mirror of
https://github.com/godotengine/godot.git
synced 2024-11-27 09:16:35 +08:00
b24fe3dd20
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
614 lines
13 KiB
C++
614 lines
13 KiB
C++
#include "navigation.h"
|
|
|
|
void Navigation::_navmesh_link(int p_id) {
|
|
|
|
ERR_FAIL_COND(!navmesh_map.has(p_id));
|
|
NavMesh &nm=navmesh_map[p_id];
|
|
ERR_FAIL_COND(nm.linked);
|
|
|
|
print_line("LINK");
|
|
|
|
DVector<Vector3> vertices=nm.navmesh->get_vertices();
|
|
int len = vertices.size();
|
|
if (len==0)
|
|
return;
|
|
|
|
DVector<Vector3>::Read r=vertices.read();
|
|
|
|
for(int i=0;i<nm.navmesh->get_polygon_count();i++) {
|
|
|
|
//build
|
|
|
|
List<Polygon>::Element *P=nm.polygons.push_back(Polygon());
|
|
Polygon &p=P->get();
|
|
p.owner=&nm;
|
|
|
|
Vector<int> poly = nm.navmesh->get_polygon(i);
|
|
int plen=poly.size();
|
|
const int *indices=poly.ptr();
|
|
bool valid=true;
|
|
p.edges.resize(plen);
|
|
|
|
Vector3 center;
|
|
|
|
for(int j=0;j<plen;j++) {
|
|
|
|
int idx = indices[j];
|
|
if (idx<0 || idx>=len) {
|
|
valid=false;
|
|
break;
|
|
}
|
|
|
|
Polygon::Edge e;
|
|
Vector3 ep=nm.xform.xform(r[idx]);
|
|
center+=ep;
|
|
e.point=_get_point(ep);
|
|
p.edges[j]=e;
|
|
}
|
|
|
|
if (!valid) {
|
|
nm.polygons.pop_back();
|
|
ERR_CONTINUE(!valid);
|
|
continue;
|
|
}
|
|
|
|
p.center=center/plen;
|
|
|
|
//connect
|
|
|
|
for(int j=0;j<plen;j++) {
|
|
|
|
int next = (j+1)%plen;
|
|
EdgeKey ek(p.edges[j].point,p.edges[next].point);
|
|
|
|
Map<EdgeKey,Connection>::Element *C=connections.find(ek);
|
|
if (!C) {
|
|
|
|
Connection c;
|
|
c.A=&p;
|
|
c.A_edge=j;
|
|
c.B=NULL;
|
|
c.B_edge=-1;
|
|
connections[ek]=c;
|
|
} else {
|
|
|
|
if (C->get().B!=NULL) {
|
|
print_line(String()+_get_vertex(ek.a)+" -> "+_get_vertex(ek.b));
|
|
}
|
|
ERR_CONTINUE(C->get().B!=NULL); //wut
|
|
|
|
C->get().B=&p;
|
|
C->get().B_edge=j;
|
|
C->get().A->edges[C->get().A_edge].C=&p;
|
|
C->get().A->edges[C->get().A_edge].C_edge=j;;
|
|
p.edges[j].C=C->get().A;
|
|
p.edges[j].C_edge=C->get().A_edge;
|
|
//connection successful.
