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/**************************************************************************/
/* nav_mesh_queries_3d.cpp */
/**************************************************************************/
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/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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# ifndef _3D_DISABLED
# include "nav_mesh_queries_3d.h"
# include "../nav_base.h"
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# include "../nav_map.h"
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# include "nav_region_iteration_3d.h"
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# include "core/math/geometry_3d.h"
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# include "servers/navigation/navigation_utilities.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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bool NavMeshQueries3D : : emit_callback ( const Callable & p_callback ) {
ERR_FAIL_COND_V ( ! p_callback . is_valid ( ) , false ) ;
Callable : : CallError ce ;
Variant result ;
p_callback . callp ( nullptr , 0 , result , ce ) ;
return ce . error = = Callable : : CallError : : CALL_OK ;
}
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Vector3 NavMeshQueries3D : : polygons_get_random_point ( const LocalVector < gd : : Polygon > & p_polygons , uint32_t p_navigation_layers , bool p_uniformly ) {
const LocalVector < gd : : Polygon > & region_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 & region_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 ;
}
}
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void NavMeshQueries3D : : _query_task_push_back_point_with_metadata ( NavMeshPathQueryTask3D & p_query_task , const Vector3 & p_point , const gd : : Polygon * p_point_polygon ) {
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if ( p_query_task . metadata_flags . has_flag ( PathMetadataFlags : : PATH_INCLUDE_TYPES ) ) {
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p_query_task . path_meta_point_types . push_back ( p_point_polygon - > owner - > get_type ( ) ) ;
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}
if ( p_query_task . metadata_flags . has_flag ( PathMetadataFlags : : PATH_INCLUDE_RIDS ) ) {
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p_query_task . path_meta_point_rids . push_back ( p_point_polygon - > owner - > get_self ( ) ) ;
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}
if ( p_query_task . metadata_flags . has_flag ( PathMetadataFlags : : PATH_INCLUDE_OWNERS ) ) {
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p_query_task . path_meta_point_owners . push_back ( p_point_polygon - > owner - > get_owner_id ( ) ) ;
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}
p_query_task . path_points . push_back ( p_point ) ;
}
void NavMeshQueries3D : : map_query_path ( NavMap * map , const Ref < NavigationPathQueryParameters3D > & p_query_parameters , Ref < NavigationPathQueryResult3D > p_query_result , const Callable & p_callback ) {
ERR_FAIL_NULL ( map ) ;
ERR_FAIL_COND ( p_query_parameters . is_null ( ) ) ;
ERR_FAIL_COND ( p_query_result . is_null ( ) ) ;
using namespace NavigationUtilities ;
NavMeshQueries3D : : NavMeshPathQueryTask3D query_task ;
query_task . start_position = p_query_parameters - > get_start_position ( ) ;
query_task . target_position = p_query_parameters - > get_target_position ( ) ;
query_task . navigation_layers = p_query_parameters - > get_navigation_layers ( ) ;
query_task . callback = p_callback ;
switch ( p_query_parameters - > get_pathfinding_algorithm ( ) ) {
case NavigationPathQueryParameters3D : : PathfindingAlgorithm : : PATHFINDING_ALGORITHM_ASTAR : {
query_task . pathfinding_algorithm = PathfindingAlgorithm : : PATHFINDING_ALGORITHM_ASTAR ;
} break ;
default : {
WARN_PRINT ( " No match for used PathfindingAlgorithm - fallback to default " ) ;
query_task . pathfinding_algorithm = PathfindingAlgorithm : : PATHFINDING_ALGORITHM_ASTAR ;
} break ;
}
switch ( p_query_parameters - > get_path_postprocessing ( ) ) {
case NavigationPathQueryParameters3D : : PathPostProcessing : : PATH_POSTPROCESSING_CORRIDORFUNNEL : {
query_task . path_postprocessing = PathPostProcessing : : PATH_POSTPROCESSING_CORRIDORFUNNEL ;
} break ;
case NavigationPathQueryParameters3D : : PathPostProcessing : : PATH_POSTPROCESSING_EDGECENTERED : {
query_task . path_postprocessing = PathPostProcessing : : PATH_POSTPROCESSING_EDGECENTERED ;
} break ;
case NavigationPathQueryParameters3D : : PathPostProcessing : : PATH_POSTPROCESSING_NONE : {
query_task . path_postprocessing = PathPostProcessing : : PATH_POSTPROCESSING_NONE ;
} break ;
default : {
WARN_PRINT ( " No match for used PathPostProcessing - fallback to default " ) ;
query_task . path_postprocessing = PathPostProcessing : : PATH_POSTPROCESSING_CORRIDORFUNNEL ;
} break ;
}
query_task . metadata_flags = ( int64_t ) p_query_parameters - > get_metadata_flags ( ) ;
query_task . simplify_path = p_query_parameters - > get_simplify_path ( ) ;
query_task . simplify_epsilon = p_query_parameters - > get_simplify_epsilon ( ) ;
query_task . status = NavMeshPathQueryTask3D : : TaskStatus : : QUERY_STARTED ;
map - > query_path ( query_task ) ;
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p_query_result - > set_data (
query_task . path_points ,
query_task . path_meta_point_types ,
query_task . path_meta_point_rids ,
query_task . path_meta_point_owners ) ;
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if ( query_task . callback . is_valid ( ) ) {
