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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/navigation_3d/3d/nav_mesh_queries_3d.cpp
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/**************************************************************************/
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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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#include "nav_mesh_queries_3d.h"
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#include "../nav_base_3d.h"
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#include "../nav_map_3d.h"
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#include "nav_region_iteration_3d.h"
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#include "core/math/geometry_2d.h"
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#include "core/math/geometry_3d.h"
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using namespace Nav3D;
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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) {
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ERR_FAIL_COND_V(!p_callback.is_valid(), false);
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Callable::CallError ce;
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Variant result;
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p_callback.callp(nullptr, 0, result, ce);
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return ce.error == Callable::CallError::CALL_OK;
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}
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Vector3 NavMeshQueries3D::polygons_get_random_point(const LocalVector<Polygon> &p_polygons, uint32_t p_navigation_layers, bool p_uniformly) {
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const LocalVector<Polygon> &region_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 Polygon &region_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 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.vertices.size(); rpp_index++) {
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real_t face_area = Face3(rr_polygon.vertices[0], rr_polygon.vertices[rpp_index - 1], rr_polygon.vertices[rpp_index]).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.vertices.size(), Vector3());
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const Face3 face(rr_polygon.vertices[0], rr_polygon.vertices[rrp_face_index - 1], rr_polygon.vertices[rrp_face_index]);
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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 Polygon &rr_polygon = region_polygons[rrp_polygon_index];
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uint32_t rrp_face_index = Math::random(int(2), rr_polygon.vertices.size() - 1);
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const Face3 face(rr_polygon.vertices[0], rr_polygon.vertices[rrp_face_index - 1], rr_polygon.vertices[rrp_face_index]);
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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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void NavMeshQueries3D::_query_task_push_back_point_with_metadata(NavMeshPathQueryTask3D &p_query_task, const Vector3 &p_point, const 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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}
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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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}
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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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}
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p_query_task.path_points.push_back(p_point);
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}
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void NavMeshQueries3D::map_query_path(NavMap3D *map, const Ref<NavigationPathQueryParameters3D> &p_query_parameters, Ref<NavigationPathQueryResult3D> p_query_result, const Callable &p_callback) {
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ERR_FAIL_NULL(map);
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ERR_FAIL_COND(p_query_parameters.is_null());
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ERR_FAIL_COND(p_query_result.is_null());
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using namespace NavigationDefaults3D;
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NavMeshQueries3D::NavMeshPathQueryTask3D query_task;
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query_task.start_position = p_query_parameters->get_start_position();
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query_task.target_position = p_query_parameters->get_target_position();
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query_task.navigation_layers = p_query_parameters->get_navigation_layers();
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query_task.callback = p_callback;
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const TypedArray<RID> &_excluded_regions = p_query_parameters->get_excluded_regions();
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const TypedArray<RID> &_included_regions = p_query_parameters->get_included_regions();
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uint32_t _excluded_region_count = _excluded_regions.size();
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uint32_t _included_region_count = _included_regions.size();
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query_task.exclude_regions = _excluded_region_count > 0;
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query_task.include_regions = _included_region_count > 0;
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if (query_task.exclude_regions) {
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query_task.excluded_regions.resize(_excluded_region_count);
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for (uint32_t i = 0; i < _excluded_region_count; i++) {
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query_task.excluded_regions[i] = _excluded_regions[i];
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}
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}
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if (query_task.include_regions) {
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query_task.included_regions.resize(_included_region_count);
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for (uint32_t i = 0; i < _included_region_count; i++) {
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query_task.included_regions[i] = _included_regions[i];
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}
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}
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switch (p_query_parameters->get_pathfinding_algorithm()) {
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case NavigationPathQueryParameters3D::PathfindingAlgorithm::PATHFINDING_ALGORITHM_ASTAR: {
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query_task.pathfinding_algorithm = PathfindingAlgorithm::PATHFINDING_ALGORITHM_ASTAR;
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} break;
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default: {
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WARN_PRINT("No match for used PathfindingAlgorithm - fallback to default");
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query_task.pathfinding_algorithm = PathfindingAlgorithm::PATHFINDING_ALGORITHM_ASTAR;
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} break;
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}
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switch (p_query_parameters->get_path_postprocessing()) {
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case NavigationPathQueryParameters3D::PathPostProcessing::PATH_POSTPROCESSING_CORRIDORFUNNEL: {
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query_task.path_postprocessing = PathPostProcessing::PATH_POSTPROCESSING_CORRIDORFUNNEL;
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} break;
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case NavigationPathQueryParameters3D::PathPostProcessing::PATH_POSTPROCESSING_EDGECENTERED: {
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query_task.path_postprocessing = PathPostProcessing::PATH_POSTPROCESSING_EDGECENTERED;
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} break;
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case NavigationPathQueryParameters3D::PathPostProcessing::PATH_POSTPROCESSING_NONE: {
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query_task.path_postprocessing = PathPostProcessing::PATH_POSTPROCESSING_NONE;
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} break;
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default: {
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WARN_PRINT("No match for used PathPostProcessing - fallback to default");
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query_task.path_postprocessing = PathPostProcessing::PATH_POSTPROCESSING_CORRIDORFUNNEL;
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} break;
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}
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query_task.metadata_flags = (int64_t)p_query_parameters->get_metadata_flags();
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query_task.simplify_path = p_query_parameters->get_simplify_path();
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query_task.simplify_epsilon = p_query_parameters->get_simplify_epsilon();
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query_task.path_return_max_length = p_query_parameters->get_path_return_max_length();
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query_task.path_return_max_radius = p_query_parameters->get_path_return_max_radius();
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query_task.path_search_max_polygons = p_query_parameters->get_path_search_max_polygons();
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query_task.path_search_max_distance = p_query_parameters->get_path_search_max_distance();
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query_task.status = NavMeshPathQueryTask3D::TaskStatus::QUERY_STARTED;
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map->query_path(query_task);
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p_query_result->set_data(
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query_task.path_points,
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query_task.path_meta_point_types,
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query_task.path_meta_point_rids,
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query_task.path_meta_point_owners);
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p_query_result->set_path_length(query_task.path_length);
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if (query_task.callback.is_valid()) {
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if (emit_callback(query_task.callback)) {
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query_task.status = NavMeshPathQueryTask3D::TaskStatus::CALLBACK_DISPATCHED;
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} else {
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query_task.status = NavMeshPathQueryTask3D::TaskStatus::CALLBACK_FAILED;
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}
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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 NavMapIteration3D &p_map_iteration) {
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real_t begin_d = FLT_MAX;
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real_t end_d = FLT_MAX;
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const LocalVector<Ref<NavRegionIteration3D>> &regions = p_map_iteration.region_iterations;
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for (const Ref<NavRegionIteration3D> &region : regions) {
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if (!_query_task_is_connection_owner_usable(p_query_task, region.ptr())) {
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continue;
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}
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// Find the initial poly and the end poly on this map.
