navigation.cpp 13 KB

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  1. #include "navigation.h"
  2. void Navigation::_navmesh_link(int p_id) {
  3. ERR_FAIL_COND(!navmesh_map.has(p_id));
  4. NavMesh &nm=navmesh_map[p_id];
  5. ERR_FAIL_COND(nm.linked);
  6. print_line("LINK");
  7. DVector<Vector3> vertices=nm.navmesh->get_vertices();
  8. int len = vertices.size();
  9. if (len==0)
  10. return;
  11. DVector<Vector3>::Read r=vertices.read();
  12. for(int i=0;i<nm.navmesh->get_polygon_count();i++) {
  13. //build
  14. List<Polygon>::Element *P=nm.polygons.push_back(Polygon());
  15. Polygon &p=P->get();
  16. Vector<int> poly = nm.navmesh->get_polygon(i);
  17. int plen=poly.size();
  18. const int *indices=poly.ptr();
  19. bool valid=true;
  20. p.edges.resize(plen);
  21. Vector3 center;
  22. for(int j=0;j<plen;j++) {
  23. int idx = indices[j];
  24. if (idx<0 || idx>=len) {
  25. valid=false;
  26. break;
  27. }
  28. Polygon::Edge e;
  29. Vector3 ep=nm.xform.xform(r[idx]);
  30. center+=ep;
  31. e.point=_get_point(ep);
  32. p.edges[j]=e;
  33. }
  34. if (!valid) {
  35. nm.polygons.pop_back();
  36. ERR_CONTINUE(!valid);
  37. continue;
  38. }
  39. p.center=center/plen;
  40. //connect
  41. for(int j=0;j<plen;j++) {
  42. int next = (j+1)%plen;
  43. EdgeKey ek(p.edges[j].point,p.edges[next].point);
  44. Map<EdgeKey,Connection>::Element *C=connections.find(ek);
  45. if (!C) {
  46. Connection c;
  47. c.A=&p;
  48. c.A_edge=j;
  49. c.B=NULL;
  50. c.B_edge=-1;
  51. connections[ek]=c;
  52. } else {
  53. if (C->get().B!=NULL) {
  54. print_line(String()+_get_vertex(ek.a)+" -> "+_get_vertex(ek.b));
  55. }
  56. ERR_CONTINUE(C->get().B!=NULL); //wut
  57. C->get().B=&p;
  58. C->get().B_edge=j;
  59. C->get().A->edges[C->get().A_edge].C=&p;
  60. C->get().A->edges[C->get().A_edge].C_edge=j;;
  61. p.edges[j].C=C->get().A;
  62. p.edges[j].C_edge=C->get().A_edge;
  63. //connection successful.
  64. }
  65. }
  66. }
  67. nm.linked=true;
  68. }
  69. void Navigation::_navmesh_unlink(int p_id) {
  70. ERR_FAIL_COND(!navmesh_map.has(p_id));
  71. NavMesh &nm=navmesh_map[p_id];
  72. ERR_FAIL_COND(!nm.linked);
  73. print_line("UNLINK");
  74. for (List<Polygon>::Element *E=nm.polygons.front();E;E=E->next()) {
  75. Polygon &p=E->get();
  76. int ec = p.edges.size();
  77. Polygon::Edge *edges=p.edges.ptr();
  78. for(int i=0;i<ec;i++) {
  79. int next = (i+1)%ec;
  80. EdgeKey ek(edges[i].point,edges[next].point);
  81. Map<EdgeKey,Connection>::Element *C=connections.find(ek);
  82. ERR_CONTINUE(!C);
  83. if (C->get().B) {
  84. //disconnect
  85. C->get().B->edges[C->get().B_edge].C=NULL;
  86. C->get().B->edges[C->get().B_edge].C_edge=-1;
  87. C->get().A->edges[C->get().A_edge].C=NULL;
  88. C->get().A->edges[C->get().A_edge].C_edge=-1;
  89. if (C->get().A==&E->get()) {
  90. C->get().A=C->get().B;
  91. C->get().A_edge=C->get().B_edge;
  92. }
  93. C->get().B=NULL;
  94. C->get().B_edge=-1;
  95. } else {
  96. connections.erase(C);
  97. //erase
  98. }
  99. }
  100. }
  101. nm.polygons.clear();
  102. nm.linked=false;
  103. }
  104. int Navigation::navmesh_create(const Ref<NavigationMesh>& p_mesh,const Transform& p_xform) {
  105. int id = last_id++;
  106. NavMesh nm;
  107. nm.linked=false;
  108. nm.navmesh=p_mesh;
  109. nm.xform=p_xform;