|
|
}
|
|
}
|
|
}
|
|
|
|
nm.linked=true;
|
|
|
|
}
|
|
|
|
|
|
void Navigation::_navmesh_unlink(int p_id) {
|
|
|
|
ERR_FAIL_COND(!navmesh_map.has(p_id));
|
|
NavMesh &nm=navmesh_map[p_id];
|
|
ERR_FAIL_COND(!nm.linked);
|
|
|
|
print_line("UNLINK");
|
|
|
|
for (List<Polygon>::Element *E=nm.polygons.front();E;E=E->next()) {
|
|
|
|
|
|
Polygon &p=E->get();
|
|
|
|
int ec = p.edges.size();
|
|
Polygon::Edge *edges=p.edges.ptr();
|
|
|
|
for(int i=0;i<ec;i++) {
|
|
int next = (i+1)%ec;
|
|
|
|
EdgeKey ek(edges[i].point,edges[next].point);
|
|
Map<EdgeKey,Connection>::Element *C=connections.find(ek);
|
|
ERR_CONTINUE(!C);
|
|
if (C->get().B) {
|
|
//disconnect
|
|
|
|
C->get().B->edges[C->get().B_edge].C=NULL;
|
|
C->get().B->edges[C->get().B_edge].C_edge=-1;
|
|
C->get().A->edges[C->get().A_edge].C=NULL;
|
|
C->get().A->edges[C->get().A_edge].C_edge=-1;
|
|
|
|
if (C->get().A==&E->get()) {
|
|
|
|
C->get().A=C->get().B;
|
|
C->get().A_edge=C->get().B_edge;
|
|
}
|
|
C->get().B=NULL;
|
|
C->get().B_edge=-1;
|
|
|
|
} else {
|
|
connections.erase(C);
|
|
//erase
|
|
}
|
|
}
|
|
}
|
|
|
|
nm.polygons.clear();
|
|
|
|
nm.linked=false;
|
|
|
|
|
|
}
|
|
|
|
|
|
int Navigation::navmesh_create(const Ref<NavigationMesh>& p_mesh, const Transform& p_xform, Object *p_owner) {
|
|
|
|
int id = last_id++;
|
|
NavMesh nm;
|
|
nm.linked=false;
|
|
nm.navmesh=p_mesh;
|
|
nm.xform=p_xform;
|
|
nm.owner=p_owner;
|
|
navmesh_map[id]=nm;
|
|
|
|
_navmesh_link(id);
|
|
|
|
return id;
|
|
}
|
|
|
|
void Navigation::navmesh_set_transform(int p_id, const Transform& p_xform){
|
|
|
|
ERR_FAIL_COND(!navmesh_map.has(p_id));
|
|
NavMesh &nm=navmesh_map[p_id];
|
|
if (nm.xform==p_xform)
|
|
return; //bleh
|
|
_navmesh_unlink(p_id);
|
|
nm.xform=p_xform;
|
|
_navmesh_link(p_id);
|
|
|
|
|
|
|
|
}
|
|
void Navigation::navmesh_remove(int p_id){
|
|
|
|
ERR_FAIL_COND(!navmesh_map.has(p_id));
|
|
_navmesh_unlink(p_id);
|
|
navmesh_map.erase(p_id);
|
|
|
|
}
|
|
|
|
Vector<Vector3> Navigation::get_simple_path(const Vector3& p_start, const Vector3& p_end, bool p_optimize) {
|
|
|
|
|
|
Polygon *begin_poly=NULL;
|
|
Polygon *end_poly=NULL;
|
|
Vector3 begin_point;
|
|
Vector3 end_point;
|
|
float begin_d=1e20;
|
|
float end_d=1e20;
|
|
|
|
|
|
for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
|
|
|
|
if (!E->get().linked)
|
|
continue;
|
|
for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
|
|
|
|
Polygon &p=F->get();
|
|
for(int i=2;i<p.edges.size();i++) {
|
|
|
|
Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
|
|
Vector3 spoint = f.get_closest_point_to(p_start);
|
|
float dpoint = spoint.distance_to(p_start);
|
|
if (dpoint<begin_d) {
|
|
begin_d=dpoint;
|
|
begin_poly=&p;
|
|
begin_point=spoint;
|
|
}
|
|
|
|
spoint = f.get_closest_point_to(p_end);
|
|
dpoint = spoint.distance_to(p_end);
|
|
if (dpoint<end_d) {
|
|
end_d=dpoint;
|
|
end_poly=&p;
|
|
end_point=spoint;
|
|
}
|
|
}
|
|
|
|
p.prev_edge=-1;
|
|
}
|
|
}
|
|
|
|
if (!begin_poly || !end_poly) {
|
|
|
|
//print_line("No Path Path");
