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@@ -97,12 +97,9 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
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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 point cast a face and check the distance between the origin/destination
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- for (size_t point_id = 0; point_id < p.points.size(); point_id++) {
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- const Vector3 p1 = p.points[point_id].pos;
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- const Vector3 p2 = p.points[(point_id + 1) % p.points.size()].pos;
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- const Vector3 p3 = p.points[(point_id + 2) % p.points.size()].pos;
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- const Face3 face(p1, p2, p3);
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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 spoint = face.get_closest_point_to(p_origin);
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float dpoint = spoint.distance_to(p_origin);
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@@ -229,7 +226,7 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
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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[point_id - 2].pos, end_poly->points[point_id - 1].pos, end_poly->points[point_id].pos);
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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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@@ -405,13 +402,12 @@ Vector3 NavMap::get_closest_point_to_segment(const Vector3 &p_from, const Vector
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Vector3 closest_point;
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real_t closest_point_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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- // For each point cast a face and check the distance to the segment
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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[point_id - 2].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
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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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@@ -451,82 +447,42 @@ Vector3 NavMap::get_closest_point_to_segment(const Vector3 &p_from, const Vector
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}
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Vector3 NavMap::get_closest_point(const Vector3 &p_point) const {
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- // TODO this is really not optimal, please redesign the API to directly return all this data
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-
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- Vector3 closest_point;
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- real_t closest_point_d = 1e20;
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-
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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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-
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- // For each point cast a face and 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[point_id - 2].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 d = inters.distance_to(p_point);
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- if (d < closest_point_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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-
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- return closest_point;
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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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- // TODO this is really not optimal, please redesign the API to directly return all this data
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-
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- Vector3 closest_point;
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- Vector3 closest_point_normal;
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- real_t closest_point_d = 1e20;
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-
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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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-
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- // For each point cast a face and 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[point_id - 2].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 d = inters.distance_to(p_point);
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- if (d < closest_point_d) {
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- closest_point = inters;
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- closest_point_normal = f.get_plane().normal;
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- closest_point_d = d;
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- }
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- }
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- }
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-
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- return closest_point_normal;
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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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- // TODO this is really not optimal, please redesign the API to directly return all this data
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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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- Vector3 closest_point;
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- RID closest_point_owner;
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- real_t closest_point_d = 1e20;
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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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- // 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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- // For each point cast a face and check the distance to the point
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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[point_id - 2].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
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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 d = inters.distance_to(p_point);
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- if (d < closest_point_d) {
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- closest_point = inters;
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- closest_point_owner = p.owner->get_self();
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- closest_point_d = d;
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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 closest_point_owner;
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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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