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- /**************************************************************************/
- /* nav_mesh_queries_3d.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef _3D_DISABLED
- #include "nav_mesh_queries_3d.h"
- #include "../nav_base.h"
- #include "core/math/geometry_3d.h"
- #define THREE_POINTS_CROSS_PRODUCT(m_a, m_b, m_c) (((m_c) - (m_a)).cross((m_b) - (m_a)))
- #define APPEND_METADATA(poly) \
- if (r_path_types) { \
- r_path_types->push_back(poly->owner->get_type()); \
- } \
- if (r_path_rids) { \
- r_path_rids->push_back(poly->owner->get_self()); \
- } \
- if (r_path_owners) { \
- r_path_owners->push_back(poly->owner->get_owner_id()); \
- }
- Vector3 NavMeshQueries3D::polygons_get_random_point(const LocalVector<gd::Polygon> &p_polygons, uint32_t p_navigation_layers, bool p_uniformly) {
- const LocalVector<gd::Polygon> ®ion_polygons = p_polygons;
- if (region_polygons.is_empty()) {
- return Vector3();
- }
- if (p_uniformly) {
- real_t accumulated_area = 0;
- RBMap<real_t, uint32_t> region_area_map;
- for (uint32_t rp_index = 0; rp_index < region_polygons.size(); rp_index++) {
- const gd::Polygon ®ion_polygon = region_polygons[rp_index];
- real_t polyon_area = region_polygon.surface_area;
- if (polyon_area == 0.0) {
- continue;
- }
- region_area_map[accumulated_area] = rp_index;
- accumulated_area += polyon_area;
- }
- if (region_area_map.is_empty() || accumulated_area == 0) {
- // All polygons have no real surface / no area.
- return Vector3();
- }
- real_t region_area_map_pos = Math::random(real_t(0), accumulated_area);
- RBMap<real_t, uint32_t>::Iterator region_E = region_area_map.find_closest(region_area_map_pos);
- ERR_FAIL_COND_V(!region_E, Vector3());
- uint32_t rrp_polygon_index = region_E->value;
- ERR_FAIL_UNSIGNED_INDEX_V(rrp_polygon_index, region_polygons.size(), Vector3());
- const gd::Polygon &rr_polygon = region_polygons[rrp_polygon_index];
- real_t accumulated_polygon_area = 0;
- RBMap<real_t, uint32_t> polygon_area_map;
- for (uint32_t rpp_index = 2; rpp_index < rr_polygon.points.size(); rpp_index++) {
- 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();
- if (face_area == 0.0) {
- continue;
- }
- polygon_area_map[accumulated_polygon_area] = rpp_index;
- accumulated_polygon_area += face_area;
- }
- if (polygon_area_map.is_empty() || accumulated_polygon_area == 0) {
- // All faces have no real surface / no area.
- return Vector3();
- }
- real_t polygon_area_map_pos = Math::random(real_t(0), accumulated_polygon_area);
- RBMap<real_t, uint32_t>::Iterator polygon_E = polygon_area_map.find_closest(polygon_area_map_pos);
- ERR_FAIL_COND_V(!polygon_E, Vector3());
- uint32_t rrp_face_index = polygon_E->value;
- ERR_FAIL_UNSIGNED_INDEX_V(rrp_face_index, rr_polygon.points.size(), Vector3());
- const Face3 face(rr_polygon.points[0].pos, rr_polygon.points[rrp_face_index - 1].pos, rr_polygon.points[rrp_face_index].pos);
- Vector3 face_random_position = face.get_random_point_inside();
- return face_random_position;
- } else {
- uint32_t rrp_polygon_index = Math::random(int(0), region_polygons.size() - 1);
- const gd::Polygon &rr_polygon = region_polygons[rrp_polygon_index];
- uint32_t rrp_face_index = Math::random(int(2), rr_polygon.points.size() - 1);
- const Face3 face(rr_polygon.points[0].pos, rr_polygon.points[rrp_face_index - 1].pos, rr_polygon.points[rrp_face_index].pos);
- Vector3 face_random_position = face.get_random_point_inside();
- return face_random_position;
- }
- }
- 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) {
- // Clear metadata outputs.