|
|
return Vector<Vector3>(); //no path
|
|
}
|
|
|
|
if (begin_poly==end_poly) {
|
|
|
|
Vector<Vector3> path;
|
|
path.resize(2);
|
|
path[0]=begin_point;
|
|
path[1]=end_point;
|
|
//print_line("Direct Path");
|
|
return path;
|
|
}
|
|
|
|
|
|
bool found_route=false;
|
|
|
|
List<Polygon*> open_list;
|
|
|
|
for(int i=0;i<begin_poly->edges.size();i++) {
|
|
|
|
if (begin_poly->edges[i].C) {
|
|
|
|
begin_poly->edges[i].C->prev_edge=begin_poly->edges[i].C_edge;
|
|
begin_poly->edges[i].C->distance=begin_poly->center.distance_to(begin_poly->edges[i].C->center);
|
|
open_list.push_back(begin_poly->edges[i].C);
|
|
|
|
if (begin_poly->edges[i].C==end_poly) {
|
|
found_route=true;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
while(!found_route) {
|
|
|
|
if (open_list.size()==0) {
|
|
// print_line("NOU OPEN LIST");
|
|
break;
|
|
}
|
|
//check open list
|
|
|
|
List<Polygon*>::Element *least_cost_poly=NULL;
|
|
float least_cost=1e30;
|
|
|
|
//this could be faster (cache previous results)
|
|
for (List<Polygon*>::Element *E=open_list.front();E;E=E->next()) {
|
|
|
|
Polygon *p=E->get();
|
|
|
|
|
|
float cost=p->distance;
|
|
cost+=p->center.distance_to(end_point);
|
|
|
|
if (cost<least_cost) {
|
|
|
|
least_cost_poly=E;
|
|
least_cost=cost;
|
|
}
|
|
}
|
|
|
|
|
|
Polygon *p=least_cost_poly->get();
|
|
//open the neighbours for search
|
|
|
|
for(int i=0;i<p->edges.size();i++) {
|
|
|
|
|
|
Polygon::Edge &e=p->edges[i];
|
|
|
|
if (!e.C)
|
|
continue;
|
|
|
|
float distance = p->center.distance_to(e.C->center) + p->distance;
|
|
|
|
if (e.C->prev_edge!=-1) {
|
|
//oh this was visited already, can we win the cost?
|
|
|
|
if (e.C->distance>distance) {
|
|
|
|
e.C->prev_edge=e.C_edge;
|
|
e.C->distance=distance;
|
|
}
|
|
} else {
|
|
//add to open neighbours
|
|
|
|
e.C->prev_edge=e.C_edge;
|
|
e.C->distance=distance;
|
|
open_list.push_back(e.C);
|
|
|
|
if (e.C==end_poly) {
|
|
//oh my reached end! stop algorithm
|
|
found_route=true;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
if (found_route)
|
|
break;
|
|
|
|
open_list.erase(least_cost_poly);
|
|
}
|
|
|
|
if (found_route) {
|
|
|
|
Vector<Vector3> path;
|
|
|
|
if (p_optimize) {
|
|
//string pulling
|
|
|
|
Polygon *apex_poly=end_poly;
|
|
Vector3 apex_point=end_point;
|
|
Vector3 portal_left=apex_point;
|
|
Vector3 portal_right=apex_point;
|
|
Polygon *left_poly=end_poly;
|
|
Polygon *right_poly=end_poly;
|
|
Polygon *p=end_poly;
|
|
path.push_back(end_point);
|
|
|
|
while(p) {
|
|
|
|
Vector3 left;
|
|
Vector3 right;
|
|
|
|
#define CLOCK_TANGENT(m_a,m_b,m_c) ( ((m_a)-(m_c)).cross((m_a)-(m_b)) )
|
|
|
|
if (p==begin_poly) {
|
|
left=begin_point;
|
|
right=begin_point;
|
|
} else {
|
|
int prev = p->prev_edge;
|
|
int prev_n = (p->prev_edge+1)%p->edges.size();
|
|
left = _get_vertex(p->edges[prev].point);
|
|
right = _get_vertex(p->edges[prev_n].point);
|
|
|
|
if (CLOCK_TANGENT(apex_point,left,(left+right)*0.5).dot(up) < 0){
|
|
SWAP(left,right);
|
|
}
|
|
}
|
|
|
|
bool skip=false;
