navigation.cpp 16 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. p.owner=&nm;
  17. Vector<int> poly = nm.navmesh->get_polygon(i);
  18. int plen=poly.size();
  19. const int *indices=poly.ptr();
  20. bool valid=true;
  21. p.edges.resize(plen);
  22. Vector3 center;
  23. float sum=0;
  24. for(int j=0;j<plen;j++) {
  25. int idx = indices[j];
  26. if (idx<0 || idx>=len) {
  27. valid=false;
  28. break;
  29. }
  30. Polygon::Edge e;
  31. Vector3 ep=nm.xform.xform(r[idx]);
  32. center+=ep;
  33. e.point=_get_point(ep);
  34. p.edges[j]=e;
  35. if (j>=2) {
  36. Vector3 epa = nm.xform.xform(r[indices[j-2]]);
  37. Vector3 epb = nm.xform.xform(r[indices[j-1]]);
  38. sum+=up.dot((epb-epa).cross(ep-epa));
  39. }
  40. }
  41. p.clockwise=sum>0;
  42. if (!valid) {
  43. nm.polygons.pop_back();
  44. ERR_CONTINUE(!valid);
  45. continue;
  46. }
  47. p.center=center/plen;
  48. //connect
  49. for(int j=0;j<plen;j++) {
  50. int next = (j+1)%plen;
  51. EdgeKey ek(p.edges[j].point,p.edges[next].point);
  52. Map<EdgeKey,Connection>::Element *C=connections.find(ek);
  53. if (!C) {
  54. Connection c;
  55. c.A=&p;
  56. c.A_edge=j;
  57. c.B=NULL;
  58. c.B_edge=-1;
  59. connections[ek]=c;
  60. } else {
  61. if (C->get().B!=NULL) {
  62. ConnectionPending pending;
  63. pending.polygon=&p;
  64. pending.edge=j;
  65. p.edges[j].P=C->get().pending.push_back(pending);
  66. continue;
  67. //print_line(String()+_get_vertex(ek.a)+" -> "+_get_vertex(ek.b));
  68. }
  69. //ERR_CONTINUE(C->get().B!=NULL); //wut
  70. C->get().B=&p;
  71. C->get().B_edge=j;
  72. C->get().A->edges[C->get().A_edge].C=&p;
  73. C->get().A->edges[C->get().A_edge].C_edge=j;;
  74. p.edges[j].C=C->get().A;
  75. p.edges[j].C_edge=C->get().A_edge;
  76. //connection successful.
  77. }
  78. }
  79. }
  80. nm.linked=true;
  81. }
  82. void Navigation::_navmesh_unlink(int p_id) {
  83. ERR_FAIL_COND(!navmesh_map.has(p_id));
  84. NavMesh &nm=navmesh_map[p_id];
  85. ERR_FAIL_COND(!nm.linked);
  86. print_line("UNLINK");
  87. for (List<Polygon>::Element *E=nm.polygons.front();E;E=E->next()) {
  88. Polygon &p=E->get();
  89. int ec = p.edges.size();
  90. Polygon::Edge *edges=p.edges.ptr();
  91. for(int i=0;i<ec;i++) {
  92. int next = (i+1)%ec;
  93. EdgeKey ek(edges[i].point,edges[next].point);
  94. Map<EdgeKey,Connection>::Element *C=connections.find(ek);
  95. ERR_CONTINUE(!C);
  96. if (edges[i].P) {
  97. C->get().pending.erase(edges[i].P);
  98. edges[i].P=NULL;
  99. } else if (C->get().B) {
  100. //disconnect
  101. C->get().B->edges[C->get().B_edge].C=NULL;
  102. C->get().B->edges[C->get().B_edge].C_edge=-1;
  103. C->get().A->edges[C->get().A_edge].C=NULL;
  104. C->get().A->edges[C->get().A_edge].C_edge=-1;
  105. if (C->get().A==&E->get()) {
  106. C->get().A=C->get().B;
  107. C->get().A_edge=C->get().B_edge;
  108. }
  109. C->get().B=NULL;
  110. C->get().B_edge=-1;
  111. if (C->get().pending.size()) {
  112. //reconnect if something is pending
  113. ConnectionPending cp = C->get().pending.front()->get();
  114. C->get().pending.pop_front();
  115. C->get().B=cp.polygon;
  116. C->get().B_edge=cp.edge;
  117. C->get().A->edges[C->get().A_edge].C=cp.polygon;
  118. C->get().A->edges[C->get().A_edge].C_edge=cp.edge;
  119. cp.polygon->edges[cp.edge].C=C->get().A;
  120. cp.polygon->edges[cp.edge].C_edge=C->get().A_edge;