if ( emit_callback ( query_task . callback ) ) {
query_task . status = NavMeshPathQueryTask3D : : TaskStatus : : CALLBACK_DISPATCHED ;
} else {
query_task . status = NavMeshPathQueryTask3D : : TaskStatus : : CALLBACK_FAILED ;
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}
}
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}
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void NavMeshQueries3D : : _query_task_find_start_end_positions ( NavMeshPathQueryTask3D & p_query_task , const NavMapIteration & p_map_iteration ) {
real_t begin_d = FLT_MAX ;
real_t end_d = FLT_MAX ;
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const LocalVector < NavRegionIteration > & regions = p_map_iteration . region_iterations ;
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for ( const NavRegionIteration & region : regions ) {
if ( ! region . get_enabled ( ) ) {
continue ;
}
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// Find the initial poly and the end poly on this map.
for ( const gd : : Polygon & p : region . get_navmesh_polygons ( ) ) {
// Only consider the polygon if it in a region with compatible layers.
if ( ( p_query_task . navigation_layers & p . owner - > get_navigation_layers ( ) ) = = 0 ) {
continue ;
}
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// 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 ) ;
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Vector3 point = face . get_closest_point_to ( p_query_task . start_position ) ;
real_t distance_to_point = point . distance_to ( p_query_task . start_position ) ;
if ( distance_to_point < begin_d ) {
begin_d = distance_to_point ;
p_query_task . begin_polygon = & p ;
p_query_task . begin_position = point ;
}
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point = face . get_closest_point_to ( p_query_task . target_position ) ;
distance_to_point = point . distance_to ( p_query_task . target_position ) ;
if ( distance_to_point < end_d ) {
end_d = distance_to_point ;
p_query_task . end_polygon = & p ;
p_query_task . end_position = point ;
}
}
}
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}
}
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void NavMeshQueries3D : : _query_task_build_path_corridor ( NavMeshPathQueryTask3D & p_query_task ) {
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const Vector3 p_target_position = p_query_task . target_position ;
const uint32_t p_navigation_layers = p_query_task . navigation_layers ;
const gd : : Polygon * begin_poly = p_query_task . begin_polygon ;
const gd : : Polygon * end_poly = p_query_task . end_polygon ;
Vector3 begin_point = p_query_task . begin_position ;
Vector3 end_point = p_query_task . end_position ;
// Heap of polygons to travel next.
gd : : Heap < gd : : NavigationPoly * , gd : : NavPolyTravelCostGreaterThan , gd : : NavPolyHeapIndexer >
& traversable_polys = p_query_task . path_query_slot - > traversable_polys ;
traversable_polys . clear ( ) ;
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LocalVector < gd : : NavigationPoly > & navigation_polys = p_query_task . path_query_slot - > path_corridor ;
for ( gd : : NavigationPoly & polygon : navigation_polys ) {
polygon . reset ( ) ;
}
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// Initialize the matching navigation polygon.
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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 ;
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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 ;
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.
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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 ] ;
// 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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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 ( ) ) {
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 } ;
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 ) {
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neighbor_poly . back_navigation_poly_id = least_cost_id ;
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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 =
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new_entry . distance_to ( end_point ) *
neighbor_poly . poly - > owner - > get_travel_cost ( ) ;
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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 ;
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neighbor_poly . back_navigation_poly_id = least_cost_id ;
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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 =
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new_entry . distance_to ( end_point ) *
neighbor_poly . poly - > owner - > get_travel_cost ( ) ;
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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.
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end_poly = reachable_end ;
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real_t end_d = FLT_MAX ;
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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_target_position ) ;
real_t dpoint = spoint . distance_to ( p_target_position ) ;
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if ( dpoint < end_d ) {
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end_point = spoint ;
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end_d = dpoint ;
}
}
// Search all faces of start polygon as well.