|
|
|
|
|
|
if (CLOCK_TANGENT(apex_point,portal_left,left).dot(up) >= 0){
|
|
//process
|
|
if (portal_left==apex_point || CLOCK_TANGENT(apex_point,left,portal_right).dot(up) > 0) {
|
|
left_poly=p;
|
|
portal_left=left;
|
|
} else {
|
|
|
|
apex_point=portal_right;
|
|
p=right_poly;
|
|
left_poly=p;
|
|
portal_left=apex_point;
|
|
portal_right=apex_point;
|
|
path.push_back(apex_point);
|
|
skip=true;
|
|
}
|
|
}
|
|
|
|
if (!skip && CLOCK_TANGENT(apex_point,portal_right,right).dot(up) <= 0){
|
|
//process
|
|
if (portal_right==apex_point || CLOCK_TANGENT(apex_point,right,portal_left).dot(up) < 0) {
|
|
right_poly=p;
|
|
portal_right=right;
|
|
} else {
|
|
|
|
apex_point=portal_left;
|
|
p=left_poly;
|
|
right_poly=p;
|
|
portal_right=apex_point;
|
|
portal_left=apex_point;
|
|
path.push_back(apex_point);
|
|
}
|
|
}
|
|
|
|
if (p!=begin_poly)
|
|
p=p->edges[p->prev_edge].C;
|
|
else
|
|
p=NULL;
|
|
|
|
}
|
|
|
|
if (path[path.size()-1]!=begin_point)
|
|
path.push_back(begin_point);
|
|
|
|
path.invert();
|
|
|
|
|
|
|
|
|
|
} else {
|
|
//midpoints
|
|
Polygon *p=end_poly;
|
|
|
|
path.push_back(end_point);
|
|
while(true) {
|
|
int prev = p->prev_edge;
|
|
int prev_n = (p->prev_edge+1)%p->edges.size();
|
|
Vector3 point = (_get_vertex(p->edges[prev].point) + _get_vertex(p->edges[prev_n].point))*0.5;
|
|
path.push_back(point);
|
|
p = p->edges[prev].C;
|
|
if (p==begin_poly)
|
|
break;
|
|
}
|
|
|
|
path.push_back(begin_point);
|
|
|
|
|
|
path.invert();;
|
|
}
|
|
|
|
return path;
|
|
}
|
|
|
|
|
|
return Vector<Vector3>();
|
|
|
|
}
|
|
|
|
Vector3 Navigation::get_closest_point_to_segment(const Vector3& p_from,const Vector3& p_to) {
|
|
|
|
|
|
bool use_collision=false;
|
|
Vector3 closest_point;
|
|
float closest_point_d=1e20;
|
|
NavMesh *closest_navmesh=NULL;
|
|
|
|
for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
|
|
|
|
if (!E->get().linked)
|
|
continue;
|
|
for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
|
|
|
|
Polygon &p=F->get();
|
|
for(int i=2;i<p.edges.size();i++) {
|
|
|
|
Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
|
|
Vector3 inters;
|
|
if (f.intersects_segment(p_from,p_to,&inters)) {
|
|
|
|
if (!use_collision) {
|
|
closest_point=inters;
|
|
use_collision=true;
|
|
closest_point_d=p_from.distance_to(inters);
|
|
closest_navmesh=p.owner;
|
|
} else if (closest_point_d > inters.distance_to(p_from)){
|
|
|
|
closest_point=inters;
|
|
closest_point_d=p_from.distance_to(inters);
|
|
closest_navmesh=p.owner;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!use_collision) {
|
|
|
|
for(int i=0;i<p.edges.size();i++) {
|
|
|
|
Vector3 a,b;
|
|
|
|
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);
|
|
|
|
float d = a.distance_to(b);
|
|
if (d<closest_point_d) {
|
|
|
|
closest_point_d=d;
|
|
closest_point=b;
|
|
closest_navmesh=p.owner;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (closest_navmesh && closest_navmesh->owner) {
|
|
//print_line("navmesh is: "+closest_navmesh->owner->cast_to<Node>()->get_name());