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for (const Polygon &p : region->get_navmesh_polygons()) {
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// Only consider the polygon if it in a region with compatible layers.
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if ((p_query_task.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 (uint32_t point_id = 2; point_id < p.vertices.size(); point_id++) {
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const Face3 face(p.vertices[0], p.vertices[point_id - 1], p.vertices[point_id]);
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Vector3 point = face.get_closest_point_to(p_query_task.start_position);
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real_t distance_to_point = point.distance_to(p_query_task.start_position);
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if (distance_to_point < begin_d) {
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begin_d = distance_to_point;
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p_query_task.begin_polygon = &p;
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p_query_task.begin_position = point;
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}
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point = face.get_closest_point_to(p_query_task.target_position);
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distance_to_point = point.distance_to(p_query_task.target_position);
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if (distance_to_point < end_d) {
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end_d = distance_to_point;
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p_query_task.end_polygon = &p;
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p_query_task.end_position = point;
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}
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}
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}
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}
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}
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void NavMeshQueries3D::_query_task_search_polygon_connections(NavMeshPathQueryTask3D &p_query_task, const Connection &p_connection, uint32_t p_least_cost_id, const NavigationPoly &p_least_cost_poly, real_t p_poly_enter_cost, const Vector3 &p_end_point) {
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const NavBaseIteration3D *connection_owner = p_connection.polygon->owner;
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ERR_FAIL_NULL(connection_owner);
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const bool owner_is_usable = _query_task_is_connection_owner_usable(p_query_task, connection_owner);
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if (!owner_is_usable) {
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return;
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}
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Heap<NavigationPoly *, NavPolyTravelCostGreaterThan, NavPolyHeapIndexer>
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&traversable_polys = p_query_task.path_query_slot->traversable_polys;
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LocalVector<NavigationPoly> &navigation_polys = p_query_task.path_query_slot->path_corridor;
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real_t poly_travel_cost = p_least_cost_poly.poly->owner->get_travel_cost();
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Vector3 new_entry = Geometry3D::get_closest_point_to_segment(p_least_cost_poly.entry, p_connection.pathway_start, p_connection.pathway_end);
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real_t new_traveled_distance = p_least_cost_poly.entry.distance_to(new_entry) * poly_travel_cost + p_poly_enter_cost + p_least_cost_poly.traveled_distance;
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// Check if the neighbor polygon has already been processed.
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NavigationPoly &neighbor_poly = navigation_polys[p_query_task.path_query_slot->poly_to_id[p_connection.polygon]];
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if (new_traveled_distance < neighbor_poly.traveled_distance) {
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// Add the polygon to the heap of polygons to traverse next.
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neighbor_poly.back_navigation_poly_id = p_least_cost_id;
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neighbor_poly.back_navigation_edge = p_connection.edge;
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neighbor_poly.back_navigation_edge_pathway_start = p_connection.pathway_start;
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neighbor_poly.back_navigation_edge_pathway_end = p_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(p_end_point) *
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connection_owner->get_travel_cost();
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neighbor_poly.entry = new_entry;
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if (neighbor_poly.traversable_poly_index != traversable_polys.INVALID_INDEX) {
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traversable_polys.shift(neighbor_poly.traversable_poly_index);
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} else {
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neighbor_poly.poly = p_connection.polygon;
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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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void NavMeshQueries3D::_query_task_build_path_corridor(NavMeshPathQueryTask3D &p_query_task, const NavMapIteration3D &p_map_iteration) {
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const Vector3 p_target_position = p_query_task.target_position;
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const Polygon *begin_poly = p_query_task.begin_polygon;
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const Polygon *end_poly = p_query_task.end_polygon;
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Vector3 begin_point = p_query_task.begin_position;
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Vector3 end_point = p_query_task.end_position;
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// Heap of polygons to travel next.
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Heap<NavigationPoly *, NavPolyTravelCostGreaterThan, NavPolyHeapIndexer>
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&traversable_polys = p_query_task.path_query_slot->traversable_polys;
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traversable_polys.clear();
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LocalVector<NavigationPoly> &navigation_polys = p_query_task.path_query_slot->path_corridor;
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for (NavigationPoly &polygon : navigation_polys) {
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polygon.reset();
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}
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// Initialize the matching navigation polygon.
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NavigationPoly &begin_navigation_poly = navigation_polys[p_query_task.path_query_slot->poly_to_id[begin_poly]];
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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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begin_navigation_poly.traveled_distance = 0.f;
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// This is an implementation of the A* algorithm.
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uint32_t least_cost_id = p_query_task.path_query_slot->poly_to_id[begin_poly];
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bool found_route = false;
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const 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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real_t poly_enter_cost = 0.0;
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const HashMap<const NavBaseIteration3D *, LocalVector<LocalVector<Nav3D::Connection>>> &navbases_polygons_external_connections = p_map_iteration.navbases_polygons_external_connections;
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// True if we reached the max polygon search count or distance from the begin position.
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bool path_search_max_reached = false;
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const float path_search_max_distance_sqr = p_query_task.path_search_max_distance * p_query_task.path_search_max_distance;
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bool has_path_search_max_distance = path_search_max_distance_sqr > 0.0;
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int processed_polygon_count = 0;
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bool has_path_search_max_polygons = p_query_task.path_search_max_polygons > 0;
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bool has_path_search_max = p_query_task.path_search_max_polygons > 0 || path_search_max_distance_sqr > 0.0;
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while (true) {
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const NavigationPoly &least_cost_poly = navigation_polys[least_cost_id];
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const NavBaseIteration3D *least_cost_navbase = least_cost_poly.poly->owner;
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processed_polygon_count += 1;
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const uint32_t navbase_local_polygon_id = least_cost_poly.poly->id;
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const LocalVector<LocalVector<Connection>> &navbase_polygons_to_connections = least_cost_poly.poly->owner->get_internal_connections();
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if (navbase_polygons_to_connections.size() > 0) {
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const LocalVector<Connection> &polygon_connections = navbase_polygons_to_connections[navbase_local_polygon_id];
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for (const Connection &connection : polygon_connections) {
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_query_task_search_polygon_connections(p_query_task, connection, least_cost_id, least_cost_poly, poly_enter_cost, end_point);
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}
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}
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// Search region external navmesh polygon connections, aka connections to other regions created by outline edge merge or links.