  121. cp.polygon->edges[cp.edge].P=NULL;
  122. }
  123. } else {
  124. connections.erase(C);
  125. //erase
  126. }
  127. }
  128. }
  129. nm.polygons.clear();
  130. nm.linked=false;
  131. }
  132. int Navigation::navmesh_create(const Ref<NavigationMesh>& p_mesh, const Transform& p_xform, Object *p_owner) {
  133. int id = last_id++;
  134. NavMesh nm;
  135. nm.linked=false;
  136. nm.navmesh=p_mesh;
  137. nm.xform=p_xform;
  138. nm.owner=p_owner;
  139. navmesh_map[id]=nm;
  140. _navmesh_link(id);
  141. return id;
  142. }
  143. void Navigation::navmesh_set_transform(int p_id, const Transform& p_xform){
  144. ERR_FAIL_COND(!navmesh_map.has(p_id));
  145. NavMesh &nm=navmesh_map[p_id];
  146. if (nm.xform==p_xform)
  147. return; //bleh
  148. _navmesh_unlink(p_id);
  149. nm.xform=p_xform;
  150. _navmesh_link(p_id);
  151. }
  152. void Navigation::navmesh_remove(int p_id){
  153. ERR_FAIL_COND(!navmesh_map.has(p_id));
  154. _navmesh_unlink(p_id);
  155. navmesh_map.erase(p_id);
  156. }
  157. void Navigation::_clip_path(Vector<Vector3>& path, Polygon *from_poly, const Vector3& p_to_point, Polygon* p_to_poly) {
  158. Vector3 from = path[path.size()-1];
  159. if (from.distance_to(p_to_point)<CMP_EPSILON)
  160. return;
  161. Plane cut_plane;
  162. cut_plane.normal = (from-p_to_point).cross(up);
  163. if (cut_plane.normal==Vector3())
  164. return;
  165. cut_plane.normal.normalize();
  166. cut_plane.d = cut_plane.normal.dot(from);
  167. while(from_poly!=p_to_poly) {
  168. int pe = from_poly->prev_edge;
  169. Vector3 a = _get_vertex(from_poly->edges[pe].point);
  170. Vector3 b = _get_vertex(from_poly->edges[(pe+1)%from_poly->edges.size()].point);
  171. from_poly=from_poly->edges[pe].C;
  172. ERR_FAIL_COND(!from_poly);
  173. if (a.distance_to(b)>CMP_EPSILON) {
  174. Vector3 inters;
  175. if (cut_plane.intersects_segment(a,b,&inters)) {
  176. if (inters.distance_to(p_to_point)>CMP_EPSILON && inters.distance_to(path[path.size()-1])>CMP_EPSILON) {
  177. path.push_back(inters);
  178. }
  179. }
  180. }
  181. }
  182. }
  183. Vector<Vector3> Navigation::get_simple_path(const Vector3& p_start, const Vector3& p_end, bool p_optimize) {
  184. Polygon *begin_poly=NULL;
  185. Polygon *end_poly=NULL;
  186. Vector3 begin_point;
  187. Vector3 end_point;
  188. float begin_d=1e20;
  189. float end_d=1e20;
  190. for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
  191. if (!E->get().linked)
  192. continue;
  193. for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
  194. Polygon &p=F->get();
  195. for(int i=2;i<p.edges.size();i++) {
  196. Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
  197. Vector3 spoint = f.get_closest_point_to(p_start);
  198. float dpoint = spoint.distance_to(p_start);
  199. if (dpoint<begin_d) {
  200. begin_d=dpoint;
  201. begin_poly=&p;
  202. begin_point=spoint;
  203. }
  204. spoint = f.get_closest_point_to(p_end);
  205. dpoint = spoint.distance_to(p_end);
  206. if (dpoint<end_d) {
  207. end_d=dpoint;
  208. end_poly=&p;
  209. end_point=spoint;
  210. }
  211. }
  212. p.prev_edge=-1;
  213. }
  214. }
  215. if (!begin_poly || !end_poly) {
  216. //print_line("No Path Path");
  217. return Vector<Vector3>(); //no path
  218. }
  219. if (begin_poly==end_poly) {
  220. Vector<Vector3> path;
  221. path.resize(2);
  222. path[0]=begin_point;
  223. path[1]=end_point;
