746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
731 lines
25 KiB
C++
731 lines
25 KiB
C++
/*************************************************************************/
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/* nav_map.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "nav_map.h"
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#include "nav_region.h"
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#include "rvo_agent.h"
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#include <algorithm>
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#define THREE_POINTS_CROSS_PRODUCT(m_a, m_b, m_c) (((m_c) - (m_a)).cross((m_b) - (m_a)))
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void NavMap::set_up(Vector3 p_up) {
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up = p_up;
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regenerate_polygons = true;
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}
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void NavMap::set_cell_size(float p_cell_size) {
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cell_size = p_cell_size;
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regenerate_polygons = true;
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}
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void NavMap::set_edge_connection_margin(float p_edge_connection_margin) {
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edge_connection_margin = p_edge_connection_margin;
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regenerate_links = true;
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}
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gd::PointKey NavMap::get_point_key(const Vector3 &p_pos) const {
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const int x = int(Math::floor(p_pos.x / cell_size));
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const int y = int(Math::floor(p_pos.y / cell_size));
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const int z = int(Math::floor(p_pos.z / cell_size));
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gd::PointKey p;
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p.key = 0;
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p.x = x;
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p.y = y;
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p.z = z;
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return p;
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}
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Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_layers) const {
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// Find the start poly and the end poly on this map.
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const gd::Polygon *begin_poly = nullptr;
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const gd::Polygon *end_poly = nullptr;
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Vector3 begin_point;
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Vector3 end_point;
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float begin_d = 1e20;
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float end_d = 1e20;
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// Find the initial poly and the end poly on this map.
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for (size_t i(0); i < polygons.size(); i++) {
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const gd::Polygon &p = polygons[i];
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// Only consider the polygon if it in a region with compatible layers.
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if ((p_layers & p.owner->get_layers()) == 0) {
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continue;
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}
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// For each face check the distance between the origin/destination
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for (size_t point_id = 2; point_id < p.points.size(); point_id++) {
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const Face3 face(p.points[0].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
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Vector3 point = face.get_closest_point_to(p_origin);
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float distance_to_point = point.distance_to(p_origin);
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if (distance_to_point < begin_d) {
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begin_d = distance_to_point;
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begin_poly = &p;
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begin_point = point;
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}
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point = face.get_closest_point_to(p_destination);
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distance_to_point = point.distance_to(p_destination);
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if (distance_to_point < end_d) {
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end_d = distance_to_point;
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end_poly = &p;
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end_point = point;
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}
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}
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}
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// Check for trivial cases
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if (!begin_poly || !end_poly) {
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return Vector<Vector3>();
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}
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if (begin_poly == end_poly) {
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Vector<Vector3> path;
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path.resize(2);
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path.write[0] = begin_point;
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path.write[1] = end_point;
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return path;
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}
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// List of all reachable navigation polys.
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std::vector<gd::NavigationPoly> navigation_polys;
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navigation_polys.reserve(polygons.size() * 0.75);
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// Add the start polygon to the reachable navigation polygons.
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gd::NavigationPoly begin_navigation_poly = gd::NavigationPoly(begin_poly);
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begin_navigation_poly.self_id = 0;
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begin_navigation_poly.entry = begin_point;
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begin_navigation_poly.back_navigation_edge_pathway_start = begin_point;
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begin_navigation_poly.back_navigation_edge_pathway_end = begin_point;
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navigation_polys.push_back(begin_navigation_poly);
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// List of polygon IDs to visit.
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List<uint32_t> to_visit;
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to_visit.push_back(0);
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// This is an implementation of the A* algorithm.
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int least_cost_id = 0;
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bool found_route = false;
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const gd::Polygon *reachable_end = nullptr;
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float reachable_d = 1e30;
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bool is_reachable = true;
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while (true) {
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// Takes the current least_cost_poly neighbors (iterating over its edges) and compute the traveled_distance.
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for (size_t i = 0; i < navigation_polys[least_cost_id].poly->edges.size(); i++) {
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gd::NavigationPoly *least_cost_poly = &navigation_polys[least_cost_id];
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const gd::Edge &edge = least_cost_poly->poly->edges[i];
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// Iterate over connections in this edge, then compute the new optimized travel distance assigned to this polygon.
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for (int connection_index = 0; connection_index < edge.connections.size(); connection_index++) {
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const gd::Edge::Connection &connection = edge.connections[connection_index];
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// Only consider the connection to another polygon if this polygon is in a region with compatible layers.