385
for (const Connection &connection : navbases_polygons_external_connections[least_cost_navbase][navbase_local_polygon_id]) {
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_query_task_search_polygon_connections(p_query_task, connection, least_cost_id, least_cost_poly, poly_enter_cost, end_point);
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}
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if (has_path_search_max && !path_search_max_reached) {
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if (has_path_search_max_polygons && processed_polygon_count >= p_query_task.path_search_max_polygons) {
391
path_search_max_reached = true;
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traversable_polys.clear();
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} else if (has_path_search_max_distance && begin_point.distance_squared_to(least_cost_poly.entry) > path_search_max_distance_sqr) {
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path_search_max_reached = true;
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traversable_polys.clear();
396
}
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}
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poly_enter_cost = 0;
400
// When the heap of traversable polygons is empty at this point it means the end polygon is
401
// unreachable.
402
if (traversable_polys.is_empty()) {
403
// Thus use the further reachable polygon
404
ERR_BREAK_MSG(is_reachable == false, "It's not expect to not find the most reachable polygons");
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is_reachable = false;
406
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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real_t end_d = FLT_MAX;
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for (uint32_t point_id = 2; point_id < end_poly->vertices.size(); point_id++) {
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Face3 f(end_poly->vertices[0], end_poly->vertices[point_id - 1], end_poly->vertices[point_id]);
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Vector3 spoint = f.get_closest_point_to(p_target_position);
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real_t dpoint = spoint.distance_squared_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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}
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}
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// Search all faces of start polygon as well.
426
bool closest_point_on_start_poly = false;
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for (uint32_t point_id = 2; point_id < begin_poly->vertices.size(); point_id++) {
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Face3 f(begin_poly->vertices[0], begin_poly->vertices[point_id - 1], begin_poly->vertices[point_id]);
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Vector3 spoint = f.get_closest_point_to(p_target_position);
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real_t dpoint = spoint.distance_squared_to(p_target_position);
432
if (dpoint < end_d) {
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end_point = spoint;
434
end_d = dpoint;
435
closest_point_on_start_poly = true;
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}
437
}
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if (closest_point_on_start_poly) {
440
// No point to run PostProcessing when start and end convex polygon is the same.
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p_query_task.path_clear();
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_query_task_push_back_point_with_metadata(p_query_task, begin_point, begin_poly);
444
_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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}
448
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for (NavigationPoly &nav_poly : navigation_polys) {
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nav_poly.poly = nullptr;
451
nav_poly.traveled_distance = FLT_MAX;
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}
453
uint32_t _bp_id = p_query_task.path_query_slot->poly_to_id[begin_poly];
454
navigation_polys[_bp_id].poly = begin_poly;
455
navigation_polys[_bp_id].traveled_distance = 0;
456
least_cost_id = _bp_id;
457
reachable_end = nullptr;
458
} else {
459
// Pop the polygon with the lowest travel cost from the heap of traversable polygons.
460
least_cost_id = p_query_task.path_query_slot->poly_to_id[traversable_polys.pop()->poly];
461
462
// Store the farthest reachable end polygon in case our goal is not reachable.
463
if (is_reachable) {
464
real_t distance = navigation_polys[least_cost_id].entry.distance_squared_to(p_target_position);
465
if (distance_to_reachable_end > distance) {
466
distance_to_reachable_end = distance;
467
reachable_end = navigation_polys[least_cost_id].poly;
468
}
469
}
470
471
// Check if we reached the end
472
if (navigation_polys[least_cost_id].poly == end_poly) {
473
found_route = true;
474
break;
475
}
476
477
if (navigation_polys[least_cost_id].poly->owner->get_self() != least_cost_poly.poly->owner->get_self()) {
478
ERR_FAIL_NULL(least_cost_poly.poly->owner);
479
poly_enter_cost = least_cost_poly.poly->owner->get_enter_cost();
480
}
481
}
482
}
483
484
// We did not find a route but we have both a start polygon and an end polygon at this point.
485
// 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.
486
if (!found_route) {
487
real_t end_d = FLT_MAX;
488
// Search all faces of the start polygon for the closest point to our target position.
489
490
for (uint32_t point_id = 2; point_id < begin_poly->vertices.size(); point_id++) {
491
Face3 f(begin_poly->vertices[0], begin_poly->vertices[point_id - 1], begin_poly->vertices[point_id]);
492
Vector3 spoint = f.get_closest_point_to(p_target_position);
493
real_t dpoint = spoint.distance_squared_to(p_target_position);
494
if (dpoint < end_d) {
495
end_point = spoint;
496
end_d = dpoint;
497
}
498
}
499
500
p_query_task.path_clear();
501
502
_query_task_push_back_point_with_metadata(p_query_task, begin_point, begin_poly);
503
_query_task_push_back_point_with_metadata(p_query_task, end_point, begin_poly);
504
p_query_task.status = NavMeshPathQueryTask3D::TaskStatus::QUERY_FINISHED;
505
} else {
506
p_query_task.end_position = end_point;
507
p_query_task.end_polygon = end_poly;
508
p_query_task.begin_position = begin_point;
509
p_query_task.begin_polygon = begin_poly;
510
p_query_task.least_cost_id = least_cost_id;
511
}
512
}
513
514
void NavMeshQueries3D::query_task_map_iteration_get_path(NavMeshPathQueryTask3D &p_query_task, const NavMapIteration3D &p_map_iteration) {
515
p_query_task.path_clear();
516
517
_query_task_find_start_end_positions(p_query_task, p_map_iteration);
518
519
// Check for trivial cases.