  110. navmesh_map[id]=nm;
  111. _navmesh_link(id);
  112. return id;
  113. }
  114. void Navigation::navmesh_set_transform(int p_id, const Transform& p_xform){
  115. ERR_FAIL_COND(!navmesh_map.has(p_id));
  116. NavMesh &nm=navmesh_map[p_id];
  117. if (nm.xform==p_xform)
  118. return; //bleh
  119. _navmesh_unlink(p_id);
  120. nm.xform=p_xform;
  121. _navmesh_link(p_id);
  122. }
  123. void Navigation::navmesh_remove(int p_id){
  124. ERR_FAIL_COND(!navmesh_map.has(p_id));
  125. _navmesh_unlink(p_id);
  126. navmesh_map.erase(p_id);
  127. }
  128. Vector<Vector3> Navigation::get_simple_path(const Vector3& p_start, const Vector3& p_end, bool p_optimize) {
  129. Polygon *begin_poly=NULL;
  130. Polygon *end_poly=NULL;
  131. Vector3 begin_point;
  132. Vector3 end_point;
  133. float begin_d=1e20;
  134. float end_d=1e20;
  135. for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
  136. if (!E->get().linked)
  137. continue;
  138. for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
  139. Polygon &p=F->get();
  140. for(int i=2;i<p.edges.size();i++) {
  141. Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
  142. Vector3 spoint = f.get_closest_point_to(p_start);
  143. float dpoint = spoint.distance_to(p_start);
  144. if (dpoint<begin_d) {
  145. begin_d=dpoint;
  146. begin_poly=&p;
  147. begin_point=spoint;
  148. }
  149. spoint = f.get_closest_point_to(p_end);
  150. dpoint = spoint.distance_to(p_end);
  151. if (dpoint<end_d) {
  152. end_d=dpoint;
  153. end_poly=&p;
  154. end_point=spoint;
  155. }
  156. }
  157. p.prev_edge=-1;
  158. }
  159. }
  160. if (!begin_poly || !end_poly) {
  161. //print_line("No Path Path");
  162. return Vector<Vector3>(); //no path
  163. }
  164. if (begin_poly==end_poly) {
  165. Vector<Vector3> path;
  166. path.resize(2);
  167. path[0]=begin_point;
  168. path[1]=end_point;
  169. //print_line("Direct Path");
  170. return path;
  171. }
  172. bool found_route=false;
  173. List<Polygon*> open_list;
  174. for(int i=0;i<begin_poly->edges.size();i++) {
  175. if (begin_poly->edges[i].C) {
  176. begin_poly->edges[i].C->prev_edge=begin_poly->edges[i].C_edge;
  177. begin_poly->edges[i].C->distance=begin_poly->center.distance_to(begin_poly->edges[i].C->center);
  178. open_list.push_back(begin_poly->edges[i].C);
  179. if (begin_poly->edges[i].C==end_poly) {
  180. found_route=true;
  181. }
  182. }
  183. }
  184. while(!found_route) {
  185. if (open_list.size()==0) {
  186. // print_line("NOU OPEN LIST");
  187. break;
  188. }
  189. //check open list
  190. List<Polygon*>::Element *least_cost_poly=NULL;
  191. float least_cost=1e30;
  192. //this could be faster (cache previous results)
  193. for (List<Polygon*>::Element *E=open_list.front();E;E=E->next()) {
  194. Polygon *p=E->get();
  195. float cost=p->distance;
  196. cost+=p->center.distance_to(end_point);
  197. if (cost<least_cost) {
  198. least_cost_poly=E;
  199. least_cost=cost;
  200. }
  201. }
  202. Polygon *p=least_cost_poly->get();
  203. //open the neighbours for search
  204. for(int i=0;i<p->edges.size();i++) {
  205. Polygon::Edge &e=p->edges[i];
  206. if (!e.C)
  207. continue;
  208. float distance = p->center.distance_to(e.C->center) + p->distance;
  209. if (e.C->prev_edge!=-1) {
  210. //oh this was visited already, can we win the cost?