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if ((p_layers & connection.polygon->owner->get_layers()) == 0) {
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continue;
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}
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Vector3 pathway[2] = { connection.pathway_start, connection.pathway_end };
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const Vector3 new_entry = Geometry3D::get_closest_point_to_segment(least_cost_poly->entry, pathway);
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const float new_distance = least_cost_poly->entry.distance_to(new_entry) + least_cost_poly->traveled_distance;
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const std::vector<gd::NavigationPoly>::iterator it = std::find(
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navigation_polys.begin(),
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navigation_polys.end(),
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gd::NavigationPoly(connection.polygon));
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if (it != navigation_polys.end()) {
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// Polygon already visited, check if we can reduce the travel cost.
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if (new_distance < it->traveled_distance) {
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it->back_navigation_poly_id = least_cost_id;
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it->back_navigation_edge = connection.edge;
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it->back_navigation_edge_pathway_start = connection.pathway_start;
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it->back_navigation_edge_pathway_end = connection.pathway_end;
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it->traveled_distance = new_distance;
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it->entry = new_entry;
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}
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} else {
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// Add the neighbour polygon to the reachable ones.
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gd::NavigationPoly new_navigation_poly = gd::NavigationPoly(connection.polygon);
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new_navigation_poly.self_id = navigation_polys.size();
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new_navigation_poly.back_navigation_poly_id = least_cost_id;
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new_navigation_poly.back_navigation_edge = connection.edge;
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new_navigation_poly.back_navigation_edge_pathway_start = connection.pathway_start;
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new_navigation_poly.back_navigation_edge_pathway_end = connection.pathway_end;
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new_navigation_poly.traveled_distance = new_distance;
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new_navigation_poly.entry = new_entry;
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navigation_polys.push_back(new_navigation_poly);
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// Add the neighbour polygon to the polygons to visit.
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to_visit.push_back(navigation_polys.size() - 1);
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}
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}
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}
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// Removes the least cost polygon from the list of polygons to visit so we can advance.
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to_visit.erase(least_cost_id);
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// When the list of polygons to visit is empty at this point it means the End Polygon is not reachable
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if (to_visit.size() == 0) {
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// Thus use the further reachable polygon
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ERR_BREAK_MSG(is_reachable == false, "It's not expect to not find the most reachable polygons");
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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.
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break;
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}
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// Set as end point the furthest reachable point.
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end_poly = reachable_end;
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end_d = 1e20;
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for (size_t point_id = 2; point_id < end_poly->points.size(); point_id++) {
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Face3 f(end_poly->points[0].pos, end_poly->points[point_id - 1].pos, end_poly->points[point_id].pos);
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Vector3 spoint = f.get_closest_point_to(p_destination);
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float dpoint = spoint.distance_to(p_destination);
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if (dpoint < end_d) {
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end_point = spoint;
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end_d = dpoint;
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}
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}
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// Reset open and navigation_polys
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gd::NavigationPoly np = navigation_polys[0];
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navigation_polys.clear();
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navigation_polys.push_back(np);
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to_visit.clear();
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to_visit.push_back(0);
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least_cost_id = 0;
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reachable_end = nullptr;
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continue;
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}
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// Find the polygon with the minimum cost from the list of polygons to visit.
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least_cost_id = -1;
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float least_cost = 1e30;
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for (List<uint32_t>::Element *element = to_visit.front(); element != nullptr; element = element->next()) {
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gd::NavigationPoly *np = &navigation_polys[element->get()];
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float cost = np->traveled_distance;
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cost += np->entry.distance_to(end_point);
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if (cost < least_cost) {
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least_cost_id = np->self_id;
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least_cost = cost;
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}
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}
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ERR_BREAK(least_cost_id == -1);
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// Stores the further reachable end polygon, in case our goal is not reachable.
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if (is_reachable) {
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float d = navigation_polys[least_cost_id].entry.distance_to(p_destination);
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if (reachable_d > d) {
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reachable_d = d;
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reachable_end = navigation_polys[least_cost_id].poly;
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}
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}
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// Check if we reached the end
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if (navigation_polys[least_cost_id].poly == end_poly) {
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found_route = true;
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break;
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}
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}
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// If we did not find a route, return an empty path.
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if (!found_route) {
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return Vector<Vector3>();
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}
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Vector<Vector3> path;
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// Optimize the path.