- if (r_path_types) {
- r_path_types->clear();
- }
- if (r_path_rids) {
- r_path_rids->clear();
- }
- if (r_path_owners) {
- r_path_owners->clear();
- }
- // Find the start poly and the end poly on this map.
- const gd::Polygon *begin_poly = nullptr;
- const gd::Polygon *end_poly = nullptr;
- Vector3 begin_point;
- Vector3 end_point;
- real_t begin_d = FLT_MAX;
- real_t end_d = FLT_MAX;
- // Find the initial poly and the end poly on this map.
- for (const gd::Polygon &p : p_polygons) {
- // Only consider the polygon if it in a region with compatible layers.
- if ((p_navigation_layers & p.owner->get_navigation_layers()) == 0) {
- continue;
- }
- // For each face check the distance between the origin/destination
- for (size_t point_id = 2; point_id < p.points.size(); point_id++) {
- const Face3 face(p.points[0].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
- Vector3 point = face.get_closest_point_to(p_origin);
- real_t distance_to_point = point.distance_to(p_origin);
- if (distance_to_point < begin_d) {
- begin_d = distance_to_point;
- begin_poly = &p;
- begin_point = point;
- }
- point = face.get_closest_point_to(p_destination);
- distance_to_point = point.distance_to(p_destination);
- if (distance_to_point < end_d) {
- end_d = distance_to_point;
- end_poly = &p;
- end_point = point;
- }
- }
- }
- // Check for trivial cases
- if (!begin_poly || !end_poly) {
- return Vector<Vector3>();
- }
- if (begin_poly == end_poly) {
- if (r_path_types) {
- r_path_types->resize(2);
- r_path_types->write[0] = begin_poly->owner->get_type();
- r_path_types->write[1] = end_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] = end_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] = end_poly->owner->get_owner_id();
- }
- Vector<Vector3> path;
- path.resize(2);
- path.write[0] = begin_point;
- path.write[1] = end_point;
- return path;
- }
- // List of all reachable navigation polys.
- LocalVector<gd::NavigationPoly> navigation_polys;
- navigation_polys.resize(p_polygons.size() + p_link_polygons_size);
- // Initialize the matching navigation polygon.
- gd::NavigationPoly &begin_navigation_poly = navigation_polys[begin_poly->id];
- begin_navigation_poly.poly = begin_poly;
- begin_navigation_poly.entry = begin_point;
- begin_navigation_poly.back_navigation_edge_pathway_start = begin_point;
- begin_navigation_poly.back_navigation_edge_pathway_end = begin_point;
- // Heap of polygons to travel next.
- gd::Heap<gd::NavigationPoly *, gd::NavPolyTravelCostGreaterThan, gd::NavPolyHeapIndexer>
- traversable_polys;
- traversable_polys.reserve(p_polygons.size() * 0.25);
- // This is an implementation of the A* algorithm.
- int least_cost_id = begin_poly->id;
- int prev_least_cost_id = -1;
- bool found_route = false;
- const gd::Polygon *reachable_end = nullptr;
- real_t distance_to_reachable_end = FLT_MAX;
- bool is_reachable = true;
- while (true) {
- // Takes the current least_cost_poly neighbors (iterating over its edges) and compute the traveled_distance.
- for (const gd::Edge &edge : navigation_polys[least_cost_id].poly->edges) {
- // Iterate over connections in this edge, then compute the new optimized travel distance assigned to this polygon.
- for (uint32_t connection_index = 0; connection_index < edge.connections.size(); connection_index++) {
- const gd::Edge::Connection &connection = edge.connections[connection_index];
- // Only consider the connection to another polygon if this polygon is in a region with compatible layers.
