/**************************************************************************/ /* nav_map.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "nav_map.h" #include "nav_agent.h" #include "nav_link.h" #include "nav_obstacle.h" #include "nav_region.h" #include "core/config/project_settings.h" #include "core/object/worker_thread_pool.h" #include #define THREE_POINTS_CROSS_PRODUCT(m_a, m_b, m_c) (((m_c) - (m_a)).cross((m_b) - (m_a))) // Helper macro #define APPEND_METADATA(poly) \ if (r_path_types) { \ r_path_types->push_back(poly->owner->get_type()); \ } \ if (r_path_rids) { \ r_path_rids->push_back(poly->owner->get_self()); \ } \ if (r_path_owners) { \ r_path_owners->push_back(poly->owner->get_owner_id()); \ } void NavMap::set_up(Vector3 p_up) { if (up == p_up) { return; } up = p_up; regenerate_polygons = true; } void NavMap::set_cell_size(real_t p_cell_size) { if (cell_size == p_cell_size) { return; } cell_size = p_cell_size; regenerate_polygons = true; } void NavMap::set_cell_height(real_t p_cell_height) { if (cell_height == p_cell_height) { return; } cell_height = p_cell_height; regenerate_polygons = true; } void NavMap::set_use_edge_connections(bool p_enabled) { if (use_edge_connections == p_enabled) { return; } use_edge_connections = p_enabled; regenerate_links = true; } void NavMap::set_edge_connection_margin(real_t p_edge_connection_margin) { if (edge_connection_margin == p_edge_connection_margin) { return; } edge_connection_margin = p_edge_connection_margin; regenerate_links = true; } void NavMap::set_link_connection_radius(real_t p_link_connection_radius) { if (link_connection_radius == p_link_connection_radius) { return; } link_connection_radius = p_link_connection_radius; regenerate_links = true; } gd::PointKey NavMap::get_point_key(const Vector3 &p_pos) const { const int x = static_cast(Math::floor(p_pos.x / cell_size)); const int y = static_cast(Math::floor(p_pos.y / cell_height)); const int z = static_cast(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 NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers, Vector *r_path_types, TypedArray *r_path_rids, Vector *r_path_owners) const { ERR_FAIL_COND_V_MSG(map_update_id == 0, Vector(), "NavigationServer map query failed because it was made before first map synchronization."); // Clear metadata outputs. if (r_path_types) { r_path_types->clear(); } if (r_path_rids) { r_path_rids->clear(); } if (r_path_owners) { r_path_owners->clear(); } // Find the start poly and the end poly on this map. const gd::Polygon *begin_poly = nullptr; const gd::Polygon *end_poly = nullptr; Vector3 begin_point; Vector3 end_point; real_t begin_d = FLT_MAX; real_t end_d = FLT_MAX; // Find the initial poly and the end poly on this map. for (const gd::Polygon &p : polygons) { // Only consider the polygon if it in a region with compatible layers. if ((p_navigation_layers & p.owner->get_navigation_layers()) == 0) { continue; } // For each face check the distance between the origin/destination for (size_t point_id = 2; point_id < p.points.size(); point_id++) { const Face3 face(p.points[0].pos, p.points[point_id - 1].pos, p.points[point_id].pos); Vector3 point = face.get_closest_point_to(p_origin); real_t distance_to_point = point.distance_to(p_origin); if (distance_to_point < begin_d) { begin_d = distance_to_point; begin_poly = &p; begin_point = point; } point = face.get_closest_point_to(p_destination); distance_to_point = point.distance_to(p_destination); if (distance_to_point < end_d) { end_d = distance_to_point; end_poly = &p; end_point = point; } } } // Check for trivial cases if (!begin_poly || !end_poly) { return Vector(); } if (begin_poly == end_poly) { if (r_path_types) { r_path_types->resize(2); r_path_types->write[0] = begin_poly->owner->get_type(); r_path_types->write[1] = end_poly->owner->get_type(); } if (r_path_rids) { r_path_rids->resize(2); (*r_path_rids)[0] = begin_poly->owner->get_self(); (*r_path_rids)[1] = end_poly->owner->get_self(); } if (r_path_owners) { r_path_owners->resize(2); r_path_owners->write[0] = begin_poly->owner->get_owner_id(); r_path_owners->write[1] = end_poly->owner->get_owner_id(); } Vector path; path.resize(2); path.write[0] = begin_point; path.write[1] = end_point; return path; } // List of all reachable navigation polys. LocalVector navigation_polys; navigation_polys.reserve(polygons.size() * 0.75); // Add the start polygon to the reachable navigation polygons. gd::NavigationPoly begin_navigation_poly = gd::NavigationPoly(begin_poly); begin_navigation_poly.self_id = 0; begin_navigation_poly.entry = begin_point; begin_navigation_poly.back_navigation_edge_pathway_start = begin_point; begin_navigation_poly.back_navigation_edge_pathway_end = begin_point; navigation_polys.push_back(begin_navigation_poly); // List of polygon IDs to visit. List to_visit; to_visit.push_back(0); // This is an