520
if (!p_query_task.begin_polygon || !p_query_task.end_polygon) {
521
p_query_task.status = NavMeshPathQueryTask3D::TaskStatus::QUERY_FINISHED;
522
return;
523
}
524
if (p_query_task.begin_polygon == p_query_task.end_polygon) {
525
p_query_task.path_clear();
526
_query_task_push_back_point_with_metadata(p_query_task, p_query_task.begin_position, p_query_task.begin_polygon);
527
_query_task_push_back_point_with_metadata(p_query_task, p_query_task.end_position, p_query_task.end_polygon);
528
_query_task_process_path_result_limits(p_query_task);
529
p_query_task.status = NavMeshPathQueryTask3D::TaskStatus::QUERY_FINISHED;
530
return;
531
}
532
533
_query_task_build_path_corridor(p_query_task, p_map_iteration);
534
535
if (p_query_task.status == NavMeshPathQueryTask3D::TaskStatus::QUERY_FINISHED || p_query_task.status == NavMeshPathQueryTask3D::TaskStatus::QUERY_FAILED) {
536
_query_task_process_path_result_limits(p_query_task);
537
return;
538
}
539
540
// Post-Process path.
541
switch (p_query_task.path_postprocessing) {
542
case PathPostProcessing::PATH_POSTPROCESSING_CORRIDORFUNNEL: {
543
_query_task_post_process_corridorfunnel(p_query_task);
544
} break;
545
case PathPostProcessing::PATH_POSTPROCESSING_EDGECENTERED: {
546
_query_task_post_process_edgecentered(p_query_task);
547
} break;
548
case PathPostProcessing::PATH_POSTPROCESSING_NONE: {
549
_query_task_post_process_nopostprocessing(p_query_task);
550
} break;
551
default: {
552
WARN_PRINT("No match for used PathPostProcessing - fallback to default");
553
_query_task_post_process_corridorfunnel(p_query_task);
554
} break;
555
}
556
557
p_query_task.path_reverse();
558
559
if (p_query_task.simplify_path) {
560
_query_task_simplified_path_points(p_query_task);
561
}
562
563
_query_task_process_path_result_limits(p_query_task);
564
565
#ifdef DEBUG_ENABLED
566
// Ensure post conditions as path meta arrays if used MUST match in array size with the path points.
567
if (p_query_task.metadata_flags.has_flag(PathMetadataFlags::PATH_INCLUDE_TYPES)) {
568
DEV_ASSERT(p_query_task.path_points.size() == p_query_task.path_meta_point_types.size());
569
}
570
571
if (p_query_task.metadata_flags.has_flag(PathMetadataFlags::PATH_INCLUDE_RIDS)) {
572
DEV_ASSERT(p_query_task.path_points.size() == p_query_task.path_meta_point_rids.size());
573
}
574
575
if (p_query_task.metadata_flags.has_flag(PathMetadataFlags::PATH_INCLUDE_OWNERS)) {
576
DEV_ASSERT(p_query_task.path_points.size() == p_query_task.path_meta_point_owners.size());
577
}
578
#endif // DEBUG_ENABLED
579
580
p_query_task.status = NavMeshPathQueryTask3D::TaskStatus::QUERY_FINISHED;
581
}
582
583
float NavMeshQueries3D::_calculate_path_length(const LocalVector<Vector3> &p_path, uint32_t p_start_index, uint32_t p_end_index) {
584
const uint32_t path_size = p_path.size();
585
if (path_size < 2) {
586
return 0.0;
587
}
588
589
ERR_FAIL_COND_V(p_start_index >= p_end_index, 0.0);
590
ERR_FAIL_COND_V(p_start_index >= path_size - 1, 0.0);
591
ERR_FAIL_COND_V(p_end_index >= path_size, 0.0);
592
593
const Vector3 *path_ptr = p_path.ptr();
594
595
float path_length = 0.0;
596
597
for (uint32_t i = p_start_index; i < p_end_index; i++) {
598
const Vector3 &vertex1 = path_ptr[i];
599
const Vector3 &vertex2 = path_ptr[i + 1];
600
float edge_length = vertex1.distance_to(vertex2);
601
path_length += edge_length;
602
}
603
604
return path_length;
605
}
606
607
void NavMeshQueries3D::_query_task_process_path_result_limits(NavMeshPathQueryTask3D &p_query_task) {
608
if (p_query_task.path_points.size() < 2) {
609
return;
610
}
611
612
bool check_max_length = p_query_task.path_return_max_length > 0.0;
613
bool check_max_radius = p_query_task.path_return_max_radius > 0.0;
614
615
if (!check_max_length && !check_max_radius) {
616
p_query_task.path_length = _calculate_path_length(p_query_task.path_points, 0, p_query_task.path_points.size() - 1);
617
return;
618
}
619
620
LocalVector<Vector3> &path = p_query_task.path_points;
621
622
const float max_length = p_query_task.path_return_max_length;
623
const float max_radius = p_query_task.path_return_max_radius;
624
const float max_radius_sqr = max_radius * max_radius;
625
626
const Vector3 &start_pos = path[0];
627
628
float accumulated_path_length = 0.0;
629
630
Vector3 *path_ptrw = path.ptr();
631
632
uint32_t path_max_size = path.size();
633
bool path_max_reached = false;
634
635
for (uint32_t i = 0; i < path.size() - 1; i++) {
636
uint32_t next_index = i + 1;
637
const Vector3 &vertex1 = path_ptrw[i];
638
Vector3 &vertex2 = path_ptrw[next_index];
639
640
float edge_length = (vertex2 - vertex1).length();
641
642
if (check_max_radius && start_pos.distance_squared_to(vertex2) > max_radius_sqr) {
643
// Path point segment goes over max radius, clip it.
644
Vector3 intersect_positon, intersect_normal;
645
bool intersected = Geometry3D::segment_intersects_sphere(vertex2, vertex1, start_pos, max_radius, &intersect_positon, &intersect_normal);
646
if (intersected) {
647
edge_length = (intersect_positon - vertex1).length();
648
649
path_ptrw[next_index] = intersect_positon;
650
path_max_size = next_index + 1;
651
path_max_reached = true;
652
}
653
}
654
655
if (check_max_length && accumulated_path_length + edge_length > max_length) {
656
// Path point segment goes over max length, clip it.