  211. if (e.C->distance>distance) {
  212. e.C->prev_edge=e.C_edge;
  213. e.C->distance=distance;
  214. }
  215. } else {
  216. //add to open neighbours
  217. e.C->prev_edge=e.C_edge;
  218. e.C->distance=distance;
  219. open_list.push_back(e.C);
  220. if (e.C==end_poly) {
  221. //oh my reached end! stop algorithm
  222. found_route=true;
  223. break;
  224. }
  225. }
  226. }
  227. if (found_route)
  228. break;
  229. open_list.erase(least_cost_poly);
  230. }
  231. if (found_route) {
  232. Vector<Vector3> path;
  233. if (p_optimize) {
  234. //string pulling
  235. Polygon *apex_poly=end_poly;
  236. Vector3 apex_point=end_point;
  237. Vector3 portal_left=apex_point;
  238. Vector3 portal_right=apex_point;
  239. Polygon *left_poly=end_poly;
  240. Polygon *right_poly=end_poly;
  241. Polygon *p=end_poly;
  242. path.push_back(end_point);
  243. while(p) {
  244. Vector3 left;
  245. Vector3 right;
  246. #define CLOCK_TANGENT(m_a,m_b,m_c) ( ((m_a)-(m_c)).cross((m_a)-(m_b)) )
  247. if (p==begin_poly) {
  248. left=begin_point;
  249. right=begin_point;
  250. } else {
  251. int prev = p->prev_edge;
  252. int prev_n = (p->prev_edge+1)%p->edges.size();
  253. left = _get_vertex(p->edges[prev].point);
  254. right = _get_vertex(p->edges[prev_n].point);
  255. if (CLOCK_TANGENT(apex_point,left,(left+right)*0.5).dot(up) < 0){
  256. SWAP(left,right);
  257. }
  258. }
  259. bool skip=false;
  260. if (CLOCK_TANGENT(apex_point,portal_left,left).dot(up) >= 0){
  261. //process
  262. if (portal_left==apex_point || CLOCK_TANGENT(apex_point,left,portal_right).dot(up) > 0) {
  263. left_poly=p;
  264. portal_left=left;
  265. } else {
  266. apex_point=portal_right;
  267. p=right_poly;
  268. left_poly=p;
  269. portal_left=apex_point;
  270. portal_right=apex_point;
  271. path.push_back(apex_point);
  272. skip=true;
  273. }
  274. }
  275. if (!skip && CLOCK_TANGENT(apex_point,portal_right,right).dot(up) <= 0){
  276. //process
  277. if (portal_right==apex_point || CLOCK_TANGENT(apex_point,right,portal_left).dot(up) < 0) {
  278. right_poly=p;
  279. portal_right=right;
  280. } else {
  281. apex_point=portal_left;
  282. p=left_poly;
  283. right_poly=p;
  284. portal_right=apex_point;
  285. portal_left=apex_point;
  286. path.push_back(apex_point);
  287. }
  288. }
  289. if (p!=begin_poly)
  290. p=p->edges[p->prev_edge].C;
  291. else
  292. p=NULL;
  293. }
  294. if (path[path.size()-1]!=begin_point)
  295. path.push_back(begin_point);
  296. path.invert();
  297. } else {
  298. //midpoints
  299. Polygon *p=end_poly;
  300. path.push_back(end_point);
  301. while(true) {
  302. int prev = p->prev_edge;
  303. int prev_n = (p->prev_edge+1)%p->edges.size();
  304. Vector3 point = (_get_vertex(p->edges[prev].point) + _get_vertex(p->edges[prev_n].point))*0.5;
  305. path.push_back(point);
  306. p = p->edges[prev].C;
  307. if (p==begin_poly)
  308. break;
  309. }
  310. path.push_back(begin_point);
  311. path.invert();;
  312. }
  313. return path;
  314. }
  315. return Vector<Vector3>();
  316. }
  317. Vector3 Navigation::get_closest_point_to_segment(const Vector3& p_from,const Vector3& p_to) {
  318. bool use_collision=false;
  319. Vector3 closest_point;
  320. float closest_point_d=1e20;
  321. for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
  322. if (!E->get().linked)
  323. continue;
  324. for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
  325. Polygon &p=F->get();
  326. for(int i=2;i<p.edges.size();i++) {
  327. Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
  328. Vector3 inters;
  329. if (f.intersects_segment(p_from,p_to,&inters)) {