  224. //print_line("Direct Path");
  225. return path;
  226. }
  227. bool found_route=false;
  228. List<Polygon*> open_list;
  229. for(int i=0;i<begin_poly->edges.size();i++) {
  230. if (begin_poly->edges[i].C) {
  231. begin_poly->edges[i].C->prev_edge=begin_poly->edges[i].C_edge;
  232. begin_poly->edges[i].C->distance=begin_poly->center.distance_to(begin_poly->edges[i].C->center);
  233. open_list.push_back(begin_poly->edges[i].C);
  234. if (begin_poly->edges[i].C==end_poly) {
  235. found_route=true;
  236. }
  237. }
  238. }
  239. while(!found_route) {
  240. if (open_list.size()==0) {
  241. // print_line("NOU OPEN LIST");
  242. break;
  243. }
  244. //check open list
  245. List<Polygon*>::Element *least_cost_poly=NULL;
  246. float least_cost=1e30;
  247. //this could be faster (cache previous results)
  248. for (List<Polygon*>::Element *E=open_list.front();E;E=E->next()) {
  249. Polygon *p=E->get();
  250. float cost=p->distance;
  251. cost+=p->center.distance_to(end_point);
  252. if (cost<least_cost) {
  253. least_cost_poly=E;
  254. least_cost=cost;
  255. }
  256. }
  257. Polygon *p=least_cost_poly->get();
  258. //open the neighbours for search
  259. for(int i=0;i<p->edges.size();i++) {
  260. Polygon::Edge &e=p->edges[i];
  261. if (!e.C)
  262. continue;
  263. float distance = p->center.distance_to(e.C->center) + p->distance;
  264. if (e.C->prev_edge!=-1) {
  265. //oh this was visited already, can we win the cost?
  266. if (e.C->distance>distance) {
  267. e.C->prev_edge=e.C_edge;
  268. e.C->distance=distance;
  269. }
  270. } else {
  271. //add to open neighbours
  272. e.C->prev_edge=e.C_edge;
  273. e.C->distance=distance;
  274. open_list.push_back(e.C);
  275. if (e.C==end_poly) {
  276. //oh my reached end! stop algorithm
  277. found_route=true;
  278. break;
  279. }
  280. }
  281. }
  282. if (found_route)
  283. break;
  284. open_list.erase(least_cost_poly);
  285. }
  286. if (found_route) {
  287. Vector<Vector3> path;
  288. if (p_optimize) {
  289. //string pulling
  290. Polygon *apex_poly=end_poly;
  291. Vector3 apex_point=end_point;
  292. Vector3 portal_left=apex_point;
  293. Vector3 portal_right=apex_point;
  294. Polygon *left_poly=end_poly;
  295. Polygon *right_poly=end_poly;
  296. Polygon *p=end_poly;
  297. path.push_back(end_point);
  298. while(p) {
  299. Vector3 left;
  300. Vector3 right;
  301. #define CLOCK_TANGENT(m_a,m_b,m_c) ( ((m_a)-(m_c)).cross((m_a)-(m_b)) )
  302. if (p==begin_poly) {
  303. left=begin_point;
  304. right=begin_point;
  305. } else {
  306. int prev = p->prev_edge;
  307. int prev_n = (p->prev_edge+1)%p->edges.size();
  308. left = _get_vertex(p->edges[prev].point);
  309. right = _get_vertex(p->edges[prev_n].point);
  310. //if (CLOCK_TANGENT(apex_point,left,(left+right)*0.5).dot(up) < 0){
  311. if (p->clockwise) {
  312. SWAP(left,right);
  313. }
  314. }
  315. bool skip=false;
  316. if (CLOCK_TANGENT(apex_point,portal_left,left).dot(up) >= 0){
  317. //process
  318. if (portal_left==apex_point || CLOCK_TANGENT(apex_point,left,portal_right).dot(up) > 0) {
  319. left_poly=p;
  320. portal_left=left;
  321. } else {
  322. _clip_path(path,apex_poly,portal_right,right_poly);
  323. apex_point=portal_right;
  324. p=right_poly;
  325. left_poly=p;
  326. apex_poly=p;
  327. portal_left=apex_point;
  328. portal_right=apex_point;