657
edge_length = max_length - accumulated_path_length;
658
Vector3 edge_direction = vertex1.direction_to(vertex2);
659
660
path_ptrw[next_index] = vertex1 + (edge_direction * edge_length);
661
path_max_size = next_index + 1;
662
663
p_query_task.path_length = accumulated_path_length + edge_length;
664
path_max_reached = true;
665
}
666
667
accumulated_path_length += edge_length;
668
669
if (path_max_reached) {
670
break;
671
}
672
}
673
674
p_query_task.path_length = accumulated_path_length;
675
676
if (path_max_size < path.size()) {
677
p_query_task.path_points.resize(path_max_size);
678
679
if (p_query_task.metadata_flags.has_flag(PathMetadataFlags::PATH_INCLUDE_TYPES)) {
680
p_query_task.path_meta_point_types.resize(path_max_size);
681
}
682
683
if (p_query_task.metadata_flags.has_flag(PathMetadataFlags::PATH_INCLUDE_RIDS)) {
684
p_query_task.path_meta_point_rids.resize(path_max_size);
685
}
686
687
if (p_query_task.metadata_flags.has_flag(PathMetadataFlags::PATH_INCLUDE_OWNERS)) {
688
p_query_task.path_meta_point_owners.resize(path_max_size);
689
}
690
}
691
}
692
693
void NavMeshQueries3D::_query_task_simplified_path_points(NavMeshPathQueryTask3D &p_query_task) {
694
if (!p_query_task.simplify_path || p_query_task.path_points.size() <= 2) {
695
return;
696
}
697
698
const LocalVector<uint32_t> &simplified_path_indices = NavMeshQueries3D::get_simplified_path_indices(p_query_task.path_points, p_query_task.simplify_epsilon);
699
700
uint32_t index_count = simplified_path_indices.size();
701
702
{
703
Vector3 *points_ptr = p_query_task.path_points.ptr();
704
for (uint32_t i = 0; i < index_count; i++) {
705
points_ptr[i] = points_ptr[simplified_path_indices[i]];
706
}
707
p_query_task.path_points.resize(index_count);
708
}
709
710
if (p_query_task.metadata_flags.has_flag(PathMetadataFlags::PATH_INCLUDE_TYPES)) {
711
int32_t *types_ptr = p_query_task.path_meta_point_types.ptr();
712
for (uint32_t i = 0; i < index_count; i++) {
713
types_ptr[i] = types_ptr[simplified_path_indices[i]];
714
}
715
p_query_task.path_meta_point_types.resize(index_count);
716
}
717
718
if (p_query_task.metadata_flags.has_flag(PathMetadataFlags::PATH_INCLUDE_RIDS)) {
719
RID *rids_ptr = p_query_task.path_meta_point_rids.ptr();
720
for (uint32_t i = 0; i < index_count; i++) {
721
rids_ptr[i] = rids_ptr[simplified_path_indices[i]];
722
}
723
p_query_task.path_meta_point_rids.resize(index_count);
724
}
725
726
if (p_query_task.metadata_flags.has_flag(PathMetadataFlags::PATH_INCLUDE_OWNERS)) {
727
int64_t *owners_ptr = p_query_task.path_meta_point_owners.ptr();
728
for (uint32_t i = 0; i < index_count; i++) {
729
owners_ptr[i] = owners_ptr[simplified_path_indices[i]];
730
}
731
p_query_task.path_meta_point_owners.resize(index_count);
732
}
733
}
734
735
void NavMeshQueries3D::_query_task_post_process_corridorfunnel(NavMeshPathQueryTask3D &p_query_task) {
736
Vector3 end_point = p_query_task.end_position;
737
const Polygon *end_poly = p_query_task.end_polygon;
738
Vector3 begin_point = p_query_task.begin_position;
739
const Polygon *begin_poly = p_query_task.begin_polygon;
740
uint32_t least_cost_id = p_query_task.least_cost_id;
741
LocalVector<NavigationPoly> &navigation_polys = p_query_task.path_query_slot->path_corridor;
742
Vector3 p_map_up = p_query_task.map_up;
743
744
// Set the apex poly/point to the end point
745
NavigationPoly *apex_poly = &navigation_polys[least_cost_id];
746
747
const Vector3 back_edge_closest_point = Geometry3D::get_closest_point_to_segment(end_point, apex_poly->back_navigation_edge_pathway_start, apex_poly->back_navigation_edge_pathway_end);
748
if (end_point.is_equal_approx(back_edge_closest_point)) {
749
// The end point is basically on top of the last crossed edge, funneling around the corners would at best do nothing.
750
// At worst it would add an unwanted path point before the last point due to precision issues so skip to the next polygon.
751
if (apex_poly->back_navigation_poly_id != -1) {
752
apex_poly = &navigation_polys[apex_poly->back_navigation_poly_id];
753
}
754
}
755
756
Vector3 apex_point = end_point;
757
758
NavigationPoly *left_poly = apex_poly;
759
Vector3 left_portal = apex_point;
760
NavigationPoly *right_poly = apex_poly;
761
Vector3 right_portal = apex_point;
762
763
NavigationPoly *p = apex_poly;
764
765
_query_task_push_back_point_with_metadata(p_query_task, end_point, end_poly);
766
767
while (p) {
768
// Set left and right points of the pathway between polygons.
769
Vector3 left = p->back_navigation_edge_pathway_start;
770
Vector3 right = p->back_navigation_edge_pathway_end;
771
if (THREE_POINTS_CROSS_PRODUCT(apex_point, left, right).dot(p_map_up) < 0) {
772
SWAP(left, right);
773
}
774
775
bool skip = false;
776
if (THREE_POINTS_CROSS_PRODUCT(apex_point, left_portal, left).dot(p_map_up) >= 0) {
777
//process
778
if (left_portal == apex_point || THREE_POINTS_CROSS_PRODUCT(apex_point, left, right_portal).dot(p_map_up) > 0) {
779
left_poly = p;
780
left_portal = left;
781
} else {
782
_query_task_clip_path(p_query_task, apex_poly, right_portal, right_poly);
783
784
apex_point = right_portal;
785
p = right_poly;
786
left_poly = p;
787
apex_poly = p;
788
left_portal = apex_point;
789
right_portal = apex_point;
790
791
_query_task_push_back_point_with_metadata(p_query_task, apex_point, apex_poly->poly);
792
skip = true;
793
}
794
}
795
796
if (!skip && THREE_POINTS_CROSS_PRODUCT(apex_point, right_portal, right).dot(p_map_up) <= 0) {
797
//process
798
if (right_portal == apex_point || THREE_POINTS_CROSS_PRODUCT(apex_point, right, left_portal).dot(p_map_up) < 0) {
799
right_poly = p;
800
right_portal = right;
801
} else {
802
_query_task_clip_path(p_query_task, apex_poly, left_portal, left_poly);
803
804
apex_point = left_portal;
805
p = left_poly;
806
right_poly = p;
807
apex_poly = p;
808
right_portal = apex_point;
809
left_portal = apex_point;
810
811
_query_task_push_back_point_with_metadata(p_query_task, apex_point, apex_poly->poly);
812
}
813
}
814
815
// Go to the previous polygon.