  330. if (!use_collision) {
  331. closest_point=inters;
  332. use_collision=true;
  333. closest_point_d=p_from.distance_to(inters);
  334. } else if (closest_point_d > inters.distance_to(p_from)){
  335. closest_point=inters;
  336. closest_point_d=p_from.distance_to(inters);
  337. }
  338. }
  339. }
  340. if (!use_collision) {
  341. for(int i=0;i<p.edges.size();i++) {
  342. Vector3 a,b;
  343. Geometry::get_closest_points_between_segments(p_from,p_to,_get_vertex(p.edges[i].point),_get_vertex(p.edges[(i+1)%p.edges.size()].point),a,b);
  344. float d = a.distance_to(b);
  345. if (d<closest_point_d) {
  346. closest_point_d=d;
  347. closest_point=b;
  348. }
  349. }
  350. }
  351. }
  352. }
  353. return closest_point;
  354. }
  355. Vector3 Navigation::get_closest_point(const Vector3& p_point) {
  356. Vector3 closest_point;
  357. float closest_point_d=1e20;
  358. for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
  359. if (!E->get().linked)
  360. continue;
  361. for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
  362. Polygon &p=F->get();
  363. for(int i=2;i<p.edges.size();i++) {
  364. Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
  365. Vector3 inters = f.get_closest_point_to(p_point);
  366. float d = inters.distance_to(p_point);
  367. if (d<closest_point_d) {
  368. closest_point=inters;
  369. closest_point_d=d;
  370. }
  371. }
  372. }
  373. }
  374. return closest_point;
  375. }
  376. Vector3 Navigation::get_closest_point_normal(const Vector3& p_point){
  377. Vector3 closest_point;
  378. Vector3 closest_normal;
  379. float closest_point_d=1e20;
  380. for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
  381. if (!E->get().linked)
  382. continue;
  383. for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
  384. Polygon &p=F->get();
  385. for(int i=2;i<p.edges.size();i++) {
  386. Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
  387. Vector3 inters = f.get_closest_point_to(p_point);
  388. float d = inters.distance_to(p_point);
  389. if (d<closest_point_d) {
  390. closest_point=inters;
  391. closest_point_d=d;
  392. closest_normal=f.get_plane().normal;
  393. }
  394. }
  395. }
  396. }
  397. return closest_normal;
  398. }
  399. void Navigation::set_up_vector(const Vector3& p_up) {
  400. up=p_up;
  401. }
  402. Vector3 Navigation::get_up_vector() const{
  403. return up;
  404. }
  405. void Navigation::_bind_methods() {
  406. ObjectTypeDB::bind_method(_MD("navmesh_create","mesh:NavigationMesh","xform"),&Navigation::navmesh_create);
  407. ObjectTypeDB::bind_method(_MD("navmesh_set_transform","id","xform"),&Navigation::navmesh_set_transform);
  408. ObjectTypeDB::bind_method(_MD("navmesh_remove","id"),&Navigation::navmesh_remove);
  409. ObjectTypeDB::bind_method(_MD("get_simple_path","start","end","optimize"),&Navigation::get_simple_path,DEFVAL(true));
  410. ObjectTypeDB::bind_method(_MD("get_closest_point_to_segment","start","end"),&Navigation::get_closest_point_to_segment);
  411. ObjectTypeDB::bind_method(_MD("get_closest_point","to_point"),&Navigation::get_closest_point);
  412. ObjectTypeDB::bind_method(_MD("get_closest_point_normal","to_point"),&Navigation::get_closest_point_normal);
  413. ObjectTypeDB::bind_method(_MD("set_up_vector","up"),&Navigation::set_up_vector);
  414. ObjectTypeDB::bind_method(_MD("get_up_vector"),&Navigation::get_up_vector);
  415. ADD_PROPERTY( PropertyInfo(Variant::VECTOR3,"up_vector"),_SCS("set_up_vector"),_SCS("get_up_vector"));
  416. }
  417. Navigation::Navigation() {
  418. ERR_FAIL_COND( sizeof(Point)!=8 );
  419. cell_size=0.01; //one centimeter
  420. last_id=1;
  421. up=Vector3(0,1,0);
  422. }