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+/**************************************************************************/
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+/* nav_mesh_queries_3d.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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+
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+#ifndef _3D_DISABLED
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+
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+#include "nav_mesh_queries_3d.h"
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+
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+#include "../nav_base.h"
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+
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+#include "core/math/geometry_3d.h"
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+
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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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+
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+#define APPEND_METADATA(poly) \
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+ if (r_path_types) { \
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+ r_path_types->push_back(poly->owner->get_type()); \
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+ } \
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+ if (r_path_rids) { \
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+ r_path_rids->push_back(poly->owner->get_self()); \
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+ } \
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+ if (r_path_owners) { \
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+ r_path_owners->push_back(poly->owner->get_owner_id()); \
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+ }
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+
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+Vector3 NavMeshQueries3D::polygons_get_random_point(const LocalVector<gd::Polygon> &p_polygons, uint32_t p_navigation_layers, bool p_uniformly) {
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+ const LocalVector<gd::Polygon> ®ion_polygons = p_polygons;
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+
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+ if (region_polygons.is_empty()) {
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+ return Vector3();
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+ }
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+
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+ if (p_uniformly) {
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+ real_t accumulated_area = 0;
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+ RBMap<real_t, uint32_t> region_area_map;
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+
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+ for (uint32_t rp_index = 0; rp_index < region_polygons.size(); rp_index++) {
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+ const gd::Polygon ®ion_polygon = region_polygons[rp_index];
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+ real_t polyon_area = region_polygon.surface_area;
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+
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+ if (polyon_area == 0.0) {
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+ continue;
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+ }
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+ region_area_map[accumulated_area] = rp_index;
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+ accumulated_area += polyon_area;
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+ }
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+ if (region_area_map.is_empty() || accumulated_area == 0) {
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+ // All polygons have no real surface / no area.
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+ return Vector3();
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+ }
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+
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+ real_t region_area_map_pos = Math::random(real_t(0), accumulated_area);
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+
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+ RBMap<real_t, uint32_t>::Iterator region_E = region_area_map.find_closest(region_area_map_pos);
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+ ERR_FAIL_COND_V(!region_E, Vector3());
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+ uint32_t rrp_polygon_index = region_E->value;
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+ ERR_FAIL_UNSIGNED_INDEX_V(rrp_polygon_index, region_polygons.size(), Vector3());
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+
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+ const gd::Polygon &rr_polygon = region_polygons[rrp_polygon_index];
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+
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+ real_t accumulated_polygon_area = 0;
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+ RBMap<real_t, uint32_t> polygon_area_map;
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+
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+ for (uint32_t rpp_index = 2; rpp_index < rr_polygon.points.size(); rpp_index++) {
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+ real_t face_area = Face3(rr_polygon.points[0].pos, rr_polygon.points[rpp_index - 1].pos, rr_polygon.points[rpp_index].pos).get_area();
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+
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+ if (face_area == 0.0) {
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+ continue;
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+ }
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+ polygon_area_map[accumulated_polygon_area] = rpp_index;
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+ accumulated_polygon_area += face_area;
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+ }
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+ if (polygon_area_map.is_empty() || accumulated_polygon_area == 0) {
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+ // All faces have no real surface / no area.