- if ((p_navigation_layers & connection.polygon->owner->get_navigation_layers()) == 0) {
- continue;
- }
- const gd::NavigationPoly &least_cost_poly = navigation_polys[least_cost_id];
- real_t poly_enter_cost = 0.0;
- real_t poly_travel_cost = least_cost_poly.poly->owner->get_travel_cost();
- if (prev_least_cost_id != -1 && navigation_polys[prev_least_cost_id].poly->owner->get_self() != least_cost_poly.poly->owner->get_self()) {
- poly_enter_cost = least_cost_poly.poly->owner->get_enter_cost();
- }
- prev_least_cost_id = least_cost_id;
- Vector3 pathway[2] = { connection.pathway_start, connection.pathway_end };
- const Vector3 new_entry = Geometry3D::get_closest_point_to_segment(least_cost_poly.entry, pathway);
- 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;
- // Check if the neighbor polygon has already been processed.
- gd::NavigationPoly &neighbor_poly = navigation_polys[connection.polygon->id];
- if (neighbor_poly.poly != nullptr) {
- // If the neighbor polygon hasn't been traversed yet and the new path leading to
- // it is shorter, update the polygon.
- if (neighbor_poly.traversable_poly_index < traversable_polys.size() &&
- new_traveled_distance < neighbor_poly.traveled_distance) {
- neighbor_poly.back_navigation_poly_id = least_cost_id;
- neighbor_poly.back_navigation_edge = connection.edge;
- neighbor_poly.back_navigation_edge_pathway_start = connection.pathway_start;
- neighbor_poly.back_navigation_edge_pathway_end = connection.pathway_end;
- neighbor_poly.traveled_distance = new_traveled_distance;
- neighbor_poly.distance_to_destination =
- new_entry.distance_to(end_point) *
- neighbor_poly.poly->owner->get_travel_cost();
- neighbor_poly.entry = new_entry;
- // Update the priority of the polygon in the heap.
- traversable_polys.shift(neighbor_poly.traversable_poly_index);
- }
- } else {
- // Initialize the matching navigation polygon.
- neighbor_poly.poly = connection.polygon;
- neighbor_poly.back_navigation_poly_id = least_cost_id;
- neighbor_poly.back_navigation_edge = connection.edge;
- neighbor_poly.back_navigation_edge_pathway_start = connection.pathway_start;
- neighbor_poly.back_navigation_edge_pathway_end = connection.pathway_end;
- neighbor_poly.traveled_distance = new_traveled_distance;
- neighbor_poly.distance_to_destination =
- new_entry.distance_to(end_point) *
- neighbor_poly.poly->owner->get_travel_cost();
- neighbor_poly.entry = new_entry;
- // Add the polygon to the heap of polygons to traverse next.
- traversable_polys.push(&neighbor_poly);
- }
- }
- }
- // When the heap of traversable polygons is empty at this point it means the end polygon is
- // unreachable.
- if (traversable_polys.is_empty()) {
- // Thus use the further reachable polygon
- ERR_BREAK_MSG(is_reachable == false, "It's not expect to not find the most reachable polygons");
- is_reachable = false;
- if (reachable_end == nullptr) {
- // The path is not found and there is not a way out.
- break;
- }
- // Set as end point the furthest reachable point.
- end_poly = reachable_end;
- end_d = FLT_MAX;
- for (size_t point_id = 2; point_id < end_poly->points.size(); point_id++) {
- Face3 f(end_poly->points[0].pos, end_poly->points[point_id - 1].pos, end_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;
- }
- }
- // Search all faces of start polygon as well.
- bool closest_point_on_start_poly = false;
- 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;
- closest_point_on_start_poly = true;
- }
- }
- if (closest_point_on_start_poly) {
- // No point to run PostProcessing when start and end convex polygon is the same.
- 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;
- }
- 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;
- 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);
- APPEND_METADATA(from_poly->poly);
- }
- }
- }
- }
- }
- #endif // _3D_DISABLED
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