implementation of the A* algorithm. int least_cost_id = 0; int prev_least_cost_id = -1; bool found_route = false; const gd::Polygon *reachable_end = nullptr; real_t reachable_d = FLT_MAX; bool is_reachable = true; while (true) { // Takes the current least_cost_poly neighbors (iterating over its edges) and compute the traveled_distance. for (const gd::Edge &edge : navigation_polys[least_cost_id].poly->edges) { // Iterate over connections in this edge, then compute the new optimized travel distance assigned to this polygon. for (int connection_index = 0; connection_index < edge.connections.size(); connection_index++) { const gd::Edge::Connection &connection = edge.connections[connection_index]; // Only consider the connection to another polygon if this polygon is in a region with compatible layers. if ((p_navigation_layers & connection.polygon->owner->get_navigation_layers()) == 0) { continue; } const gd::NavigationPoly &least_cost_poly = navigation_polys[least_cost_id]; real_t poly_enter_cost = 0.0; real_t poly_travel_cost = least_cost_poly.poly->owner->get_travel_cost(); if (prev_least_cost_id != -1 && (navigation_polys[prev_least_cost_id].poly->owner->get_self() != least_cost_poly.poly->owner->get_self())) { poly_enter_cost = least_cost_poly.poly->owner->get_enter_cost(); } prev_least_cost_id = least_cost_id; Vector3 pathway[2] = { connection.pathway_start, connection.pathway_end }; const Vector3 new_entry = Geometry3D::get_closest_point_to_segment(least_cost_poly.entry, pathway); const real_t new_distance = (least_cost_poly.entry.distance_to(new_entry) * poly_travel_cost) + poly_enter_cost + least_cost_poly.traveled_distance; int64_t already_visited_polygon_index = navigation_polys.find(gd::NavigationPoly(connection.polygon)); if (already_visited_polygon_index != -1) { // Polygon already visited, check if we can reduce the travel cost. gd::NavigationPoly &avp = navigation_polys[already_visited_polygon_index]; if (new_distance < avp.traveled_distance) { avp.back_navigation_poly_id = least_cost_id; avp.back_navigation_edge = connection.edge; avp.back_navigation_edge_pathway_start = connection.pathway_start; avp.back_navigation_edge_pathway_end = connection.pathway_end; avp.traveled_distance = new_distance; avp.entry = new_entry; } } else { // Add the neighbor polygon to the reachable ones. gd::NavigationPoly new_navigation_poly = gd::NavigationPoly(connection.polygon); new_navigation_poly.self_id = navigation_polys.size(); new_navigation_poly.back_navigation_poly_id = least_cost_id; new_navigation_poly.back_navigation_edge = connection.edge; new_navigation_poly.back_navigation_edge_pathway_start = connection.pathway_start; new_navigation_poly.back_navigation_edge_pathway_end = connection.pathway_end; new_navigation_poly.traveled_distance = new_distance; new_navigation_poly.entry = new_entry; navigation_polys.push_back(new_navigation_poly); // Add the neighbor polygon to the polygons to visit. to_visit.push_back(navigation_polys.size() - 1); } } } // Removes the least cost polygon from the list of polygons to visit so we can advance. to_visit.erase(least_cost_id); // When the list of polygons to visit is empty at this point it means the End Polygon is not reachable if (to_visit.size() == 0) { // Thus 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; if (reachable_end == nullptr) { // 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 = FLT_MAX; for (size_t point_id = 2; point_id < end_poly->points.size(); point_id++) { Face3 f(end_poly->points[0].pos, end_poly->points[point_id - 1].pos, end_poly->points[point_id].pos); Vector3 spoint = f.get_closest_point_to(p_destination); real_t dpoint = spoint.distance_to(p_destination); if (dpoint < end_d) { end_point = spoint; end_d = dpoint; } } // Search all faces of start polygon as well. bool closest_point_on_start_poly = false; for (size_t point_id = 2; point_id < begin_poly->points.size(); point_id++) { Face3 f(begin_poly->points[0].pos, begin_poly->points[point_id - 1].pos, begin_poly->points[point_id].pos); Vector3 spoint = f.get_closest_point_to(p_destination); real_t dpoint = spoint.distance_to(p_destination); if (dpoint < end_d) { end_point = spoint; end_d = dpoint; closest_point_on_start_poly = true; } } if (closest_point_on_start_poly) { // No point to run PostProcessing when start and end convex polygon is the same. if (r_path_types) { r_path_types->resize(2); r_path_types->write[0] = begin_poly->owner->get_type(); r_path_types->write[1] = begin_poly->owner->get_type(); } if (r_path_rids) { r_path_rids->resize(2); (*r_path_rids)[0] = begin_poly->owner->get_self(); (*r_path_rids)[1] = begin_poly->owner->get_self(); } if (r_path_owners) { r_path_owners->resize(2); r_path_owners->write[0] = begin_poly->owner->get_owner_id(); r_path_owners->write[1] = begin_poly->owner->get_owner_id(); } Vector