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+ return Vector3();
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+ }
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+
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+ real_t polygon_area_map_pos = Math::random(real_t(0), accumulated_polygon_area);
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+
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+ RBMap<real_t, uint32_t>::Iterator polygon_E = polygon_area_map.find_closest(polygon_area_map_pos);
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+ ERR_FAIL_COND_V(!polygon_E, Vector3());
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+ uint32_t rrp_face_index = polygon_E->value;
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+ ERR_FAIL_UNSIGNED_INDEX_V(rrp_face_index, rr_polygon.points.size(), Vector3());
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+
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+ const Face3 face(rr_polygon.points[0].pos, rr_polygon.points[rrp_face_index - 1].pos, rr_polygon.points[rrp_face_index].pos);
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+
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+ Vector3 face_random_position = face.get_random_point_inside();
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+ return face_random_position;
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+
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+ } else {
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+ uint32_t rrp_polygon_index = Math::random(int(0), region_polygons.size() - 1);
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+
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+ const gd::Polygon &rr_polygon = region_polygons[rrp_polygon_index];
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+
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+ uint32_t rrp_face_index = Math::random(int(2), rr_polygon.points.size() - 1);
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+
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+ const Face3 face(rr_polygon.points[0].pos, rr_polygon.points[rrp_face_index - 1].pos, rr_polygon.points[rrp_face_index].pos);
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+
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+ Vector3 face_random_position = face.get_random_point_inside();
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+ return face_random_position;
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+ }
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+}
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+
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+Vector<Vector3> NavMeshQueries3D::polygons_get_path(const LocalVector<gd::Polygon> &p_polygons, Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers, Vector<int32_t> *r_path_types, TypedArray<RID> *r_path_rids, Vector<int64_t> *r_path_owners, const Vector3 &p_map_up, uint32_t p_link_polygons_size) {
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+ // Clear metadata outputs.
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+ if (r_path_types) {
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+ r_path_types->clear();
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+ }
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+ if (r_path_rids) {
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+ r_path_rids->clear();
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+ }
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+ if (r_path_owners) {
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+ r_path_owners->clear();
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+ }
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+
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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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+ real_t begin_d = FLT_MAX;
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+ real_t end_d = FLT_MAX;
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+ // Find the initial poly and the end poly on this map.
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+ for (const gd::Polygon &p : p_polygons) {
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+ // Only consider the polygon if it in a region with compatible layers.
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+ if ((p_navigation_layers & p.owner->get_navigation_layers()) == 0) {
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+ continue;
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+ }
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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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+
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+ Vector3 point = face.get_closest_point_to(p_origin);
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+ real_t 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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+
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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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+
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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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+ if (r_path_types) {
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+ r_path_types->resize(2);
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+ r_path_types->write[0] = begin_poly->owner->get_type();
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+ r_path_types->write[1] = end_poly->owner->get_type();
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+ }
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+
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+ if (r_path_rids) {
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+ r_path_rids->resize(2);
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+ (*r_path_rids)[0] = begin_poly->owner->get_self();
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+ (*r_path_rids)[1] = end_poly->owner->get_self();
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+ }
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+
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+ if (r_path_owners) {
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+ r_path_owners->resize(2);
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+ r_path_owners->write[0] = begin_poly->owner->get_owner_id();
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+ r_path_owners->write[1] = end_poly->owner->get_owner_id();
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+ }
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+
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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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+
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+ // List of all reachable navigation polys.
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+ LocalVector<gd::NavigationPoly> navigation_polys;
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+ navigation_polys.resize(p_polygons.size() + p_link_polygons_size);
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+
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+ // Initialize the matching navigation polygon.
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+ gd::NavigationPoly &begin_navigation_poly = navigation_polys[begin_poly->id];
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+ begin_navigation_poly.poly = begin_poly;
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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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+
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+ // Heap of polygons to travel next.
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+ gd::Heap<gd::NavigationPoly *, gd::NavPolyTravelCostGreaterThan, gd::NavPolyHeapIndexer>
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+ traversable_polys;
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+ traversable_polys.reserve(p_polygons.size() * 0.25);
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+
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+ // This is an implementation of the A* algorithm.
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+ int least_cost_id = begin_poly->id;
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+ int prev_least_cost_id = -1;
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+ bool found_route = false;
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+
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+ const gd::Polygon *reachable_end = nullptr;
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+ real_t distance_to_reachable_end = FLT_MAX;
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+ bool is_reachable = true;
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+
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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 (const gd::Edge &edge : navigation_polys[least_cost_id].poly->edges) {
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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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+
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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_navigation_layers & connection.polygon->owner->get_navigation_layers()) == 0) {
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+ continue;
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+ }
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+
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+ const gd::NavigationPoly &least_cost_poly = navigation_polys[least_cost_id];
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+ real_t poly_enter_cost = 0.0;
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+ real_t poly_travel_cost = least_cost_poly.poly->owner->get_travel_cost();
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+
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+ if (prev_least_cost_id != -1 && navigation_polys[prev_least_cost_id].poly->owner->get_self() != least_cost_poly.poly->owner->get_self()) {
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+ poly_enter_cost = least_cost_poly.poly->owner->get_enter_cost();
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+ }
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+ prev_least_cost_id = least_cost_id;
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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 real_t new_traveled_distance = least_cost_poly.entry.distance_to(new_entry) * poly_travel_cost + poly_enter_cost + least_cost_poly.traveled_distance;
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+
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+ // Check if the neighbor polygon has already been processed.
