Fix pathfinding funnel adding unwanted point
Fixes pathfinding funnel adding unwanted point due to precision issues.
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@ -431,6 +431,17 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
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if (p_optimize) {
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if (p_optimize) {
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// Set the apex poly/point to the end point
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// Set the apex poly/point to the end point
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gd::NavigationPoly *apex_poly = &navigation_polys[least_cost_id];
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gd::NavigationPoly *apex_poly = &navigation_polys[least_cost_id];
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Vector3 back_pathway[2] = { apex_poly->back_navigation_edge_pathway_start, apex_poly->back_navigation_edge_pathway_end };
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const Vector3 back_edge_closest_point = Geometry3D::get_closest_point_to_segment(end_point, back_pathway);
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if (end_point.is_equal_approx(back_edge_closest_point)) {
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// The end point is basically on top of the last crossed edge, funneling around the corners would at best do nothing.
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// At worst it would add an unwanted path point before the last point due to precision issues so skip to the next polygon.
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if (apex_poly->back_navigation_poly_id != -1) {
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apex_poly = &navigation_polys[apex_poly->back_navigation_poly_id];
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}
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}
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Vector3 apex_point = end_point;
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Vector3 apex_point = end_point;
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gd::NavigationPoly *left_poly = apex_poly;
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gd::NavigationPoly *left_poly = apex_poly;
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