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 + + ) {
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_target_position ) ;
real_t dpoint = spoint . distance_to ( p_target_position ) ;
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if ( dpoint < end_d ) {
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end_point = spoint ;
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end_d = dpoint ;
closest_point_on_start_poly = true ;
}
}
if ( closest_point_on_start_poly ) {
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// No point to run PostProcessing when start and end convex polygon is the same.
p_query_task . path_clear ( ) ;
_query_task_push_back_point_with_metadata ( p_query_task , begin_point , begin_poly ) ;
_query_task_push_back_point_with_metadata ( p_query_task , end_point , begin_poly ) ;
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p_query_task . status = NavMeshPathQueryTask3D : : TaskStatus : : QUERY_FINISHED ;
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return ;
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}
for ( gd : : NavigationPoly & nav_poly : navigation_polys ) {
nav_poly . poly = nullptr ;
}
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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 ;
reachable_end = nullptr ;
continue ;
}
// 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.
if ( is_reachable ) {
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real_t distance = navigation_polys [ least_cost_id ] . entry . distance_to ( p_target_position ) ;
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if ( distance_to_reachable_end > distance ) {
distance_to_reachable_end = distance ;
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reachable_end = navigation_polys [ least_cost_id ] . poly ;
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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 ;
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 ) {
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real_t 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 + + ) {
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_target_position ) ;
real_t dpoint = spoint . distance_to ( p_target_position ) ;
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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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p_query_task . path_clear ( ) ;
_query_task_push_back_point_with_metadata ( p_query_task , begin_point , begin_poly ) ;
_query_task_push_back_point_with_metadata ( p_query_task , end_point , begin_poly ) ;
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p_query_task . status = NavMeshPathQueryTask3D : : TaskStatus : : QUERY_FINISHED ;
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return ;
}
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p_query_task . end_position = end_point ;
p_query_task . end_polygon = end_poly ;
p_query_task . begin_position = begin_point ;
p_query_task . begin_polygon = begin_poly ;
p_query_task . least_cost_id = least_cost_id ;
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}
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void NavMeshQueries3D : : query_task_map_iteration_get_path ( NavMeshPathQueryTask3D & p_query_task , const NavMapIteration & p_map_iteration ) {
p_query_task . path_clear ( ) ;
_query_task_find_start_end_positions ( p_query_task , p_map_iteration ) ;
// Check for trivial cases.
if ( ! p_query_task . begin_polygon | | ! p_query_task . end_polygon ) {
p_query_task . status = NavMeshPathQueryTask3D : : TaskStatus : : QUERY_FINISHED ;
return ;
}
if ( p_query_task . begin_polygon = = p_query_task . end_polygon ) {
p_query_task . path_clear ( ) ;
_query_task_push_back_point_with_metadata ( p_query_task , p_query_task . begin_position , p_query_task . begin_polygon ) ;
_query_task_push_back_point_with_metadata ( p_query_task , p_query_task . end_position , p_query_task . end_polygon ) ;
p_query_task . status = NavMeshPathQueryTask3D : : TaskStatus : : QUERY_FINISHED ;
return ;
}
_query_task_build_path_corridor ( p_query_task ) ;
if ( p_query_task . status = = NavMeshPathQueryTask3D : : TaskStatus : : QUERY_FINISHED | | p_query_task . status = = NavMeshPathQueryTask3D : : TaskStatus : : QUERY_FAILED ) {
return ;
}
// Post-Process path.
switch ( p_query_task . path_postprocessing ) {
case PathPostProcessing : : PATH_POSTPROCESSING_CORRIDORFUNNEL : {
_query_task_post_process_corridorfunnel ( p_query_task ) ;
} break ;
case PathPostProcessing : : PATH_POSTPROCESSING_EDGECENTERED : {
_query_task_post_process_edgecentered ( p_query_task ) ;
} break ;
case PathPostProcessing : : PATH_POSTPROCESSING_NONE : {
_query_task_post_process_nopostprocessing ( p_query_task ) ;
} break ;
default : {
WARN_PRINT ( " No match for used PathPostProcessing - fallback to default " ) ;
_query_task_post_process_corridorfunnel ( p_query_task ) ;
} break ;
}
p_query_task . path_reverse ( ) ;
if ( p_query_task . simplify_path ) {
_query_task_simplified_path_points ( p_query_task ) ;
}
# ifdef DEBUG_ENABLED
// Ensure post conditions as path meta arrays if used MUST match in array size with the path points.