816
if (p->back_navigation_poly_id != -1) {
817
p = &navigation_polys[p->back_navigation_poly_id];
818
} else {
819
// The end
820
p = nullptr;
821
}
822
}
823
824
// If the last point is not the begin point, add it to the list.
825
if (p_query_task.path_points[p_query_task.path_points.size() - 1] != begin_point) {
826
_query_task_push_back_point_with_metadata(p_query_task, begin_point, begin_poly);
827
}
828
}
829
830
void NavMeshQueries3D::_query_task_post_process_edgecentered(NavMeshPathQueryTask3D &p_query_task) {
831
Vector3 end_point = p_query_task.end_position;
832
const Polygon *end_poly = p_query_task.end_polygon;
833
Vector3 begin_point = p_query_task.begin_position;
834
const Polygon *begin_poly = p_query_task.begin_polygon;
835
uint32_t least_cost_id = p_query_task.least_cost_id;
836
LocalVector<NavigationPoly> &navigation_polys = p_query_task.path_query_slot->path_corridor;
837
838
_query_task_push_back_point_with_metadata(p_query_task, end_point, end_poly);
839
840
// Add mid points
841
int np_id = least_cost_id;
842
while (np_id != -1 && navigation_polys[np_id].back_navigation_poly_id != -1) {
843
if (navigation_polys[np_id].back_navigation_edge != -1) {
844
int prev = navigation_polys[np_id].back_navigation_edge;
845
int prev_n = (navigation_polys[np_id].back_navigation_edge + 1) % navigation_polys[np_id].poly->vertices.size();
846
Vector3 point = (navigation_polys[np_id].poly->vertices[prev] + navigation_polys[np_id].poly->vertices[prev_n]) * 0.5;
847
848
_query_task_push_back_point_with_metadata(p_query_task, point, navigation_polys[np_id].poly);
849
} else {
850
_query_task_push_back_point_with_metadata(p_query_task, navigation_polys[np_id].entry, navigation_polys[np_id].poly);
851
}
852
853
np_id = navigation_polys[np_id].back_navigation_poly_id;
854
}
855
856
_query_task_push_back_point_with_metadata(p_query_task, begin_point, begin_poly);
857
}
858
859
void NavMeshQueries3D::_query_task_post_process_nopostprocessing(NavMeshPathQueryTask3D &p_query_task) {
860
Vector3 end_point = p_query_task.end_position;
861
const Polygon *end_poly = p_query_task.end_polygon;
862
Vector3 begin_point = p_query_task.begin_position;
863
const Polygon *begin_poly = p_query_task.begin_polygon;
864
uint32_t least_cost_id = p_query_task.least_cost_id;
865
LocalVector<NavigationPoly> &navigation_polys = p_query_task.path_query_slot->path_corridor;
866
867
_query_task_push_back_point_with_metadata(p_query_task, end_point, end_poly);
868
869
// Add mid points
870
int np_id = least_cost_id;
871
while (np_id != -1 && navigation_polys[np_id].back_navigation_poly_id != -1) {
872
_query_task_push_back_point_with_metadata(p_query_task, navigation_polys[np_id].entry, navigation_polys[np_id].poly);
873
874
np_id = navigation_polys[np_id].back_navigation_poly_id;
875
}
876
877
_query_task_push_back_point_with_metadata(p_query_task, begin_point, begin_poly);
878
}
879
880
Vector3 NavMeshQueries3D::map_iteration_get_closest_point_to_segment(const NavMapIteration3D &p_map_iteration, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) {
881
bool use_collision = p_use_collision;
882
Vector3 closest_point;
883
real_t closest_point_distance = FLT_MAX;
884
885
const LocalVector<Ref<NavRegionIteration3D>> &regions = p_map_iteration.region_iterations;
886
for (const Ref<NavRegionIteration3D> &region : regions) {
887
for (const Polygon &polygon : region->get_navmesh_polygons()) {
888
// For each face check the distance to the segment.
889
for (uint32_t point_id = 2; point_id < polygon.vertices.size(); point_id += 1) {
890
const Face3 face(polygon.vertices[0], polygon.vertices[point_id - 1], polygon.vertices[point_id]);
891
Vector3 intersection_point;
892
if (face.intersects_segment(p_from, p_to, &intersection_point)) {
893
const real_t d = p_from.distance_to(intersection_point);
894
if (!use_collision) {
895
closest_point = intersection_point;
896
use_collision = true;
897
closest_point_distance = d;
898
} else if (closest_point_distance > d) {
899
closest_point = intersection_point;
900
closest_point_distance = d;
901
}
902
}
903
// If segment does not itersect face, check the distance from segment's endpoints.
904
else if (!use_collision) {
905
const Vector3 p_from_closest = face.get_closest_point_to(p_from);
906
const real_t d_p_from = p_from.distance_to(p_from_closest);
907
if (closest_point_distance > d_p_from) {
908
closest_point = p_from_closest;
909
closest_point_distance = d_p_from;
910
}
911
912
const Vector3 p_to_closest = face.get_closest_point_to(p_to);
913
const real_t d_p_to = p_to.distance_to(p_to_closest);
914
if (closest_point_distance > d_p_to) {
915
closest_point = p_to_closest;
916
closest_point_distance = d_p_to;
917
}
918
}
919
}
920
// 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.