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+ gd::NavigationPoly &neighbor_poly = navigation_polys[connection.polygon->id];
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+ if (neighbor_poly.poly != nullptr) {
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+ // If the neighbor polygon hasn't been traversed yet and the new path leading to
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+ // it is shorter, update the polygon.
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+ if (neighbor_poly.traversable_poly_index < traversable_polys.size() &&
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+ new_traveled_distance < neighbor_poly.traveled_distance) {
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+ neighbor_poly.back_navigation_poly_id = least_cost_id;
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+ neighbor_poly.back_navigation_edge = connection.edge;
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+ neighbor_poly.back_navigation_edge_pathway_start = connection.pathway_start;
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+ neighbor_poly.back_navigation_edge_pathway_end = connection.pathway_end;
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+ neighbor_poly.traveled_distance = new_traveled_distance;
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+ neighbor_poly.distance_to_destination =
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+ new_entry.distance_to(end_point) *
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+ neighbor_poly.poly->owner->get_travel_cost();
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+ neighbor_poly.entry = new_entry;
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+
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+ // Update the priority of the polygon in the heap.
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+ traversable_polys.shift(neighbor_poly.traversable_poly_index);
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+ }
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+ } else {
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+ // Initialize the matching navigation polygon.
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+ neighbor_poly.poly = connection.polygon;
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+ neighbor_poly.back_navigation_poly_id = least_cost_id;
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+ neighbor_poly.back_navigation_edge = connection.edge;
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+ neighbor_poly.back_navigation_edge_pathway_start = connection.pathway_start;
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+ neighbor_poly.back_navigation_edge_pathway_end = connection.pathway_end;
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+ neighbor_poly.traveled_distance = new_traveled_distance;
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+ neighbor_poly.distance_to_destination =
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+ new_entry.distance_to(end_point) *
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+ neighbor_poly.poly->owner->get_travel_cost();
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+ neighbor_poly.entry = new_entry;
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+
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+ // Add the polygon to the heap of polygons to traverse next.
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+ traversable_polys.push(&neighbor_poly);
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+ }
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+ }
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+ }
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+
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+ // When the heap of traversable polygons is empty at this point it means the end polygon is
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+ // unreachable.
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+ if (traversable_polys.is_empty()) {
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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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+
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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 = FLT_MAX;
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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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+ real_t 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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+
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+ // Search all faces of start polygon as well.
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+ bool closest_point_on_start_poly = false;
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+ for (size_t point_id = 2; point_id < begin_poly->points.size(); point_id++) {
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+ Face3 f(begin_poly->points[0].pos, begin_poly->points[point_id - 1].pos, begin_poly->points[point_id].pos);
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+ Vector3 spoint = f.get_closest_point_to(p_destination);
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+ real_t 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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+ closest_point_on_start_poly = true;
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+ }
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+ }
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+
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+ if (closest_point_on_start_poly) {
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+ // No point to run PostProcessing when start and end convex polygon is the same.