  329. path.push_back(apex_point);
  330. skip=true;
  331. }
  332. }
  333. if (!skip && CLOCK_TANGENT(apex_point,portal_right,right).dot(up) <= 0){
  334. //process
  335. if (portal_right==apex_point || CLOCK_TANGENT(apex_point,right,portal_left).dot(up) < 0) {
  336. right_poly=p;
  337. portal_right=right;
  338. } else {
  339. _clip_path(path,apex_poly,portal_left,left_poly);
  340. apex_point=portal_left;
  341. p=left_poly;
  342. right_poly=p;
  343. apex_poly=p;
  344. portal_right=apex_point;
  345. portal_left=apex_point;
  346. path.push_back(apex_point);
  347. }
  348. }
  349. if (p!=begin_poly)
  350. p=p->edges[p->prev_edge].C;
  351. else
  352. p=NULL;
  353. }
  354. if (path[path.size()-1]!=begin_point)
  355. path.push_back(begin_point);
  356. path.invert();
  357. } else {
  358. //midpoints
  359. Polygon *p=end_poly;
  360. path.push_back(end_point);
  361. while(true) {
  362. int prev = p->prev_edge;
  363. int prev_n = (p->prev_edge+1)%p->edges.size();
  364. Vector3 point = (_get_vertex(p->edges[prev].point) + _get_vertex(p->edges[prev_n].point))*0.5;
  365. path.push_back(point);
  366. p = p->edges[prev].C;
  367. if (p==begin_poly)
  368. break;
  369. }
  370. path.push_back(begin_point);
  371. path.invert();;
  372. }
  373. return path;
  374. }
  375. return Vector<Vector3>();
  376. }
  377. Vector3 Navigation::get_closest_point_to_segment(const Vector3& p_from,const Vector3& p_to,const bool& p_use_collision) {
  378. bool use_collision=p_use_collision;
  379. Vector3 closest_point;
  380. float closest_point_d=1e20;
  381. NavMesh *closest_navmesh=NULL;
  382. for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
  383. if (!E->get().linked)
  384. continue;
  385. for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
  386. Polygon &p=F->get();
  387. for(int i=2;i<p.edges.size();i++) {
  388. Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
  389. Vector3 inters;
  390. if (f.intersects_segment(p_from,p_to,&inters)) {
  391. if (!use_collision) {
  392. closest_point=inters;
  393. use_collision=true;
  394. closest_point_d=p_from.distance_to(inters);
  395. closest_navmesh=p.owner;
  396. } else if (closest_point_d > inters.distance_to(p_from)){
  397. closest_point=inters;
  398. closest_point_d=p_from.distance_to(inters);
  399. closest_navmesh=p.owner;
  400. }
  401. }
  402. }
  403. if (!use_collision) {
  404. for(int i=0;i<p.edges.size();i++) {
  405. Vector3 a,b;
  406. 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);
  407. float d = a.distance_to(b);
  408. if (d<closest_point_d) {
  409. closest_point_d=d;
  410. closest_point=b;
  411. closest_navmesh=p.owner;
  412. }
  413. }
  414. }
  415. }
  416. }
  417. if (closest_navmesh && closest_navmesh->owner) {
  418. //print_line("navmesh is: "+closest_navmesh->owner->cast_to<Node>()->get_name());
  419. }
  420. return closest_point;
  421. }
  422. Vector3 Navigation::get_closest_point(const Vector3& p_point) {
  423. Vector3 closest_point;
  424. float closest_point_d=1e20;
  425. for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
  426. if (!E->get().linked)
  427. continue;
  428. for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
  429. Polygon &p=F->get();
  430. for(int i=2;i<p.edges.size();i++) {
  431. Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
  432. Vector3 inters = f.get_closest_point_to(p_point);