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if (p_optimize) {
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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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Vector3 apex_point = end_point;
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gd::NavigationPoly *left_poly = apex_poly;
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Vector3 left_portal = apex_point;
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gd::NavigationPoly *right_poly = apex_poly;
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Vector3 right_portal = apex_point;
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gd::NavigationPoly *p = apex_poly;
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path.push_back(end_point);
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while (p) {
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// Set left and right points of the pathway between polygons.
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Vector3 left = p->back_navigation_edge_pathway_start;
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Vector3 right = p->back_navigation_edge_pathway_end;
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if (THREE_POINTS_CROSS_PRODUCT(apex_point, left, right).dot(up) < 0) {
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SWAP(left, right);
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}
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bool skip = false;
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if (THREE_POINTS_CROSS_PRODUCT(apex_point, left_portal, left).dot(up) >= 0) {
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//process
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if (left_portal == apex_point || THREE_POINTS_CROSS_PRODUCT(apex_point, left, right_portal).dot(up) > 0) {
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left_poly = p;
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left_portal = left;
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} else {
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clip_path(navigation_polys, path, apex_poly, right_portal, right_poly);
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apex_point = right_portal;
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p = right_poly;
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left_poly = p;
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apex_poly = p;
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left_portal = apex_point;
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right_portal = apex_point;
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path.push_back(apex_point);
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skip = true;
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}
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}
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if (!skip && THREE_POINTS_CROSS_PRODUCT(apex_point, right_portal, right).dot(up) <= 0) {
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//process
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if (right_portal == apex_point || THREE_POINTS_CROSS_PRODUCT(apex_point, right, left_portal).dot(up) < 0) {
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right_poly = p;
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right_portal = right;
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} else {
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clip_path(navigation_polys, path, apex_poly, left_portal, left_poly);
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apex_point = left_portal;
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p = left_poly;
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right_poly = p;
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apex_poly = p;
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right_portal = apex_point;
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left_portal = apex_point;
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path.push_back(apex_point);
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}
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}
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// Go to the previous polygon.
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if (p->back_navigation_poly_id != -1) {
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p = &navigation_polys[p->back_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 the last point is not the begin point, add it to the list.
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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.reverse();
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} else {
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path.push_back(end_point);
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// Add mid points
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int np_id = least_cost_id;
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while (np_id != -1 && navigation_polys[np_id].back_navigation_poly_id != -1) {
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int prev = navigation_polys[np_id].back_navigation_edge;
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int prev_n = (navigation_polys[np_id].back_navigation_edge + 1) % navigation_polys[np_id].poly->points.size();
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Vector3 point = (navigation_polys[np_id].poly->points[prev].pos + navigation_polys[np_id].poly->points[prev_n].pos) * 0.5;
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path.push_back(point);
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np_id = navigation_polys[np_id].back_navigation_poly_id;
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}
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path.push_back(begin_point);
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path.reverse();
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}
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return path;
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}
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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 {
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bool use_collision = p_use_collision;
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Vector3 closest_point;
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real_t closest_point_d = 1e20;
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for (size_t i(0); i < polygons.size(); i++) {
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const gd::Polygon &p = polygons[i];
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// For each face check the distance to the segment
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for (size_t point_id = 2; point_id < p.points.size(); point_id += 1) {
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const Face3 f(p.points[0].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
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Vector3 inters;
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if (f.intersects_segment(p_from, p_to, &inters)) {
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const real_t d = closest_point_d = p_from.distance_to(inters);
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if (use_collision == false) {
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closest_point = inters;
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use_collision = true;
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closest_point_d = d;
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} else if (closest_point_d > d) {
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closest_point = inters;
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closest_point_d = d;
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}