if ( p_query_task . metadata_flags . has_flag ( PathMetadataFlags : : PATH_INCLUDE_TYPES ) ) {
DEV_ASSERT ( p_query_task . path_points . size ( ) = = p_query_task . path_meta_point_types . size ( ) ) ;
}
if ( p_query_task . metadata_flags . has_flag ( PathMetadataFlags : : PATH_INCLUDE_RIDS ) ) {
DEV_ASSERT ( p_query_task . path_points . size ( ) = = p_query_task . path_meta_point_rids . size ( ) ) ;
}
if ( p_query_task . metadata_flags . has_flag ( PathMetadataFlags : : PATH_INCLUDE_OWNERS ) ) {
DEV_ASSERT ( p_query_task . path_points . size ( ) = = p_query_task . path_meta_point_owners . size ( ) ) ;
}
# endif // DEBUG_ENABLED
p_query_task . status = NavMeshPathQueryTask3D : : TaskStatus : : QUERY_FINISHED ;
}
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void NavMeshQueries3D : : _query_task_simplified_path_points ( NavMeshPathQueryTask3D & p_query_task ) {
if ( ! p_query_task . simplify_path | | p_query_task . path_points . size ( ) < = 2 ) {
return ;
}
const LocalVector < uint32_t > & simplified_path_indices = NavMeshQueries3D : : get_simplified_path_indices ( p_query_task . path_points , p_query_task . simplify_epsilon ) ;
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uint32_t index_count = simplified_path_indices . size ( ) ;
{
Vector3 * points_ptr = p_query_task . path_points . ptr ( ) ;
for ( uint32_t i = 0 ; i < index_count ; i + + ) {
points_ptr [ i ] = points_ptr [ simplified_path_indices [ i ] ] ;
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}
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p_query_task . path_points . resize ( index_count ) ;
}
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if ( p_query_task . metadata_flags . has_flag ( PathMetadataFlags : : PATH_INCLUDE_TYPES ) ) {
int32_t * types_ptr = p_query_task . path_meta_point_types . ptr ( ) ;
for ( uint32_t i = 0 ; i < index_count ; i + + ) {
types_ptr [ i ] = types_ptr [ simplified_path_indices [ i ] ] ;
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}
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p_query_task . path_meta_point_types . resize ( index_count ) ;
}
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if ( p_query_task . metadata_flags . has_flag ( PathMetadataFlags : : PATH_INCLUDE_RIDS ) ) {
RID * rids_ptr = p_query_task . path_meta_point_rids . ptr ( ) ;
for ( uint32_t i = 0 ; i < index_count ; i + + ) {
rids_ptr [ i ] = rids_ptr [ simplified_path_indices [ i ] ] ;
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}
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p_query_task . path_meta_point_rids . resize ( index_count ) ;
}
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if ( p_query_task . metadata_flags . has_flag ( PathMetadataFlags : : PATH_INCLUDE_OWNERS ) ) {
int64_t * owners_ptr = p_query_task . path_meta_point_owners . ptr ( ) ;
for ( uint32_t i = 0 ; i < index_count ; i + + ) {
owners_ptr [ i ] = owners_ptr [ simplified_path_indices [ i ] ] ;
}
p_query_task . path_meta_point_owners . resize ( index_count ) ;
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}
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}
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void NavMeshQueries3D : : _query_task_post_process_corridorfunnel ( NavMeshPathQueryTask3D & p_query_task ) {
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Vector3 end_point = p_query_task . end_position ;
const gd : : Polygon * end_poly = p_query_task . end_polygon ;
Vector3 begin_point = p_query_task . begin_position ;
const gd : : Polygon * begin_poly = p_query_task . begin_polygon ;
uint32_t least_cost_id = p_query_task . least_cost_id ;
LocalVector < gd : : NavigationPoly > & navigation_polys = p_query_task . path_query_slot - > path_corridor ;
Vector3 p_map_up = p_query_task . map_up ;
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// Set the apex poly/point to the end point
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gd : : NavigationPoly * apex_poly = & navigation_polys [ least_cost_id ] ;
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Vector3 back_pathway [ 2 ] = { apex_poly - > back_navigation_edge_pathway_start , apex_poly - > back_navigation_edge_pathway_end } ;
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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 ) ) {
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// 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 ) {
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apex_poly = & navigation_polys [ apex_poly - > back_navigation_poly_id ] ;
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}
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}
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Vector3 apex_point = end_point ;
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gd : : NavigationPoly * left_poly = apex_poly ;
Vector3 left_portal = apex_point ;
gd : : NavigationPoly * right_poly = apex_poly ;
Vector3 right_portal = apex_point ;
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gd : : NavigationPoly * p = apex_poly ;
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_query_task_push_back_point_with_metadata ( p_query_task , end_point , end_poly ) ;
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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 ;
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if ( THREE_POINTS_CROSS_PRODUCT ( apex_point , left , right ) . dot ( p_map_up ) < 0 ) {
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SWAP ( left , right ) ;
}
