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b840c9837a
Improves navigation map sync performance be avoiding unnecessary memory allocations.
716 lines
27 KiB
C++
716 lines
27 KiB
C++
/**************************************************************************/
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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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#ifndef _3D_DISABLED
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#include "nav_mesh_queries_3d.h"
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#include "../nav_base.h"
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#include "core/math/geometry_3d.h"
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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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#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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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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if (region_polygons.is_empty()) {
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return Vector3();
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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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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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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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real_t region_area_map_pos = Math::random(real_t(0), accumulated_area);
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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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const gd::Polygon &rr_polygon = region_polygons[rrp_polygon_index];
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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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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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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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real_t polygon_area_map_pos = Math::random(real_t(0), accumulated_polygon_area);
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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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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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Vector3 face_random_position = face.get_random_point_inside();
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return face_random_position;
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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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const gd::Polygon &rr_polygon = region_polygons[rrp_polygon_index];
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uint32_t rrp_face_index = Math::random(int(2), rr_polygon.points.size() - 1);
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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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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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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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// 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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// 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 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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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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// 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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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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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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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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// 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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// 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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// 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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// 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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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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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 (uint32_t 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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// 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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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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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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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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// 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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// 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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// 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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// 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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// 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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// 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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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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}
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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] = begin_poly->owner->get_self();
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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] = begin_poly->owner->get_owner_id();
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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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for (gd::NavigationPoly &nav_poly : navigation_polys) {
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nav_poly.poly = nullptr;
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}
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navigation_polys[begin_poly->id].poly = begin_poly;
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least_cost_id = begin_poly->id;
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prev_least_cost_id = -1;
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reachable_end = nullptr;
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continue;
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}
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// Pop the polygon with the lowest travel cost from the heap of traversable polygons.
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least_cost_id = traversable_polys.pop()->poly->id;
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// Store the farthest reachable end polygon in case our goal is not reachable.
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if (is_reachable) {
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real_t distance = navigation_polys[least_cost_id].entry.distance_to(p_destination);
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if (distance_to_reachable_end > distance) {
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distance_to_reachable_end = distance;
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reachable_end = navigation_polys[least_cost_id].poly;
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}
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}
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// Check if we reached the end
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if (navigation_polys[least_cost_id].poly == end_poly) {
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found_route = true;
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break;
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}
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}
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// We did not find a route but we have both a start polygon and an end polygon at this point.
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// 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.
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if (!found_route) {
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end_d = FLT_MAX;
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// Search all faces of the start polygon for the closest point to our target position.
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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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}
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}
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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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}
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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] = begin_poly->owner->get_self();
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}
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|
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
|