path; path.resize(2); path.write[0] = begin_point; path.write[1] = end_point; return path; } // Reset open and navigation_polys gd::NavigationPoly np = navigation_polys[0]; navigation_polys.clear(); navigation_polys.push_back(np); to_visit.clear(); to_visit.push_back(0); least_cost_id = 0; prev_least_cost_id = -1; reachable_end = nullptr; continue; } // Find the polygon with the minimum cost from the list of polygons to visit. least_cost_id = -1; real_t least_cost = FLT_MAX; for (List::Element *element = to_visit.front(); element != nullptr; element = element->next()) { gd::NavigationPoly *np = &navigation_polys[element->get()]; real_t cost = np->traveled_distance; cost += (np->entry.distance_to(end_point) * np->poly->owner->get_travel_cost()); if (cost < least_cost) { least_cost_id = np->self_id; least_cost = cost; } } ERR_BREAK(least_cost_id == -1); // Stores the further reachable end polygon, in case our goal is not reachable. if (is_reachable) { real_t d = navigation_polys[least_cost_id].entry.distance_to(p_destination) * navigation_polys[least_cost_id].poly->owner->get_travel_cost(); if (reachable_d > d) { reachable_d = d; reachable_end = navigation_polys[least_cost_id].poly; } } // Check if we reached the end if (navigation_polys[least_cost_id].poly == end_poly) { found_route = true; break; } } // We did not find a route but we have both a start polygon and an end polygon at this point. // Usually this happens because there was not a single external or internal connected edge, e.g. our start polygon is an isolated, single convex polygon. if (!found_route) { end_d = FLT_MAX; // Search all faces of the start polygon for the closest point to our target position. for (size_t point_id = 2; point_id < begin_poly->points.size(); point_id++) { Face3 f(begin_poly->points[0].pos, begin_poly->points[point_id - 1].pos, begin_poly->points[point_id].pos); Vector3 spoint = f.get_closest_point_to(p_destination); real_t dpoint = spoint.distance_to(p_destination); if (dpoint < end_d) { end_point = spoint; end_d = dpoint; } } if (r_path_types) { r_path_types->resize(2); r_path_types->write[0] = begin_poly->owner->get_type(); r_path_types->write[1] = begin_poly->owner->get_type(); } if (r_path_rids) { r_path_rids->resize(2); (*r_path_rids)[0] = begin_poly->owner->get_self(); (*r_path_rids)[1] = begin_poly->owner->get_self(); } if (r_path_owners) { r_path_owners->resize(2); r_path_owners->write[0] = begin_poly->owner->get_owner_id(); r_path_owners->write[1] = begin_poly->owner->get_owner_id(); } Vector path; path.resize(2); path.write[0] = begin_point; path.write[1] = end_point; return path; } Vector path; // Optimize the path. if (p_optimize) { // Set the apex poly/point to the end point gd::NavigationPoly *apex_poly = &navigation_polys[least_cost_id]; Vector3 back_pathway[2] = { apex_poly->back_navigation_edge_pathway_start, apex_poly->back_navigation_edge_pathway_end }; const Vector3 back_edge_closest_point = Geometry3D::get_closest_point_to_segment(end_point, back_pathway); if (end_point.is_equal_approx(back_edge_closest_point)) { // The end point is basically on top of the last crossed edge, funneling around the corners would at best do nothing. // At worst it would add an unwanted path point before the last point due to precision issues so skip to the next polygon. if (apex_poly->back_navigation_poly_id != -1) { apex_poly = &navigation_polys[apex_poly->back_navigation_poly_id]; } } Vector3 apex_point = end_point; gd::NavigationPoly *left_poly = apex_poly; Vector3 left_portal = apex_point; gd::NavigationPoly *right_poly = apex_poly; Vector3 right_portal = apex_point; gd::NavigationPoly *p = apex_poly; path.push_back(end_point); APPEND_METADATA(end_poly); while (p) { // Set left and right points of the pathway between polygons. Vector3 left = p->back_navigation_edge_pathway_start; Vector3 right = p->back_navigation_edge_pathway_end; if (THREE_POINTS_CROSS_PRODUCT(apex_point, left, right).dot(up) < 0) { SWAP(left, right); } bool skip = false; if (THREE_POINTS_CROSS_PRODUCT(apex_point, left_portal, left).dot(up) >= 0) { //process if (left_portal == apex_point || THREE_POINTS_CROSS_PRODUCT(apex_point, left, right_portal).dot(up) > 0) { left_poly = p; left_portal = left; } else { clip_path(navigation_polys, path, apex_poly, right_portal, right_poly, r_path_types, r_path_rids, r_path_owners); apex_point = right_portal; p = right_poly; left_poly = p; apex_poly = p; left_portal = apex_point; right_portal = apex_point; path.push_back(apex_point); APPEND_METADATA(apex_poly->poly); skip = true; } } if (!skip && THREE_POINTS_CROSS_PRODUCT(apex_point, right_portal, right).dot(up) <= 0) { //process if (right_portal == apex_point || THREE_POINTS_CROSS_PRODUCT(apex_point, right, left_portal).dot(up) < 0) { right_poly = p; right_portal = right; } else { clip_path(navigation_polys, path, apex_poly, left_portal, left_poly, r_path_types, r_path_rids, r_path_owners); apex_point = left_portal; p = left_poly; right_poly = p; apex_poly = p; right_portal = apex_point; left_portal = apex_point; path.push_back(apex_point); APPEND_METADATA(apex_poly->poly); } } // Go to the previous polygon. if (p->back_navigation_poly_id != -1) { p = &navigation_polys[p->back_navigation_poly_id]; } else { // The end p = nullptr; } } // If the last point is not the begin point, add it to the list. if (path[path.size() - 1] != begin_point) { path.push_back(begin_point); APPEND_METADATA(begin_poly); } path.reverse(); if (r_path_types) { r_path_types->reverse(); } if (r_path_rids) { r_path_rids->reverse(); } if (r_path_owners) { r_path_owners->reverse(); } } else { path.push_back(end_point); APPEND_METADATA(end_poly); // Add mid points int np_id = least_cost_id; while (np_id != -1 && navigation_polys[np_id].back_navigation_poly_id != -1) { if (navigation_polys[np_id].back_navigation_edge != -1) { 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; path.push_back(point); APPEND_METADATA(navigation_polys[np_id].poly); } else { path.push_back(navigation_polys[np_id].entry); APPEND_METADATA(navigation_polys[np_id].poly); } np_id = navigation_polys[np_id].back_navigation_poly_id; } path.push_back(begin_point); APPEND_METADATA(begin_poly); path.reverse(); if (r_path_types) { r_path_types->reverse(); } if (r_path_rids) { r_path_rids->reverse(); } if (r_path_owners) { r_path_owners->reverse(); } } // Ensure post conditions (path arrays MUST match in size). CRASH_COND(r_path_types && path.size() != r_path_types->size()); CRASH_COND(r_path_rids && path.size() != r_path_rids->size()); CRASH_COND(r_path_owners && path.size() != r_path_owners->size()); return path; } Vector3 NavMap::get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) const { ERR_FAIL_COND_V_MSG(map_update_id == 0, Vector3(), "NavigationServer map query failed because it was made before first map synchronization."); bool use_collision = p_use_collision; Vector3 closest_point; real_t closest_point_d = FLT_MAX; for (const gd::Polygon &p : polygons) { // For each face 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[0].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; Geometry3D::get_closest_points_between_segments( 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 { ERR_FAIL_COND_V_MSG(map_update_id == 0, Vector3(), "NavigationServer map query failed because it was made before first map synchronization."); gd::ClosestPointQueryResult cp = get_closest_point_info(p_point); return cp.point; } Vector3 NavMap::get_closest_point_normal(const Vector3 &p_point) const { ERR_FAIL_COND_V_MSG(map_update_id == 0, Vector3(), "NavigationServer map query failed because it was made before first map synchronization."); gd::ClosestPointQueryResult cp = get_closest_point_info(p_point); return cp.normal; } RID NavMap::get_closest_point_owner(const Vector3 &p_point) const { ERR_FAIL_COND_V_MSG(map_update_id == 0, RID(), "NavigationServer map query failed because it was made before first map synchronization."); gd::ClosestPointQueryResult cp = get_closest_point_info(p_point); return cp.owner; } gd::ClosestPointQueryResult NavMap::get_closest_point_info(const Vector3 &p_point) const { gd::ClosestPointQueryResult result; real_t closest_point_ds = FLT_MAX; for (const gd::Polygon &p : polygons) { // For each face 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[0].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 ds = inters.distance_squared_to(p_point); if (ds < closest_point_ds) { result.point = inters; result.normal = f.get_plane().normal; result.owner = p.owner->get_self(); closest_point_ds = ds; } } } return result; } void NavMap::add_region(NavRegion *p_region) { regions.push_back(p_region); regenerate_links = true; } void NavMap::remove_region(NavRegion *p_region) { int64_t region_index = regions.find(p_region); if (region_index >= 0) { regions.remove_at_unordered(region_index); regenerate_links = true; } } void NavMap::add_link(NavLink *p_link) { links.push_back(p_link); regenerate_links = true; } void NavMap::remove_link(NavLink *p_link) { int64_t link_index = links.find(p_link); if (link_index >= 0) { links.remove_at_unordered(link_index); regenerate_links = true; } } bool NavMap::has_agent(NavAgent *agent) const { return (agents.find(agent) >= 0); } void NavMap::add_agent(NavAgent *agent) { if (!has_agent(agent)) { agents.push_back(agent); agents_dirty = true; } } void NavMap::remove_agent(NavAgent *agent) { remove_agent_as_controlled(agent); int64_t agent_index = agents.find(agent); if (agent_index >= 0) { agents.remove_at_unordered(agent_index); agents_dirty = true; } } bool NavMap::has_obstacle(NavObstacle *obstacle) const { return (obstacles.find(obstacle) >= 0); } void NavMap::add_obstacle(NavObstacle *obstacle) { if (obstacle->get_paused()) { // No point in adding a paused obstacle, it will add itself when unpaused again. return; } if (!has_obstacle(obstacle)) { obstacles.push_back(obstacle); obstacles_dirty = true; } } void NavMap::remove_obstacle(NavObstacle *obstacle) { int64_t obstacle_index = obstacles.find(obstacle); if (obstacle_index >= 0) { obstacles.remove_at_unordered(obstacle_index); obstacles_dirty = true; } } void NavMap::set_agent_as_controlled(NavAgent *agent) { remove_agent_as_controlled(agent); if (agent->get_paused()) { // No point in adding a paused agent, it will add itself when unpaused again. return; } if (agent->get_use_3d_avoidance()) { int64_t agent_3d_index = active_3d_avoidance_agents.find(agent); if (agent_3d_index < 0) { active_3d_avoidance_agents.push_back(agent); agents_dirty = true; } } else { int64_t agent_2d_index = active_2d_avoidance_agents.find(agent); if (agent_2d_index < 0) { active_2d_avoidance_agents.push_back(agent); agents_dirty = true; } } } void NavMap::remove_agent_as_controlled(NavAgent *agent) { int64_t agent_3d_index = active_3d_avoidance_agents.find(agent); if (agent_3d_index >= 0) { active_3d_avoidance_agents.remove_at_unordered(agent_3d_index); agents_dirty = true; } int64_t agent_2d_index = active_2d_avoidance_agents.find(agent); if (agent_2d_index >= 0) { active_2d_avoidance_agents.remove_at_unordered(agent_2d_index); agents_dirty = true; } } void NavMap::sync() { // Performance Monitor int _new_pm_region_count = regions.size(); int _new_pm_agent_count = agents.size(); int _new_pm_link_count = links.size(); int _new_pm_polygon_count = pm_polygon_count; int _new_pm_edge_count = pm_edge_count; int _new_pm_edge_merge_count = pm_edge_merge_count; int _new_pm_edge_connection_count = pm_edge_connection_count; int _new_pm_edge_free_count = pm_edge_free_count; // Check if we need to update the links. if (regenerate_polygons) { for (NavRegion *region : regions) { region->scratch_polygons(); } regenerate_links = true; } for (NavRegion *region : regions) { if (region->sync()) { regenerate_links = true; } } for (NavLink *link : links) { if (link->check_dirty()) { regenerate_links = true; } } if (regenerate_links) { _new_pm_polygon_count = 0; _new_pm_edge_count = 0; _new_pm_edge_merge_count = 0; _new_pm_edge_connection_count = 0; _new_pm_edge_free_count = 0; // Remove regions connections. for (NavRegion *region : regions) { region->get_connections().clear(); } // Resize the polygon count. int count = 0; for (const NavRegion *region : regions) { count += region->get_polygons().size(); } polygons.resize(count); // Copy all region polygons in the map. count = 0; for (const NavRegion *region : regions) { const LocalVector &polygons_source = region->get_polygons(); for (uint32_t n = 0; n < polygons_source.size(); n++) { polygons[count + n] = polygons_source[n]; } count += region->get_polygons().size(); } _new_pm_polygon_count = polygons.size(); // Group all edges per key. HashMap, gd::EdgeKey> connections; for (gd::Polygon &poly : polygons) { for (uint32_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); HashMap, gd::EdgeKey>::Iterator connection = connections.find(ek); if (!connection) { connections[ek] = Vector(); _new_pm_edge_count += 1; } if (connections[ek].size() <= 1) { // Add the polygon/edge tuple to this key. gd::Edge::Connection new_connection; new_connection.polygon = &poly; new_connection.edge = p; new_connection.pathway_start = poly.points[p].pos; new_connection.pathway_end = poly.points[next_point].pos; connections[ek].push_back(new_connection); } else { // The edge is already connected with another edge, skip. ERR_PRINT_ONCE("Navigation map synchronization error. Attempted to merge a navigation mesh polygon edge with another already-merged edge. This is usually caused by crossing edges, overlapping polygons, or a mismatch of the NavigationMesh / NavigationPolygon baked 'cell_size' and navigation map 'cell_size'."); } } } Vector free_edges; for (KeyValue> &E : connections) { if (E.value.size() == 2) { // Connect edge that are shared in different polygons. gd::Edge::Connection &c1 = E.value.write[0]; gd::Edge::Connection &c2 = E.value.write[1]; c1.polygon->edges[c1.edge].connections.push_back(c2); c2.polygon->edges[c2.edge].connections.push_back(c1); // Note: The pathway_start/end are full for those connection and do not need to be modified. _new_pm_edge_merge_count += 1; } else { CRASH_COND_MSG(E.value.size() != 1, vformat("Number of connection != 1. Found: %d", E.value.size())); if (use_edge_connections && E.value[0].polygon->owner->get_use_edge_connections()) { free_edges.push_back(E.value[0]); } } } // 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. _new_pm_edge_free_count = free_edges.size(); for (int i = 0; i < free_edges.size(); i++) { const gd::Edge::Connection &free_edge = free_edges[i]; Vector3 edge_p1 = free_edge.polygon->points[free_edge.edge].pos; Vector3 edge_p2 = free_edge.polygon->points[(free_edge.edge + 1) % free_edge.polygon->points.size()].pos; for (int j = 0; j < free_edges.size(); j++) { const gd::Edge::Connection &other_edge = free_edges[j]; if (i == j || free_edge.polygon->owner == other_edge.polygon->owner) { continue; } Vector3 other_edge_p1 = other_edge.polygon->points[other_edge.edge].pos; Vector3 other_edge_p2 = other_edge.polygon->points[(other_edge.edge + 1) % other_edge.polygon->points.size()].pos; // Compute the projection of the opposite edge on the current one Vector3 edge_vector = edge_p2 - edge_p1; real_t projected_p1_ratio = edge_vector.dot(other_edge_p1 - edge_p1) / (edge_vector.length_squared()); real_t projected_p2_ratio = edge_vector.dot(other_edge_p2 - edge_p1) / (edge_vector.length_squared()); if ((projected_p1_ratio < 0.0 && projected_p2_ratio < 0.0) || (projected_p1_ratio > 1.0 && projected_p2_ratio > 1.0)) { continue; } // Check if the two edges are close to each other enough and compute a pathway between the two regions. Vector3 self1 = edge_vector * CLAMP(projected_p1_ratio, 0.0, 1.0) + edge_p1; Vector3 other1; if (projected_p1_ratio >= 0.0 && projected_p1_ratio <= 1.0) { other1 = other_edge_p1; } else { other1 = other_edge_p1.lerp(other_edge_p2, (1.0 - projected_p1_ratio) / (projected_p2_ratio - projected_p1_ratio)); } if (other1.distance_to(self1) > edge_connection_margin) { continue; } Vector3 self2 = edge_vector * CLAMP(projected_p2_ratio, 0.0, 1.0) + edge_p1; Vector3 other2; if (projected_p2_ratio >= 0.0 && projected_p2_ratio <= 1.0) { other2 = other_edge_p2; } else { other2 = other_edge_p1.lerp(other_edge_p2, (0.0 - projected_p1_ratio) / (projected_p2_ratio - projected_p1_ratio)); } if (other2.distance_to(self2) > edge_connection_margin) { continue; } // The edges can now be connected. gd::Edge::Connection new_connection = other_edge; new_connection.pathway_start = (self1 + other1) / 2.0; new_connection.pathway_end = (self2 + other2) / 2.0; free_edge.polygon->edges[free_edge.edge].connections.push_back(new_connection); // Add the connection to the region_connection map. ((NavRegion *)free_edge.polygon->owner)->get_connections().push_back(new_connection); _new_pm_edge_connection_count += 1; } } uint32_t link_poly_idx = 0; link_polygons.resize(links.size()); // Search for polygons within range of a nav link. for (const NavLink *link : links) { const Vector3 start = link->get_start_position(); const Vector3 end = link->get_end_position(); gd::Polygon *closest_start_polygon = nullptr; real_t closest_start_distance = link_connection_radius; Vector3 closest_start_point; gd::Polygon *closest_end_polygon = nullptr; real_t closest_end_distance = link_connection_radius; Vector3 closest_end_point; // Create link to any polygons within the search radius of the start point. for (uint32_t start_index = 0; start_index < polygons.size(); start_index++) { gd::Polygon &start_poly = polygons[start_index]; // For each face check the distance to the start for (uint32_t start_point_id = 2; start_point_id < start_poly.points.size(); start_point_id += 1) { const Face3 start_face(start_poly.points[0].pos, start_poly.points[start_point_id - 1].pos, start_poly.points[start_point_id].pos); const Vector3 start_point = start_face.get_closest_point_to(start); const real_t start_distance = start_point.distance_to(start); // Pick the polygon that is within our radius and is closer than anything we've seen yet. if (start_distance <= link_connection_radius && start_distance < closest_start_distance) { closest_start_distance = start_distance; closest_start_point = start_point; closest_start_polygon = &start_poly; } } } // Find any polygons within the search radius of the end point. for (gd::Polygon &end_poly : polygons) { // For each face check the distance to the end for (uint32_t end_point_id = 2; end_point_id < end_poly.points.size(); end_point_id += 1) { const Face3 end_face(end_poly.points[0].pos, end_poly.points[end_point_id - 1].pos, end_poly.points[end_point_id].pos); const Vector3 end_point = end_face.get_closest_point_to(end); const real_t end_distance = end_point.distance_to(end); // Pick the polygon that is within our radius and is closer than anything we've seen yet. if (end_distance <= link_connection_radius && end_distance < closest_end_distance) { closest_end_distance = end_distance; closest_end_point = end_point; closest_end_polygon = &end_poly; } } } // If we have both a start and end point, then create a synthetic polygon to route through. if (closest_start_polygon && closest_end_polygon) { gd::Polygon &new_polygon = link_polygons[link_poly_idx++]; new_polygon.owner = link; new_polygon.edges.clear(); new_polygon.edges.resize(4); new_polygon.points.clear(); new_polygon.points.reserve(4); // Build a set of vertices that create a thin polygon