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bool skip = false ;
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if ( THREE_POINTS_CROSS_PRODUCT ( apex_point , left_portal , left ) . dot ( p_map_up ) > = 0 ) {
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//process
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if ( left_portal = = apex_point | | THREE_POINTS_CROSS_PRODUCT ( apex_point , left , right_portal ) . dot ( p_map_up ) > 0 ) {
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left_poly = p ;
left_portal = left ;
} else {
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_query_task_clip_path ( p_query_task , apex_poly , right_portal , right_poly ) ;
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apex_point = right_portal ;
p = right_poly ;
left_poly = p ;
apex_poly = p ;
left_portal = apex_point ;
right_portal = apex_point ;
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_query_task_push_back_point_with_metadata ( p_query_task , apex_point , apex_poly - > poly ) ;
skip = true ;
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}
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}
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if ( ! skip & & THREE_POINTS_CROSS_PRODUCT ( apex_point , right_portal , right ) . dot ( p_map_up ) < = 0 ) {
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//process
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if ( right_portal = = apex_point | | THREE_POINTS_CROSS_PRODUCT ( apex_point , right , left_portal ) . dot ( p_map_up ) < 0 ) {
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right_poly = p ;
right_portal = right ;
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} else {
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_query_task_clip_path ( p_query_task , apex_poly , left_portal , left_poly ) ;
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apex_point = left_portal ;
p = left_poly ;
right_poly = p ;
apex_poly = p ;
right_portal = apex_point ;
left_portal = apex_point ;
_query_task_push_back_point_with_metadata ( p_query_task , apex_point , apex_poly - > poly ) ;
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}
}
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// Go to the previous polygon.
if ( p - > back_navigation_poly_id ! = - 1 ) {
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p = & navigation_polys [ p - > back_navigation_poly_id ] ;
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} else {
// The end
p = nullptr ;
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}
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}
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// If the last point is not the begin point, add it to the list.
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if ( p_query_task . path_points [ p_query_task . path_points . size ( ) - 1 ] ! = begin_point ) {
_query_task_push_back_point_with_metadata ( p_query_task , begin_point , begin_poly ) ;
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}
}
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void NavMeshQueries3D : : _query_task_post_process_edgecentered ( NavMeshPathQueryTask3D & p_query_task ) {
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Vector3 end_point = p_query_task . end_position ;
const gd : : Polygon * end_poly = p_query_task . end_polygon ;
Vector3 begin_point = p_query_task . begin_position ;
const gd : : Polygon * begin_poly = p_query_task . begin_polygon ;
uint32_t least_cost_id = p_query_task . least_cost_id ;
LocalVector < gd : : NavigationPoly > & navigation_polys = p_query_task . path_query_slot - > path_corridor ;
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_query_task_push_back_point_with_metadata ( p_query_task , end_point , end_poly ) ;
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// 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 ;
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_query_task_push_back_point_with_metadata ( p_query_task , point , navigation_polys [ np_id ] . poly ) ;
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} else {
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_query_task_push_back_point_with_metadata ( p_query_task , navigation_polys [ np_id ] . entry , navigation_polys [ np_id ] . poly ) ;
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}
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np_id = navigation_polys [ np_id ] . back_navigation_poly_id ;
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}
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_query_task_push_back_point_with_metadata ( p_query_task , begin_point , begin_poly ) ;
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}
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void NavMeshQueries3D : : _query_task_post_process_nopostprocessing ( NavMeshPathQueryTask3D & p_query_task ) {
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Vector3 end_point = p_query_task . end_position ;
const gd : : Polygon * end_poly = p_query_task . end_polygon ;
Vector3 begin_point = p_query_task . begin_position ;
const gd : : Polygon * begin_poly = p_query_task . begin_polygon ;
uint32_t least_cost_id = p_query_task . least_cost_id ;
LocalVector < gd : : NavigationPoly > & navigation_polys = p_query_task . path_query_slot - > path_corridor ;
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_query_task_push_back_point_with_metadata ( p_query_task , end_point , end_poly ) ;
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// Add mid points
