( it ) ;
}
}
void NavMap : : sync ( ) {
if ( regenerate_polygons ) {
for ( size_t r ( 0 ) ; r < regions . size ( ) ; r + + ) {
regions [ r ] - > scratch_polygons ( ) ;
}
regenerate_links = true ;
}
for ( size_t r ( 0 ) ; r < regions . size ( ) ; r + + ) {
if ( regions [ r ] - > sync ( ) ) {
regenerate_links = true ;
}
}
if ( regenerate_links ) {
// Copy all region polygons in the map.
int count = 0 ;
for ( size_t r ( 0 ) ; r < regions . size ( ) ; r + + ) {
count + = regions [ r ] - > get_polygons ( ) . size ( ) ;
}
polygons . resize ( count ) ;
count = 0 ;
for ( size_t r ( 0 ) ; r < regions . size ( ) ; r + + ) {
std : : copy (
regions [ r ] - > get_polygons ( ) . data ( ) ,
regions [ r ] - > get_polygons ( ) . data ( ) + regions [ r ] - > get_polygons ( ) . size ( ) ,
polygons . begin ( ) + count ) ;
count + = regions [ r ] - > get_polygons ( ) . size ( ) ;
}
// Connects the `Edges` of all the `Polygons` of all `Regions` each other.
Map < gd : : EdgeKey , gd : : Connection > connections ;
for ( size_t poly_id ( 0 ) ; poly_id < polygons . size ( ) ; poly_id + + ) {
gd : : Polygon & poly ( polygons [ poly_id ] ) ;
for ( size_t p ( 0 ) ; p < poly . points . size ( ) ; p + + ) {
int next_point = ( p + 1 ) % poly . points . size ( ) ;
gd : : EdgeKey ek ( poly . points [ p ] . key , poly . points [ next_point ] . key ) ;
Map < gd : : EdgeKey , gd : : Connection > : : Element * connection = connections . find ( ek ) ;
if ( ! connection ) {
// Nothing yet
gd : : Connection c ;
c . A = & poly ;
c . A_edge = p ;
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c . B = nullptr ;
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c . B_edge = - 1 ;
connections [ ek ] = c ;
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} else if ( connection - > get ( ) . B = = nullptr ) {
CRASH_COND ( connection - > get ( ) . A = = nullptr ) ; // Unreachable
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// Connect the two Polygons by this edge
connection - > get ( ) . B = & poly ;
connection - > get ( ) . B_edge = p ;
connection - > get ( ) . A - > edges [ connection - > get ( ) . A_edge ] . this_edge = connection - > get ( ) . A_edge ;
connection - > get ( ) . A - > edges [ connection - > get ( ) . A_edge ] . other_polygon = connection - > get ( ) . B ;
connection - > get ( ) . A - > edges [ connection - > get ( ) . A_edge ] . other_edge = connection - > get ( ) . B_edge ;
connection - > get ( ) . B - > edges [ connection - > get ( ) . B_edge ] . this_edge = connection - > get ( ) . B_edge ;
connection - > get ( ) . B - > edges [ connection - > get ( ) . B_edge ] . other_polygon = connection - > get ( ) . A ;
connection - > get ( ) . B - > edges [ connection - > get ( ) . B_edge ] . other_edge = connection - > get ( ) . A_edge ;
} else {
// The edge is already connected with another edge, skip.
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ERR_PRINT ( " Attempted to merge a navigation mesh triangle edge with another already-merged edge. This happens when the Navigation3D's `cell_size` is different from the one used to generate the navigation mesh. This will cause navigation problem. " ) ;
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}
}
}
// Takes all the free edges.
std : : vector < gd : : FreeEdge > free_edges ;
free_edges . reserve ( connections . size ( ) ) ;
for ( auto connection_element = connections . front ( ) ; connection_element ; connection_element = connection_element - > next ( ) ) {
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if ( connection_element - > get ( ) . B = = nullptr ) {
CRASH_COND ( connection_element - > get ( ) . A = = nullptr ) ; // Unreachable
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CRASH_COND ( connection_element - > get ( ) . A_edge < 0 ) ; // Unreachable
// This is a free edge
uint32_t id ( free_edges . size ( ) ) ;
free_edges . push_back ( gd : : FreeEdge ( ) ) ;
free_edges [ id ] . is_free = true ;
free_edges [ id ] . poly = connection_element - > get ( ) . A ;
free_edges [ id ] . edge_id = connection_element - > get ( ) . A_edge ;
uint32_t point_0 ( free_edges [ id ] . edge_id ) ;
uint32_t point_1 ( ( free_edges [ id ] . edge_id + 1 ) % free_edges [ id ] . poly - > points . size ( ) ) ;
Vector3 pos_0 = free_edges [ id ] . poly - > points [ point_0 ] . pos ;
Vector3 pos_1 = free_edges [ id ] . poly - > points [ point_1 ] . pos ;
Vector3 relative = pos_1 - pos_0 ;
free_edges [ id ] . edge_center = ( pos_0 + pos_1 ) / 2.0 ;
free_edges [ id ] . edge_dir = relative . normalized ( ) ;
free_edges [ id ] . edge_len_squared = relative . length_squared ( ) ;
}
}
const float ecm_squared ( edge_connection_margin * edge_connection_margin ) ;
# define LEN_TOLLERANCE 0.1
# define DIR_TOLLERANCE 0.9
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// In front of tolerance
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# define IFO_TOLLERANCE 0.5
// Find the compatible near edges.