921
if (!use_collision) {
922
for (uint32_t point_id = 0; point_id < polygon.vertices.size(); point_id += 1) {
923
Vector3 a, b;
924
925
Geometry3D::get_closest_points_between_segments(
926
p_from,
927
p_to,
928
polygon.vertices[point_id],
929
polygon.vertices[(point_id + 1) % polygon.vertices.size()],
930
a,
931
b);
932
933
const real_t d = a.distance_to(b);
934
if (d < closest_point_distance) {
935
closest_point_distance = d;
936
closest_point = b;
937
}
938
}
939
}
940
}
941
}
942
943
return closest_point;
944
}
945
946
Vector3 NavMeshQueries3D::map_iteration_get_closest_point(const NavMapIteration3D &p_map_iteration, const Vector3 &p_point) {
947
ClosestPointQueryResult cp = map_iteration_get_closest_point_info(p_map_iteration, p_point);
948
return cp.point;
949
}
950
951
Vector3 NavMeshQueries3D::map_iteration_get_closest_point_normal(const NavMapIteration3D &p_map_iteration, const Vector3 &p_point) {
952
ClosestPointQueryResult cp = map_iteration_get_closest_point_info(p_map_iteration, p_point);
953
return cp.normal;
954
}
955
956
RID NavMeshQueries3D::map_iteration_get_closest_point_owner(const NavMapIteration3D &p_map_iteration, const Vector3 &p_point) {
957
ClosestPointQueryResult cp = map_iteration_get_closest_point_info(p_map_iteration, p_point);
958
return cp.owner;
959
}
960
961
ClosestPointQueryResult NavMeshQueries3D::map_iteration_get_closest_point_info(const NavMapIteration3D &p_map_iteration, const Vector3 &p_point) {
962
ClosestPointQueryResult result;
963
real_t closest_point_distance_squared = FLT_MAX;
964
965
const LocalVector<Ref<NavRegionIteration3D>> &regions = p_map_iteration.region_iterations;
966
for (const Ref<NavRegionIteration3D> &region : regions) {
967
for (const Polygon &polygon : region->get_navmesh_polygons()) {
968
Vector3 plane_normal = (polygon.vertices[1] - polygon.vertices[0]).cross(polygon.vertices[2] - polygon.vertices[0]);
969
Vector3 closest_on_polygon;
970
real_t closest = FLT_MAX;
971
bool inside = true;
972
Vector3 previous = polygon.vertices[polygon.vertices.size() - 1];
973
for (uint32_t point_id = 0; point_id < polygon.vertices.size(); ++point_id) {
974
Vector3 edge = polygon.vertices[point_id] - previous;
975
Vector3 to_point = p_point - previous;
976
Vector3 edge_to_point_pormal = edge.cross(to_point);
977
bool clockwise = edge_to_point_pormal.dot(plane_normal) > 0;
978
// If we are not clockwise, the point will never be inside the polygon and so the closest point will be on an edge.
979
if (!clockwise) {
980
inside = false;
981
real_t point_projected_on_edge = edge.dot(to_point);
982
real_t edge_square = edge.length_squared();
983
984
if (point_projected_on_edge > edge_square) {
985
real_t distance = polygon.vertices[point_id].distance_squared_to(p_point);
986
if (distance < closest) {
987
closest_on_polygon = polygon.vertices[point_id];
988
closest = distance;
989
}
990
} else if (point_projected_on_edge < 0.f) {
991
real_t distance = previous.distance_squared_to(p_point);
992
if (distance < closest) {
993
closest_on_polygon = previous;
994
closest = distance;
995
}
996
} else {
997
// If we project on this edge, this will be the closest point.
998
real_t percent = point_projected_on_edge / edge_square;
999
closest_on_polygon = previous + percent * edge;
1000
break;
1001
}
1002
}
1003
previous = polygon.vertices[point_id];
1004
}
1005
1006
if (inside) {
1007
Vector3 plane_normalized = plane_normal.normalized();
1008
real_t distance = plane_normalized.dot(p_point - polygon.vertices[0]);
1009
real_t distance_squared = distance * distance;
1010
if (distance_squared < closest_point_distance_squared) {
1011
closest_point_distance_squared = distance_squared;
1012
result.point = p_point - plane_normalized * distance;
1013
result.normal = plane_normal;
1014
result.owner = polygon.owner->get_self();
1015
1016
if (Math::is_zero_approx(distance)) {
1017
break;
1018
}
1019
}
1020
} else {
1021
real_t distance = closest_on_polygon.distance_squared_to(p_point);
1022
if (distance < closest_point_distance_squared) {
1023
closest_point_distance_squared = distance;
1024
result.point = closest_on_polygon;
1025
result.normal = plane_normal;
1026
result.owner = polygon.owner->get_self();
1027
}
1028
}
1029
}
1030
}
1031
1032
return result;
1033
}
1034
1035
Vector3 NavMeshQueries3D::map_iteration_get_random_point(const NavMapIteration3D &p_map_iteration, uint32_t p_navigation_layers, bool p_uniformly) {
1036
if (p_map_iteration.region_iterations.is_empty()) {
1037
return Vector3();
1038
}
1039
1040
LocalVector<uint32_t> accessible_regions;
1041
accessible_regions.reserve(p_map_iteration.region_iterations.size());
1042
1043
for (uint32_t i = 0; i < p_map_iteration.region_iterations.size(); i++) {
1044
const Ref<NavRegionIteration3D> &region = p_map_iteration.region_iterations[i];
1045
if (!region->get_enabled() || (p_navigation_layers & region->get_navigation_layers()) == 0) {
1046
continue;
1047
}
1048
accessible_regions.push_back(i);
1049
}
1050
1051
if (accessible_regions.is_empty()) {
1052
// All existing region polygons are disabled.
1053
return Vector3();
1054
}
1055
1056
if (p_uniformly) {
1057
real_t accumulated_region_surface_area = 0;
1058
RBMap<real_t, uint32_t> accessible_regions_area_map;
1059
1060
for (uint32_t accessible_region_index = 0; accessible_region_index < accessible_regions.size(); accessible_region_index++) {
1061
const Ref<NavRegionIteration3D> &region = p_map_iteration.region_iterations[accessible_regions[accessible_region_index]];
1062
1063
real_t region_surface_area = region->surface_area;
1064
1065
if (region_surface_area == 0.0f) {
1066
continue;
1067
}
1068
1069
accessible_regions_area_map[accumulated_region_surface_area] = accessible_region_index;
1070
accumulated_region_surface_area += region_surface_area;
1071
}
1072
if (accessible_regions_area_map.is_empty() || accumulated_region_surface_area == 0) {
1073
// All faces have no real surface / no area.