int np_id = least_cost_id ;
while ( np_id ! = - 1 & & navigation_polys [ np_id ] . back_navigation_poly_id ! = - 1 ) {
_query_task_push_back_point_with_metadata ( p_query_task , navigation_polys [ np_id ] . entry , navigation_polys [ np_id ] . poly ) ;
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np_id = navigation_polys [ np_id ] . back_navigation_poly_id ;
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}
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_query_task_push_back_point_with_metadata ( p_query_task , begin_point , begin_poly ) ;
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}
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Vector3 NavMeshQueries3D : : map_iteration_get_closest_point_to_segment ( const NavMapIteration & p_map_iteration , 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 ;
const LocalVector < NavRegionIteration > & regions = p_map_iteration . region_iterations ;
for ( const NavRegionIteration & region : regions ) {
for ( const gd : : Polygon & polygon : region . get_navmesh_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 : : map_iteration_get_closest_point ( const NavMapIteration & p_map_iteration , const Vector3 & p_point ) {
gd : : ClosestPointQueryResult cp = map_iteration_get_closest_point_info ( p_map_iteration , p_point ) ;
return cp . point ;
}
Vector3 NavMeshQueries3D : : map_iteration_get_closest_point_normal ( const NavMapIteration & p_map_iteration , const Vector3 & p_point ) {
gd : : ClosestPointQueryResult cp = map_iteration_get_closest_point_info ( p_map_iteration , p_point ) ;
return cp . normal ;
}
RID NavMeshQueries3D : : map_iteration_get_closest_point_owner ( const NavMapIteration & p_map_iteration , const Vector3 & p_point ) {
gd : : ClosestPointQueryResult cp = map_iteration_get_closest_point_info ( p_map_iteration , p_point ) ;
return cp . owner ;
}
gd : : ClosestPointQueryResult NavMeshQueries3D : : map_iteration_get_closest_point_info ( const NavMapIteration & p_map_iteration , const Vector3 & p_point ) {
gd : : ClosestPointQueryResult result ;
real_t closest_point_distance_squared = FLT_MAX ;
const LocalVector < NavRegionIteration > & regions = p_map_iteration . region_iterations ;
for ( const NavRegionIteration & region : regions ) {
for ( const gd : : Polygon & polygon : region . get_navmesh_polygons ( ) ) {
Vector3 plane_normal = ( polygon . points [ 1 ] . pos - polygon . points [ 0 ] . pos ) . cross ( polygon . points [ 2 ] . pos - polygon . points [ 0 ] . pos ) ;
Vector3 closest_on_polygon ;
real_t closest = FLT_MAX ;
bool inside = true ;
Vector3 previous = polygon . points [ polygon . points . size ( ) - 1 ] . pos ;
for ( size_t point_id = 0 ; point_id < polygon . points . size ( ) ; + + point_id ) {
Vector3 edge = polygon . points [ point_id ] . pos - previous ;
Vector3 to_point = p_point - previous ;
Vector3 edge_to_point_pormal = edge . cross ( to_point ) ;
bool clockwise = edge_to_point_pormal . dot ( plane_normal ) > 0 ;
// If we are not clockwise, the point will never be inside the polygon and so the closest point will be on an edge.
if ( ! clockwise ) {
inside = false ;
real_t point_projected_on_edge = edge . dot ( to_point ) ;
real_t edge_square = edge . length_squared ( ) ;
if ( point_projected_on_edge > edge_square ) {
real_t distance = polygon . points [ point_id ] . pos . distance_squared_to ( p_point ) ;
if ( distance < closest ) {
closest_on_polygon = polygon . points [ point_id ] . pos ;
closest = distance ;
}
} else if ( point_projected_on_edge < 0.f ) {
real_t distance = previous . distance_squared_to ( p_point ) ;
if ( distance < closest ) {
closest_on_polygon = previous ;
closest = distance ;
}
} else {
// If we project on this edge, this will be the closest point.
real_t percent = point_projected_on_edge / edge_square ;
closest_on_polygon = previous + percent * edge ;
break ;
}
}
previous = polygon . points [ point_id ] . pos ;
}
if ( inside ) {
Vector3 plane_normalized = plane_normal . normalized ( ) ;
real_t distance = plane_normalized . dot ( p_point - polygon . points [ 0 ] . pos ) ;
real_t distance_squared = distance * distance ;
if ( distance_squared < closest_point_distance_squared ) {
closest_point_distance_squared = distance_squared ;
result . point = p_point - plane_normalized * distance ;
result . normal = plane_normal ;
result . owner = polygon . owner - > get_self ( ) ;
if ( Math : : is_zero_approx ( distance ) ) {
break ;
}
}
} else {
real_t distance = closest_on_polygon . distance_squared_to ( p_point ) ;
if ( distance < closest_point_distance_squared ) {
closest_point_distance_squared = distance ;
result . point = closest_on_polygon ;
result . normal = plane_normal ;
result . owner = polygon . owner - > get_self ( ) ;
}
}
}
}
return result ;
}
Vector3 NavMeshQueries3D : : map_iteration_get_random_point ( const NavMapIteration & p_map_iteration , uint32_t p_navigation_layers , bool p_uniformly ) {
if ( p_map_iteration . region_iterations . is_empty ( ) ) {
return Vector3 ( ) ;
}
LocalVector < uint32_t > accessible_regions ;
accessible_regions . reserve ( p_map_iteration . region_iterations . size ( ) ) ;
for ( uint32_t i = 0 ; i < p_map_iteration . region_iterations . size ( ) ; i + + ) {
const NavRegionIteration & region = p_map_iteration . region_iterations [ i ] ;
if ( ! region . enabled | | ( p_navigation_layers & region . navigation_layers ) = = 0 ) {
continue ;
}
accessible_regions . push_back ( i ) ;
}
if ( accessible_regions . is_empty ( ) ) {
// All existing region polygons are disabled.