going from the start to the end point. new_polygon.points.push_back({ closest_start_point, get_point_key(closest_start_point) }); new_polygon.points.push_back({ closest_start_point, get_point_key(closest_start_point) }); new_polygon.points.push_back({ closest_end_point, get_point_key(closest_end_point) }); new_polygon.points.push_back({ closest_end_point, get_point_key(closest_end_point) }); Vector3 center; for (int p = 0; p < 4; ++p) { center += new_polygon.points[p].pos; } new_polygon.center = center / real_t(new_polygon.points.size()); new_polygon.clockwise = true; // Setup connections to go forward in the link. { gd::Edge::Connection entry_connection; entry_connection.polygon = &new_polygon; entry_connection.edge = -1; entry_connection.pathway_start = new_polygon.points[0].pos; entry_connection.pathway_end = new_polygon.points[1].pos; closest_start_polygon->edges[0].connections.push_back(entry_connection); gd::Edge::Connection exit_connection; exit_connection.polygon = closest_end_polygon; exit_connection.edge = -1; exit_connection.pathway_start = new_polygon.points[2].pos; exit_connection.pathway_end = new_polygon.points[3].pos; new_polygon.edges[2].connections.push_back(exit_connection); } // If the link is bi-directional, create connections from the end to the start. if (link->is_bidirectional()) { gd::Edge::Connection entry_connection; entry_connection.polygon = &new_polygon; entry_connection.edge = -1; entry_connection.pathway_start = new_polygon.points[2].pos; entry_connection.pathway_end = new_polygon.points[3].pos; closest_end_polygon->edges[0].connections.push_back(entry_connection); gd::Edge::Connection exit_connection; exit_connection.polygon = closest_start_polygon; exit_connection.edge = -1; exit_connection.pathway_start = new_polygon.points[0].pos; exit_connection.pathway_end = new_polygon.points[1].pos; new_polygon.edges[0].connections.push_back(exit_connection); } } } // Update the update ID. // Some code treats 0 as a failure case, so we avoid returning 0. map_update_id = map_update_id % 9999999 + 1; } // Do we have modified obstacle positions? for (NavObstacle *obstacle : obstacles) { if (obstacle->check_dirty()) { obstacles_dirty = true; } } // Do we have modified agent arrays? for (NavAgent *agent : agents) { if (agent->check_dirty()) { agents_dirty = true; } } // Update avoidance worlds. if (obstacles_dirty || agents_dirty) { _update_rvo_simulation(); } regenerate_polygons = false; regenerate_links = false; obstacles_dirty = false; agents_dirty = false; // Performance Monitor. pm_region_count = _new_pm_region_count; pm_agent_count = _new_pm_agent_count; pm_link_count = _new_pm_link_count; pm_polygon_count = _new_pm_polygon_count; pm_edge_count = _new_pm_edge_count; pm_edge_merge_count = _new_pm_edge_merge_count; pm_edge_connection_count = _new_pm_edge_connection_count; pm_edge_free_count = _new_pm_edge_free_count; } void NavMap::_update_rvo_obstacles_tree_2d() { int obstacle_vertex_count = 0; for (NavObstacle *obstacle : obstacles) { obstacle_vertex_count += obstacle->get_vertices().size(); } // Cannot use LocalVector here as RVO library expects std::vector to build KdTree std::vector raw_obstacles; raw_obstacles.reserve(obstacle_vertex_count); // The following block is modified copy from RVO2D::AddObstacle() // Obstacles are linked and depend on all other obstacles. for (NavObstacle *obstacle : obstacles) { const Vector3 &_obstacle_position = obstacle->get_position(); const Vector &_obstacle_vertices = obstacle->get_vertices(); if (_obstacle_vertices.size() < 2) { continue; } std::vector rvo_2d_vertices; rvo_2d_vertices.reserve(_obstacle_vertices.size()); uint32_t _obstacle_avoidance_layers = obstacle->get_avoidance_layers(); for (const Vector3 &_obstacle_vertex : _obstacle_vertices) { rvo_2d_vertices.push_back(RVO2D::Vector2(_obstacle_vertex.x + _obstacle_position.x, _obstacle_vertex.z + _obstacle_position.z)); } const size_t obstacleNo = raw_obstacles.size(); for (size_t i = 0; i < rvo_2d_vertices.size(); i++) { RVO2D::Obstacle2D *rvo_2d_obstacle = new RVO2D::Obstacle2D(); rvo_2d_obstacle->point_ = rvo_2d_vertices[i]; rvo_2d_obstacle->avoidance_layers_ = _obstacle_avoidance_layers; if (i != 0) { rvo_2d_obstacle->prevObstacle_ = raw_obstacles.back(); rvo_2d_obstacle->prevObstacle_->nextObstacle_ = rvo_2d_obstacle; } if (i == rvo_2d_vertices.size() - 1) { rvo_2d_obstacle->nextObstacle_ = raw_obstacles[obstacleNo]; rvo_2d_obstacle->nextObstacle_->prevObstacle_ = rvo_2d_obstacle; } rvo_2d_obstacle->unitDir_ = normalize(rvo_2d_vertices[(i == rvo_2d_vertices.size() - 1 ? 0 : i + 1)] - rvo_2d_vertices[i]); if (rvo_2d_vertices.size() == 2) { rvo_2d_obstacle->isConvex_ = true; } else { rvo_2d_obstacle->isConvex_ = (leftOf(rvo_2d_vertices[(i == 0 ? rvo_2d_vertices.size() - 1 : i - 1)], rvo_2d_vertices[i], rvo_2d_vertices[(i == rvo_2d_vertices.size() - 1 ? 