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+ if (r_path_types) {
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+ r_path_types->resize(2);
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+ r_path_types->write[0] = begin_poly->owner->get_type();
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+ r_path_types->write[1] = begin_poly->owner->get_type();
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|
+ }
|
|
|
+
|
|
|
+ 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<Vector3> path;
|
|
|
+ path.resize(2);
|
|
|
+ path.write[0] = begin_point;
|
|
|
+ path.write[1] = end_point;
|
|
|
+ return path;
|
|
|
+ }
|
|
|
+
|
|
|
+ for (gd::NavigationPoly &nav_poly : navigation_polys) {
|
|
|
+ nav_poly.poly = nullptr;
|
|
|
+ }
|
|
|
+ navigation_polys[begin_poly->id].poly = begin_poly;
|
|
|
+
|
|
|
+ least_cost_id = begin_poly->id;
|
|
|
+ prev_least_cost_id = -1;
|
|
|
+
|
|
|
+ reachable_end = nullptr;
|
|
|
+
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Pop the polygon with the lowest travel cost from the heap of traversable polygons.
|
|
|
+ least_cost_id = traversable_polys.pop()->poly->id;
|
|
|
+
|
|
|
+ // Store the farthest reachable end polygon in case our goal is not reachable.
|
|
|
+ if (is_reachable) {
|
|
|
+ real_t distance = navigation_polys[least_cost_id].entry.distance_to(p_destination);
|
|
|
+ if (distance_to_reachable_end > distance) {
|
|
|
+ distance_to_reachable_end = distance;
|
|
|
+ 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<Vector3> path;
|
|
|
+ path.resize(2);
|
|
|
+ path.write[0] = begin_point;
|
|
|
+ path.write[1] = end_point;
|
|
|
+ return path;
|
|
|
+ }
|
|
|
+
|
|
|
+ Vector<Vector3> 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(p_map_up) < 0) {
|
|
|
+ SWAP(left, right);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool skip = false;
|
|
|
+ if (THREE_POINTS_CROSS_PRODUCT(apex_point, left_portal, left).dot(p_map_up) >= 0) {
|
|
|
+ //process
|
|
|
+ if (left_portal == apex_point || THREE_POINTS_CROSS_PRODUCT(apex_point, left, right_portal).dot(p_map_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, p_map_up);
|
|
|
+
|
|
|
+ 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(p_map_up) <= 0) {
|
|
|
+ //process
|
|
|
+ if (right_portal == apex_point || THREE_POINTS_CROSS_PRODUCT(apex_point, right, left_portal).dot(p_map_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, p_map_up);
|
|
|
+
|
|
|
+ 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 NavMeshQueries3D::polygons_get_closest_point_to_segment(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) {
|
|
|
+ bool use_collision = p_use_collision;
|
|
|
+ Vector3 closest_point;
|
|
|
+ real_t closest_point_distance = FLT_MAX;
|
|
|
+
|
|
|
+ for (const gd::Polygon &polygon : p_polygons) {
|
|
|
+ // For each face check the distance to the segment.
|
|
|
+ for (size_t point_id = 2; point_id < polygon.points.size(); point_id += 1) {
|
|
|
+ const Face3 face(polygon.points[0].pos, polygon.points[point_id - 1].pos, polygon.points[point_id].pos);
|
|
|
+ Vector3 intersection_point;
|
|
|
+ if (face.intersects_segment(p_from, p_to, &intersection_point)) {
|
|
|
+ const real_t d = p_from.distance_to(intersection_point);
|
|
|
+ if (!use_collision) {
|
|
|
+ closest_point = intersection_point;
|
|
|
+ use_collision = true;
|
|
|
+ closest_point_distance = d;
|
|
|
+ } else if (closest_point_distance > d) {
|
|
|
+ closest_point = intersection_point;
|
|
|
+ closest_point_distance = d;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ // If segment does not itersect face, check the distance from segment's endpoints.
|
|
|
+ else if (!use_collision) {
|
|
|
+ const Vector3 p_from_closest = face.get_closest_point_to(p_from);
|
|
|
+ const real_t d_p_from = p_from.distance_to(p_from_closest);
|
|
|
+ if (closest_point_distance > d_p_from) {
|
|
|
+ closest_point = p_from_closest;
|
|
|
+ closest_point_distance = d_p_from;
|
|
|
+ }
|
|
|
+
|
|
|
+ const Vector3 p_to_closest = face.get_closest_point_to(p_to);
|
|
|
+ const real_t d_p_to = p_to.distance_to(p_to_closest);
|
|
|
+ if (closest_point_distance > d_p_to) {
|
|
|
+ closest_point = p_to_closest;
|
|
|
+ closest_point_distance = d_p_to;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ // Finally, check for a case when shortest distance is between some point located on a face's edge and some point located on a line segment.