return Vector3 ( ) ;
}
if ( p_uniformly ) {
real_t accumulated_region_surface_area = 0 ;
RBMap < real_t , uint32_t > accessible_regions_area_map ;
for ( uint32_t accessible_region_index = 0 ; accessible_region_index < accessible_regions . size ( ) ; accessible_region_index + + ) {
const NavRegionIteration & region = p_map_iteration . region_iterations [ accessible_regions [ accessible_region_index ] ] ;
real_t region_surface_area = region . surface_area ;
if ( region_surface_area = = 0.0f ) {
continue ;
}
accessible_regions_area_map [ accumulated_region_surface_area ] = accessible_region_index ;
accumulated_region_surface_area + = region_surface_area ;
}
if ( accessible_regions_area_map . is_empty ( ) | | accumulated_region_surface_area = = 0 ) {
// All faces have no real surface / no area.
return Vector3 ( ) ;
}
real_t random_accessible_regions_area_map = Math : : random ( real_t ( 0 ) , accumulated_region_surface_area ) ;
RBMap < real_t , uint32_t > : : Iterator E = accessible_regions_area_map . find_closest ( random_accessible_regions_area_map ) ;
ERR_FAIL_COND_V ( ! E , Vector3 ( ) ) ;
uint32_t random_region_index = E - > value ;
ERR_FAIL_UNSIGNED_INDEX_V ( random_region_index , accessible_regions . size ( ) , Vector3 ( ) ) ;
const NavRegionIteration & random_region = p_map_iteration . region_iterations [ accessible_regions [ random_region_index ] ] ;
return NavMeshQueries3D : : polygons_get_random_point ( random_region . navmesh_polygons , p_navigation_layers , p_uniformly ) ;
} else {
uint32_t random_region_index = Math : : random ( int ( 0 ) , accessible_regions . size ( ) - 1 ) ;
const NavRegionIteration & random_region = p_map_iteration . region_iterations [ accessible_regions [ random_region_index ] ] ;
return NavMeshQueries3D : : polygons_get_random_point ( random_region . navmesh_polygons , p_navigation_layers , p_uniformly ) ;
}
}
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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 ) {
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Vector3 plane_normal = ( polygon . points [ 1 ] . pos - polygon . points [ 0 ] . pos ) . cross ( polygon . points [ 2 ] . pos - polygon . points [ 0 ] . pos ) ;
Vector3 closest_on_polygon ;
real_t closest = FLT_MAX ;
bool inside = true ;
Vector3 previous = polygon . points [ polygon . points . size ( ) - 1 ] . pos ;
for ( size_t point_id = 0 ; point_id < polygon . points . size ( ) ; + + point_id ) {
Vector3 edge = polygon . points [ point_id ] . pos - previous ;
Vector3 to_point = p_point - previous ;
Vector3 edge_to_point_pormal = edge . cross ( to_point ) ;
bool clockwise = edge_to_point_pormal . dot ( plane_normal ) > 0 ;
// If we are not clockwise, the point will never be inside the polygon and so the closest point will be on an edge.
if ( ! clockwise ) {
inside = false ;
real_t point_projected_on_edge = edge . dot ( to_point ) ;
real_t edge_square = edge . length_squared ( ) ;
if ( point_projected_on_edge > edge_square ) {
real_t distance = polygon . points [ point_id ] . pos . distance_squared_to ( p_point ) ;
if ( distance < closest ) {
closest_on_polygon = polygon . points [ point_id ] . pos ;
closest = distance ;
}
} else if ( point_projected_on_edge < 0.f ) {
real_t distance = previous . distance_squared_to ( p_point ) ;
if ( distance < closest ) {
closest_on_polygon = previous ;
closest = distance ;
}
} else {
// If we project on this edge, this will be the closest point.