//
// Note:
// Considering that the edges must be compatible (for obvious reasons)
// to be connected, create new polygons to remove that small gap is
// not really useful and would result in wasteful computation during
// connection, integration and path finding.
for ( size_t i ( 0 ) ; i < free_edges . size ( ) ; i + + ) {
if ( ! free_edges [ i ] . is_free ) {
continue ;
}
gd : : FreeEdge & edge = free_edges [ i ] ;
for ( size_t y ( 0 ) ; y < free_edges . size ( ) ; y + + ) {
gd : : FreeEdge & other_edge = free_edges [ y ] ;
if ( i = = y | | ! other_edge . is_free | | edge . poly - > owner = = other_edge . poly - > owner ) {
continue ;
}
Vector3 rel_centers = other_edge . edge_center - edge . edge_center ;
if ( ecm_squared > rel_centers . length_squared ( ) // Are enough closer?
& & ABS ( edge . edge_len_squared - other_edge . edge_len_squared ) < LEN_TOLLERANCE // Are the same length?
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& & ABS ( edge . edge_dir . dot ( other_edge . edge_dir ) ) > DIR_TOLLERANCE // Are aligned?
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& & ABS ( rel_centers . normalized ( ) . dot ( edge . edge_dir ) ) < IFO_TOLLERANCE // Are one in front the other?
) {
// The edges can be connected
edge . is_free = false ;
other_edge . is_free = false ;
edge . poly - > edges [ edge . edge_id ] . this_edge = edge . edge_id ;
edge . poly - > edges [ edge . edge_id ] . other_edge = other_edge . edge_id ;
edge . poly - > edges [ edge . edge_id ] . other_polygon = other_edge . poly ;
other_edge . poly - > edges [ other_edge . edge_id ] . this_edge = other_edge . edge_id ;
other_edge . poly - > edges [ other_edge . edge_id ] . other_edge = edge . edge_id ;
other_edge . poly - > edges [ other_edge . edge_id ] . other_polygon = edge . poly ;
}
}
}
}
if ( regenerate_links ) {
map_update_id = map_update_id + 1 % 9999999 ;
}
if ( agents_dirty ) {
std : : vector < RVO : : Agent * > raw_agents ;
raw_agents . reserve ( agents . size ( ) ) ;
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for ( size_t i ( 0 ) ; i < agents . size ( ) ; i + + ) {
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raw_agents . push_back ( agents [ i ] - > get_agent ( ) ) ;
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}
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rvo . buildAgentTree ( raw_agents ) ;
}
regenerate_polygons = false ;
regenerate_links = false ;
agents_dirty = false ;
}
void NavMap : : compute_single_step ( uint32_t index , RvoAgent * * agent ) {
( * ( agent + index ) ) - > get_agent ( ) - > computeNeighbors ( & rvo ) ;
( * ( agent + index ) ) - > get_agent ( ) - > computeNewVelocity ( deltatime ) ;
}
void NavMap : : step ( real_t p_deltatime ) {
deltatime = p_deltatime ;
if ( controlled_agents . size ( ) > 0 ) {
thread_process_array (
controlled_agents . size ( ) ,
this ,
& NavMap : : compute_single_step ,
controlled_agents . data ( ) ) ;
}
}
void NavMap : : dispatch_callbacks ( ) {
for ( int i ( 0 ) ; i < static_cast < int > ( controlled_agents . size ( ) ) ; i + + ) {
controlled_agents [ i ] - > dispatch_callback ( ) ;
}
}
void NavMap : : clip_path ( const std : : vector < gd : : NavigationPoly > & p_navigation_polys , Vector < Vector3 > & path , const gd : : NavigationPoly * from_poly , const Vector3 & p_to_point , const gd : : NavigationPoly * p_to_poly ) const {
Vector3 from = path [ path . size ( ) - 1 ] ;
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if ( from . distance_to ( p_to_point ) < CMP_EPSILON ) {
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return ;
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}
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Plane cut_plane ;
cut_plane . normal = ( from - p_to_point ) . cross ( up ) ;
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if ( cut_plane . normal = = Vector3 ( ) ) {
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return ;
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}
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cut_plane . normal . normalize ( ) ;
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cut_plane . d = cut_plane . normal . dot ( from ) ;
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while ( from_poly ! = p_to_poly ) {
int back_nav_edge = from_poly - > back_navigation_edge ;
Vector3 a = from_poly - > poly - > points [ back_nav_edge ] . pos ;
Vector3 b = from_poly - > poly - > points [ ( back_nav_edge + 1 ) % from_poly - > poly - > points . size ( ) ] . pos ;
ERR_FAIL_COND ( from_poly - > prev_navigation_poly_id = = - 1 ) ;
from_poly = & p_navigation_polys [ from_poly - > prev_navigation_poly_id ] ;
if ( a . distance_to ( b ) > CMP_EPSILON ) {
Vector3 inters ;
if ( cut_plane . intersects_segment ( a , b , & inters ) ) {
if ( inters . distance_to ( p_to_point ) > CMP_EPSILON & & inters . distance_to ( path [ path . size ( ) - 1 ] ) > CMP_EPSILON ) {
path . push_back ( inters ) ;
}
}
}
}
}