|
|
}
|
|
|
|
return closest_point;
|
|
}
|
|
|
|
Vector3 Navigation::get_closest_point(const Vector3& p_point) {
|
|
|
|
Vector3 closest_point;
|
|
float closest_point_d=1e20;
|
|
|
|
for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
|
|
|
|
if (!E->get().linked)
|
|
continue;
|
|
for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
|
|
|
|
Polygon &p=F->get();
|
|
for(int i=2;i<p.edges.size();i++) {
|
|
|
|
Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
|
|
Vector3 inters = f.get_closest_point_to(p_point);
|
|
float d = inters.distance_to(p_point);
|
|
if (d<closest_point_d) {
|
|
closest_point=inters;
|
|
closest_point_d=d;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return closest_point;
|
|
|
|
}
|
|
|
|
Vector3 Navigation::get_closest_point_normal(const Vector3& p_point){
|
|
|
|
Vector3 closest_point;
|
|
Vector3 closest_normal;
|
|
float closest_point_d=1e20;
|
|
|
|
for (Map<int,NavMesh>::Element*E=navmesh_map.front();E;E=E->next()) {
|
|
|
|
if (!E->get().linked)
|
|
continue;
|
|
for(List<Polygon>::Element *F=E->get().polygons.front();F;F=F->next()) {
|
|
|
|
Polygon &p=F->get();
|
|
for(int i=2;i<p.edges.size();i++) {
|
|
|
|
Face3 f(_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point));
|
|
Vector3 inters = f.get_closest_point_to(p_point);
|
|
float d = inters.distance_to(p_point);
|
|
if (d<closest_point_d) {
|
|
closest_point=inters;
|
|
closest_point_d=d;
|
|
closest_normal=f.get_plane().normal;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return closest_normal;
|
|
|
|
}
|
|
|
|
|
|
void Navigation::set_up_vector(const Vector3& p_up) {
|
|
|
|
|
|
up=p_up;
|
|
}
|
|
|
|
Vector3 Navigation::get_up_vector() const{
|
|
|
|
return up;
|
|
}
|
|
|
|
|
|
void Navigation::_bind_methods() {
|
|
|
|
ObjectTypeDB::bind_method(_MD("navmesh_create","mesh:NavigationMesh","xform","owner"),&Navigation::navmesh_create,DEFVAL(Variant()));
|
|
ObjectTypeDB::bind_method(_MD("navmesh_set_transform","id","xform"),&Navigation::navmesh_set_transform);
|
|
ObjectTypeDB::bind_method(_MD("navmesh_remove","id"),&Navigation::navmesh_remove);
|
|
|
|
ObjectTypeDB::bind_method(_MD("get_simple_path","start","end","optimize"),&Navigation::get_simple_path,DEFVAL(true));
|
|
ObjectTypeDB::bind_method(_MD("get_closest_point_to_segment","start","end"),&Navigation::get_closest_point_to_segment);
|
|
ObjectTypeDB::bind_method(_MD("get_closest_point","to_point"),&Navigation::get_closest_point);
|
|
ObjectTypeDB::bind_method(_MD("get_closest_point_normal","to_point"),&Navigation::get_closest_point_normal);
|
|
|
|
ObjectTypeDB::bind_method(_MD("set_up_vector","up"),&Navigation::set_up_vector);
|
|
ObjectTypeDB::bind_method(_MD("get_up_vector"),&Navigation::get_up_vector);
|
|
|
|
ADD_PROPERTY( PropertyInfo(Variant::VECTOR3,"up_vector"),_SCS("set_up_vector"),_SCS("get_up_vector"));
|
|
}
|
|
|
|
Navigation::Navigation() {
|
|
|
|
ERR_FAIL_COND( sizeof(Point)!=8 );
|
|
cell_size=0.01; //one centimeter
|
|
last_id=1;
|
|
up=Vector3(0,1,0);
|
|
}
|
|
|
|
|