real_t percent = point_projected_on_edge / edge_square ;
closest_on_polygon = previous + percent * edge ;
break ;
}
}
previous = polygon . points [ point_id ] . pos ;
}
if ( inside ) {
Vector3 plane_normalized = plane_normal . normalized ( ) ;
real_t distance = plane_normalized . dot ( p_point - polygon . points [ 0 ] . pos ) ;
real_t distance_squared = distance * distance ;
if ( distance_squared < closest_point_distance_squared ) {
closest_point_distance_squared = distance_squared ;
result . point = p_point - plane_normalized * distance ;
result . normal = plane_normal ;
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result . owner = polygon . owner - > get_self ( ) ;
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if ( Math : : is_zero_approx ( distance ) ) {
break ;
}
}
} else {
real_t distance = closest_on_polygon . distance_squared_to ( p_point ) ;
if ( distance < closest_point_distance_squared ) {
closest_point_distance_squared = distance ;
result . point = closest_on_polygon ;
result . normal = plane_normal ;
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result . owner = polygon . owner - > get_self ( ) ;
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}
}
}
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 ;
}
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void NavMeshQueries3D : : _query_task_clip_path ( NavMeshPathQueryTask3D & p_query_task , const gd : : NavigationPoly * from_poly , const Vector3 & p_to_point , const gd : : NavigationPoly * p_to_poly ) {
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Vector3 from = p_query_task . path_points [ p_query_task . path_points . size ( ) - 1 ] ;
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const LocalVector < gd : : NavigationPoly > & p_navigation_polys = p_query_task . path_query_slot - > path_corridor ;
const Vector3 p_map_up = p_query_task . map_up ;
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if ( from . is_equal_approx ( p_to_point ) ) {
return ;
}
Plane cut_plane ;
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cut_plane . normal = ( from - p_to_point ) . cross ( p_map_up ) ;
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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 ) ;
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from_poly = & p_navigation_polys [ from_poly - > back_navigation_poly_id ] ;
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if ( ! pathway_start . is_equal_approx ( pathway_end ) ) {
Vector3 inters ;
if ( cut_plane . intersects_segment ( pathway_start , pathway_end , & inters ) ) {
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if ( ! inters . is_equal_approx ( p_to_point ) & & ! inters . is_equal_approx ( p_query_task . path_points [ p_query_task . path_points . size ( ) - 1 ] ) ) {
_query_task_push_back_point_with_metadata ( p_query_task , inters , from_poly - > poly ) ;
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}
}
}
}
}
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LocalVector < uint32_t > NavMeshQueries3D : : get_simplified_path_indices ( const LocalVector < Vector3 > & p_path , real_t p_epsilon ) {
p_epsilon = MAX ( 0.0 , p_epsilon ) ;
real_t squared_epsilon = p_epsilon * p_epsilon ;
LocalVector < uint32_t > simplified_path_indices ;
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simplified_path_indices . reserve ( p_path . size ( ) ) ;
simplified_path_indices . push_back ( 0 ) ;
simplify_path_segment ( 0 , p_path . size ( ) - 1 , p_path , squared_epsilon , simplified_path_indices ) ;
simplified_path_indices . push_back ( p_path . size ( ) - 1 ) ;
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return simplified_path_indices ;
}
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void NavMeshQueries3D : : simplify_path_segment ( int p_start_inx , int p_end_inx , const LocalVector < Vector3 > & p_points , real_t p_epsilon , LocalVector < uint32_t > & r_simplified_path_indices ) {
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Vector3 path_segment [ 2 ] = { p_points [ p_start_inx ] , p_points [ p_end_inx ] } ;
real_t point_max_distance = 0.0 ;
int point_max_index = 0 ;
for ( int i = p_start_inx ; i < p_end_inx ; i + + ) {
const Vector3 & checked_point = p_points [ i ] ;
const Vector3 closest_point = Geometry3D : : get_closest_point_to_segment ( checked_point , path_segment ) ;
real_t distance_squared = closest_point . distance_squared_to ( checked_point ) ;
if ( distance_squared > point_max_distance ) {
point_max_index = i ;
point_max_distance = distance_squared ;
}
}
if ( point_max_distance > p_epsilon ) {
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simplify_path_segment ( p_start_inx , point_max_index , p_points , p_epsilon , r_simplified_path_indices ) ;
r_simplified_path_indices . push_back ( point_max_index ) ;
simplify_path_segment ( point_max_index , p_end_inx , p_points , p_epsilon , r_simplified_path_indices ) ;
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}
}
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# endif // _3D_DISABLED