|
|
|
+ if (!use_collision) {
|
|
|
+ for (size_t point_id = 0; point_id < polygon.points.size(); point_id += 1) {
|
|
|
+ Vector3 a, b;
|
|
|
+
|
|
|
+ Geometry3D::get_closest_points_between_segments(
|
|
|
+ p_from,
|
|
|
+ p_to,
|
|
|
+ polygon.points[point_id].pos,
|
|
|
+ polygon.points[(point_id + 1) % polygon.points.size()].pos,
|
|
|
+ a,
|
|
|
+ b);
|
|
|
+
|
|
|
+ const real_t d = a.distance_to(b);
|
|
|
+ if (d < closest_point_distance) {
|
|
|
+ closest_point_distance = d;
|
|
|
+ closest_point = b;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return closest_point;
|
|
|
+}
|
|
|
+
|
|
|
+Vector3 NavMeshQueries3D::polygons_get_closest_point(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_point) {
|
|
|
+ gd::ClosestPointQueryResult cp = polygons_get_closest_point_info(p_polygons, p_point);
|
|
|
+ return cp.point;
|
|
|
+}
|
|
|
+
|
|
|
+Vector3 NavMeshQueries3D::polygons_get_closest_point_normal(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_point) {
|
|
|
+ gd::ClosestPointQueryResult cp = polygons_get_closest_point_info(p_polygons, p_point);
|
|
|
+ return cp.normal;
|
|
|
+}
|
|
|
+
|
|
|
+gd::ClosestPointQueryResult NavMeshQueries3D::polygons_get_closest_point_info(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_point) {
|
|
|
+ gd::ClosestPointQueryResult result;
|
|
|
+ real_t closest_point_distance_squared = FLT_MAX;
|
|
|
+
|
|
|
+ for (const gd::Polygon &polygon : p_polygons) {
|
|
|
+ for (size_t point_id = 2; point_id < polygon.points.size(); point_id += 1) {
|
|
|
+ const Face3 face(polygon.points[0].pos, polygon.points[point_id - 1].pos, polygon.points[point_id].pos);
|
|
|
+ const Vector3 closest_point_on_face = face.get_closest_point_to(p_point);
|
|
|
+ const real_t distance_squared_to_point = closest_point_on_face.distance_squared_to(p_point);
|
|
|
+ if (distance_squared_to_point < closest_point_distance_squared) {
|
|
|
+ result.point = closest_point_on_face;
|
|
|
+ result.normal = face.get_plane().normal;
|
|
|
+ result.owner = polygon.owner->get_self();
|
|
|
+ closest_point_distance_squared = distance_squared_to_point;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return result;
|
|
|
+}
|
|
|
+
|
|
|
+RID NavMeshQueries3D::polygons_get_closest_point_owner(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_point) {
|
|
|
+ gd::ClosestPointQueryResult cp = polygons_get_closest_point_info(p_polygons, p_point);
|
|
|
+ return cp.owner;
|
|
|
+}
|
|
|
+
|
|
|
+void NavMeshQueries3D::clip_path(const LocalVector<gd::NavigationPoly> &p_navigation_polys, Vector<Vector3> &path, const gd::NavigationPoly *from_poly, const Vector3 &p_to_point, const gd::NavigationPoly *p_to_poly, Vector<int32_t> *r_path_types, TypedArray<RID> *r_path_rids, Vector<int64_t> *r_path_owners, const Vector3 &p_map_up) {
|
|
|
+ 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(p_map_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;
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+
|
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+ ERR_FAIL_COND(from_poly->back_navigation_poly_id == -1);
|
|
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+ from_poly = &p_navigation_polys[from_poly->back_navigation_poly_id];
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+
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+ 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);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
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|
|
+}
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|
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+
|
|
|
+#endif // _3D_DISABLED
|