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}
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}
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if (use_collision == false) {
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for (size_t point_id = 0; point_id < p.points.size(); point_id += 1) {
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Vector3 a, b;
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Geometry3D::get_closest_points_between_segments(
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p_from,
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p_to,
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p.points[point_id].pos,
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p.points[(point_id + 1) % p.points.size()].pos,
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a,
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b);
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const real_t d = a.distance_to(b);
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if (d < closest_point_d) {
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closest_point_d = d;
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closest_point = b;
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}
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}
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}
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}
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return closest_point;
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}
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Vector3 NavMap::get_closest_point(const Vector3 &p_point) const {
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gd::ClosestPointQueryResult cp = get_closest_point_info(p_point);
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return cp.point;
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}
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Vector3 NavMap::get_closest_point_normal(const Vector3 &p_point) const {
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gd::ClosestPointQueryResult cp = get_closest_point_info(p_point);
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return cp.normal;
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}
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RID NavMap::get_closest_point_owner(const Vector3 &p_point) const {
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gd::ClosestPointQueryResult cp = get_closest_point_info(p_point);
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return cp.owner;
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}
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gd::ClosestPointQueryResult NavMap::get_closest_point_info(const Vector3 &p_point) const {
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gd::ClosestPointQueryResult result;
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real_t closest_point_ds = 1e20;
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for (size_t i(0); i < polygons.size(); i++) {
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const gd::Polygon &p = polygons[i];
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// For each face check the distance to the point
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for (size_t point_id = 2; point_id < p.points.size(); point_id += 1) {
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const Face3 f(p.points[0].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
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const Vector3 inters = f.get_closest_point_to(p_point);
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const real_t ds = inters.distance_squared_to(p_point);
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if (ds < closest_point_ds) {
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result.point = inters;
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result.normal = f.get_plane().normal;
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result.owner = p.owner->get_self();
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closest_point_ds = ds;
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}
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}
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}
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return result;
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}
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void NavMap::add_region(NavRegion *p_region) {
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regions.push_back(p_region);
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regenerate_links = true;
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}
|
|
|
|
void NavMap::remove_region(NavRegion *p_region) {
|
|
const std::vector<NavRegion *>::iterator it = std::find(regions.begin(), regions.end(), p_region);
|
|
if (it != regions.end()) {
|
|
regions.erase(it);
|
|
regenerate_links = true;
|
|
}
|
|
}
|
|
|
|
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);
|
|
const std::vector<RvoAgent *>::iterator 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) {
|
|
const std::vector<RvoAgent *>::iterator it = std::find(controlled_agents.begin(), controlled_agents.end(), agent);
|
|
if (it != controlled_agents.end()) {
|
|
controlled_agents.erase(it);
|
|
}
|
|
}
|
|
|
|
void NavMap::sync() {
|
|
// Check if we need to update the links.
|
|
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) {
|
|
// Remove regions connections.
|
|
for (size_t r(0); r < regions.size(); r++) {
|
|
regions[r]->get_connections().clear();
|
|
}
|
|
|
|
// Resize the polygon count.
|
|
int count = 0;
|
|
for (size_t r(0); r < regions.size(); r++) {
|
|
count += regions[r]->get_polygons().size();
|
|
}
|
|
polygons.resize(count);
|
|
|
|
// Copy all region polygons in the map.
|
|
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();
|
|
}
|
|
|
|
// Group all edges per key.
|
|
HashMap<gd::EdgeKey, Vector<gd::Edge::Connection>, gd::EdgeKey> 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);
|
|
|
|
HashMap<gd::EdgeKey, Vector<gd::Edge::Connection>, gd::EdgeKey>::Iterator connection = connections.find(ek);
|
|
if (!connection) {
|
|
connections[ek] = Vector<gd::Edge::Connection>();
|
|
}
|
|
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("Attempted to merge a navigation mesh triangle edge with another already-merged edge. This happens when the current `cell_size` is different from the one used to generate the navigation mesh. This will cause navigation problem.");
|
|
}
|
|
}
|
|
}
|
|
|
|
Vector<gd::Edge::Connection> free_edges;
|
|
for (KeyValue<gd::EdgeKey, Vector<gd::Edge::Connection>> &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.
|
|
} else {
|
|
CRASH_COND_MSG(E.value.size() != 1, vformat("Number of connection != 1. Found: %d", E.value.size()));
|
|
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.
|
|
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;
|
|
float projected_p1_ratio = edge_vector.dot(other_edge_p1 - edge_p1) / (edge_vector.length_squared());
|
|
float 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.
|
|
free_edge.polygon->owner->get_connections().push_back(new_connection);
|
|
}
|
|
}
|
|
|
|
// Update the update ID.
|
|
map_update_id = (map_update_id + 1) % 9999999;
|
|
}
|
|
|
|
// Update agents tree.
|
|
if (agents_dirty) {
|
|
std::vector<RVO::Agent *> raw_agents;
|
|
raw_agents.reserve(agents.size());
|
|
for (size_t i(0); i < agents.size(); i++) {
|
|
raw_agents.push_back(agents[i]->get_agent());
|
|
}
|
|
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) {
|
|
if (step_work_pool.get_thread_count() == 0) {
|
|
step_work_pool.init();
|
|
}
|
|
step_work_pool.do_work(
|
|
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];
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
NavMap::NavMap() {
|
|
}
|
|
|
|
NavMap::~NavMap() {
|
|
step_work_pool.finish();
|
|
}
|