0 : i + 1)]) >= 0.0f); } rvo_2d_obstacle->id_ = raw_obstacles.size(); raw_obstacles.push_back(rvo_2d_obstacle); } } rvo_simulation_2d.kdTree_->buildObstacleTree(raw_obstacles); } void NavMap::_update_rvo_agents_tree_2d() { // Cannot use LocalVector here as RVO library expects std::vector to build KdTree. std::vector raw_agents; raw_agents.reserve(active_2d_avoidance_agents.size()); for (NavAgent *agent : active_2d_avoidance_agents) { raw_agents.push_back(agent->get_rvo_agent_2d()); } rvo_simulation_2d.kdTree_->buildAgentTree(raw_agents); } void NavMap::_update_rvo_agents_tree_3d() { // Cannot use LocalVector here as RVO library expects std::vector to build KdTree. std::vector raw_agents; raw_agents.reserve(active_3d_avoidance_agents.size()); for (NavAgent *agent : active_3d_avoidance_agents) { raw_agents.push_back(agent->get_rvo_agent_3d()); } rvo_simulation_3d.kdTree_->buildAgentTree(raw_agents); } void NavMap::_update_rvo_simulation() { if (obstacles_dirty) { _update_rvo_obstacles_tree_2d(); } if (agents_dirty) { _update_rvo_agents_tree_2d(); _update_rvo_agents_tree_3d(); } } void NavMap::compute_single_avoidance_step_2d(uint32_t index, NavAgent **agent) { (*(agent + index))->get_rvo_agent_2d()->computeNeighbors(&rvo_simulation_2d); (*(agent + index))->get_rvo_agent_2d()->computeNewVelocity(&rvo_simulation_2d); (*(agent + index))->get_rvo_agent_2d()->update(&rvo_simulation_2d); (*(agent + index))->update(); } void NavMap::compute_single_avoidance_step_3d(uint32_t index, NavAgent **agent) { (*(agent + index))->get_rvo_agent_3d()->computeNeighbors(&rvo_simulation_3d); (*(agent + index))->get_rvo_agent_3d()->computeNewVelocity(&rvo_simulation_3d); (*(agent + index))->get_rvo_agent_3d()->update(&rvo_simulation_3d); (*(agent + index))->update(); } void NavMap::step(real_t p_deltatime) { deltatime = p_deltatime; rvo_simulation_2d.setTimeStep(float(deltatime)); rvo_simulation_3d.setTimeStep(float(deltatime)); if (active_2d_avoidance_agents.size() > 0) { if (use_threads && avoidance_use_multiple_threads) { WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &NavMap::compute_single_avoidance_step_2d, active_2d_avoidance_agents.ptr(), active_2d_avoidance_agents.size(), -1, true, SNAME("RVOAvoidanceAgents2D")); WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); } else { for (NavAgent *agent : active_2d_avoidance_agents) { agent->get_rvo_agent_2d()->computeNeighbors(&rvo_simulation_2d); agent->get_rvo_agent_2d()->computeNewVelocity(&rvo_simulation_2d); agent->get_rvo_agent_2d()->update(&rvo_simulation_2d); agent->update(); } } } if (active_3d_avoidance_agents.size() > 0) { if (use_threads && avoidance_use_multiple_threads) { WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &NavMap::compute_single_avoidance_step_3d, active_3d_avoidance_agents.ptr(), active_3d_avoidance_agents.size(), -1, true, SNAME("RVOAvoidanceAgents3D")); WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); } else { for (NavAgent *agent : active_3d_avoidance_agents) { agent->get_rvo_agent_3d()->computeNeighbors(&rvo_simulation_3d); agent->get_rvo_agent_3d()->computeNewVelocity(&rvo_simulation_3d); agent->get_rvo_agent_3d()->update(&rvo_simulation_3d); agent->update(); } } } } void NavMap::dispatch_callbacks() { for (NavAgent *agent : active_2d_avoidance_agents) { agent->dispatch_avoidance_callback(); } for (NavAgent *agent : active_3d_avoidance_agents) { agent->dispatch_avoidance_callback(); } } void NavMap::clip_path(const LocalVector &p_navigation_polys, Vector &path, const gd::NavigationPoly *from_poly, const Vector3 &p_to_point, const gd::NavigationPoly *p_to_poly, Vector *r_path_types, TypedArray *r_path_rids, Vector *r_path_owners) const { Vector3 from = path[path.size() - 1]; if (from.is_equal_approx(p_to_point)) { return; } Plane cut_plane; cut_plane.normal = (from - p_to_point).cross(up); if (cut_plane.normal == Vector3()) { return; } cut_plane.normal.normalize(); cut_plane.d = cut_plane.normal.dot(from); while (from_poly != p_to_poly) { Vector3 pathway_start = from_poly->back_navigation_edge_pathway_start; Vector3 pathway_end = from_poly->back_navigation_edge_pathway_end; ERR_FAIL_COND(from_poly->back_navigation_poly_id == -1); from_poly = &p_navigation_polys[from_poly->back_navigation_poly_id]; if (!pathway_start.is_equal_approx(pathway_end)) { Vector3 inters; if (cut_plane.intersects_segment(pathway_start, pathway_end, &inters)) { if (!inters.is_equal_approx(p_to_point) && !inters.is_equal_approx(path[path.size() - 1])) { path.push_back(inters); APPEND_METADATA(from_poly->poly); } } } } } NavMap::NavMap() { avoidance_use_multiple_threads = GLOBAL_GET("navigation/avoidance/thread_model/avoidance_use_multiple_threads"); avoidance_use_high_priority_threads = GLOBAL_GET("navigation/avoidance/thread_model/avoidance_use_high_priority_threads"); } NavMap::~NavMap() { }