  433. float d = inters.distance_to(p_point);
  434. if (d<closest_point_d) {
  435. closest_point=inters;
  436. closest_point_d=d;
  437. }
  438. }
  439. }
  440. }
  441. return closest_point;
  442. }
  443. Vector3 Navigation::get_closest_point_normal(const Vector3& p_point){
  444. Vector3 closest_point;
  445. Vector3 closest_normal;
  446. float closest_point_d=1e20;
  447. for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
  448. if (!E->get().linked)
  449. continue;
  450. for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
  451. Polygon &p=F->get();
  452. for(int i=2;i<p.edges.size();i++) {
  453. Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
  454. Vector3 inters = f.get_closest_point_to(p_point);
  455. float d = inters.distance_to(p_point);
  456. if (d<closest_point_d) {
  457. closest_point=inters;
  458. closest_point_d=d;
  459. closest_normal=f.get_plane().normal;
  460. }
  461. }
  462. }
  463. }
  464. return closest_normal;
  465. }
  466. Object* Navigation::get_closest_point_owner(const Vector3& p_point){
  467. Vector3 closest_point;
  468. Object *owner=NULL;
  469. float closest_point_d=1e20;
  470. for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
  471. if (!E->get().linked)
  472. continue;
  473. for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
  474. Polygon &p=F->get();
  475. for(int i=2;i<p.edges.size();i++) {
  476. Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
  477. Vector3 inters = f.get_closest_point_to(p_point);
  478. float d = inters.distance_to(p_point);
  479. if (d<closest_point_d) {
  480. closest_point=inters;
  481. closest_point_d=d;
  482. owner=E->get().owner;
  483. }
  484. }
  485. }
  486. }
  487. return owner;
  488. }
  489. void Navigation::set_up_vector(const Vector3& p_up) {
  490. up=p_up;
  491. }
  492. Vector3 Navigation::get_up_vector() const{
  493. return up;
  494. }
  495. void Navigation::_bind_methods() {
  496. ObjectTypeDB::bind_method(_MD("navmesh_create","mesh:NavigationMesh","xform","owner"),&Navigation::navmesh_create,DEFVAL(Variant()));
  497. ObjectTypeDB::bind_method(_MD("navmesh_set_transform","id","xform"),&Navigation::navmesh_set_transform);
  498. ObjectTypeDB::bind_method(_MD("navmesh_remove","id"),&Navigation::navmesh_remove);
  499. ObjectTypeDB::bind_method(_MD("get_simple_path","start","end","optimize"),&Navigation::get_simple_path,DEFVAL(true));
  500. ObjectTypeDB::bind_method(_MD("get_closest_point_to_segment","start","end","use_collision"),&Navigation::get_closest_point_to_segment,DEFVAL(false));
  501. ObjectTypeDB::bind_method(_MD("get_closest_point","to_point"),&Navigation::get_closest_point);
  502. ObjectTypeDB::bind_method(_MD("get_closest_point_normal","to_point"),&Navigation::get_closest_point_normal);
  503. ObjectTypeDB::bind_method(_MD("get_closest_point_owner","to_point"),&Navigation::get_closest_point_owner);
  504. ObjectTypeDB::bind_method(_MD("set_up_vector","up"),&Navigation::set_up_vector);
  505. ObjectTypeDB::bind_method(_MD("get_up_vector"),&Navigation::get_up_vector);
  506. ADD_PROPERTY( PropertyInfo(Variant::VECTOR3,"up_vector"),_SCS("set_up_vector"),_SCS("get_up_vector"));
  507. }
  508. Navigation::Navigation() {
  509. ERR_FAIL_COND( sizeof(Point)!=8 );
  510. cell_size=0.01; //one centimeter
  511. last_id=1;
  512. up=Vector3(0,1,0);
  513. }