1074
return Vector3();
1075
}
1076
1077
real_t random_accessible_regions_area_map = Math::random(real_t(0), accumulated_region_surface_area);
1078
1079
RBMap<real_t, uint32_t>::Iterator E = accessible_regions_area_map.find_closest(random_accessible_regions_area_map);
1080
ERR_FAIL_COND_V(!E, Vector3());
1081
uint32_t random_region_index = E->value;
1082
ERR_FAIL_UNSIGNED_INDEX_V(random_region_index, accessible_regions.size(), Vector3());
1083
1084
const Ref<NavRegionIteration3D> &random_region = p_map_iteration.region_iterations[accessible_regions[random_region_index]];
1085
1086
return NavMeshQueries3D::polygons_get_random_point(random_region->navmesh_polygons, p_navigation_layers, p_uniformly);
1087
1088
} else {
1089
uint32_t random_region_index = Math::random(int(0), accessible_regions.size() - 1);
1090
1091
const Ref<NavRegionIteration3D> &random_region = p_map_iteration.region_iterations[accessible_regions[random_region_index]];
1092
1093
return NavMeshQueries3D::polygons_get_random_point(random_region->navmesh_polygons, p_navigation_layers, p_uniformly);
1094
}
1095
}
1096
1097
Vector3 NavMeshQueries3D::polygons_get_closest_point_to_segment(const LocalVector<Polygon> &p_polygons, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) {
1098
bool use_collision = p_use_collision;
1099
Vector3 closest_point;
1100
real_t closest_point_distance = FLT_MAX;
1101
1102
for (const Polygon &polygon : p_polygons) {
1103
// For each face check the distance to the segment.
1104
for (uint32_t point_id = 2; point_id < polygon.vertices.size(); point_id += 1) {
1105
const Face3 face(polygon.vertices[0], polygon.vertices[point_id - 1], polygon.vertices[point_id]);
1106
Vector3 intersection_point;
1107
if (face.intersects_segment(p_from, p_to, &intersection_point)) {
1108
const real_t d = p_from.distance_to(intersection_point);
1109
if (!use_collision) {
1110
closest_point = intersection_point;
1111
use_collision = true;
1112
closest_point_distance = d;
1113
} else if (closest_point_distance > d) {
1114
closest_point = intersection_point;
1115
closest_point_distance = d;
1116
}
1117
}
1118
// If segment does not itersect face, check the distance from segment's endpoints.
1119
else if (!use_collision) {
1120
const Vector3 p_from_closest = face.get_closest_point_to(p_from);
1121
const real_t d_p_from = p_from.distance_to(p_from_closest);
1122
if (closest_point_distance > d_p_from) {
1123
closest_point = p_from_closest;
1124
closest_point_distance = d_p_from;
1125
}
1126
1127
const Vector3 p_to_closest = face.get_closest_point_to(p_to);
1128
const real_t d_p_to = p_to.distance_to(p_to_closest);
1129
if (closest_point_distance > d_p_to) {
1130
closest_point = p_to_closest;
1131
closest_point_distance = d_p_to;
1132
}
1133
}
1134
}
1135
// 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.
1136
if (!use_collision) {
1137
for (uint32_t point_id = 0; point_id < polygon.vertices.size(); point_id += 1) {
1138
Vector3 a, b;
1139
1140
Geometry3D::get_closest_points_between_segments(
1141
p_from,
1142
p_to,
1143
polygon.vertices[point_id],
1144
polygon.vertices[(point_id + 1) % polygon.vertices.size()],
1145
a,
1146
b);
1147
1148
const real_t d = a.distance_to(b);
1149
if (d < closest_point_distance) {
1150
closest_point_distance = d;
1151
closest_point = b;
1152
}
1153
}
1154
}
1155
}
1156
1157
return closest_point;
1158
}
1159
1160
Vector3 NavMeshQueries3D::polygons_get_closest_point(const LocalVector<Polygon> &p_polygons, const Vector3 &p_point) {
1161
ClosestPointQueryResult cp = polygons_get_closest_point_info(p_polygons, p_point);
1162
return cp.point;
1163
}
1164
1165
Vector3 NavMeshQueries3D::polygons_get_closest_point_normal(const LocalVector<Polygon> &p_polygons, const Vector3 &p_point) {
1166
ClosestPointQueryResult cp = polygons_get_closest_point_info(p_polygons, p_point);
1167
return cp.normal;
1168
}
1169
1170
ClosestPointQueryResult NavMeshQueries3D::polygons_get_closest_point_info(const LocalVector<Polygon> &p_polygons, const Vector3 &p_point) {
1171
ClosestPointQueryResult result;
1172
real_t closest_point_distance_squared = FLT_MAX;
1173
1174
for (const Polygon &polygon : p_polygons) {
1175
Vector3 plane_normal = (polygon.vertices[1] - polygon.vertices[0]).cross(polygon.vertices[2] - polygon.vertices[0]);
1176
Vector3 closest_on_polygon;
1177
real_t closest = FLT_MAX;
1178
bool inside = true;
1179
Vector3 previous = polygon.vertices[polygon.vertices.size() - 1];
1180
for (uint32_t point_id = 0; point_id < polygon.vertices.size(); ++point_id) {
1181
Vector3 edge = polygon.vertices[point_id] - previous;
1182
Vector3 to_point = p_point - previous;
1183
Vector3 edge_to_point_pormal = edge.cross(to_point);
1184
bool clockwise = edge_to_point_pormal.dot(plane_normal) > 0;
1185
// If we are not clockwise, the point will never be inside the polygon and so the closest point will be on an edge.
1186
if (!clockwise) {
1187
inside = false;
1188
real_t point_projected_on_edge = edge.dot(to_point);
1189
real_t edge_square = edge.length_squared();
1190
1191
if (point_projected_on_edge > edge_square) {
1192
real_t distance = polygon.vertices[point_id].distance_squared_to(p_point);
1193
if (distance < closest) {
1194
closest_on_polygon = polygon.vertices[point_id];
1195
closest = distance;
1196
}
1197
} else if (point_projected_on_edge < 0.f) {
1198
real_t distance = previous.distance_squared_to(p_point);
1199
if (distance < closest) {
1200
closest_on_polygon = previous;
1201
closest = distance;
1202
}
1203
} else {
1204
// If we project on this edge, this will be the closest point.
1205
real_t percent = point_projected_on_edge / edge_square;
1206
closest_on_polygon = previous + percent * edge;
1207
break;
1208
}
1209
}
1210
previous = polygon.vertices[point_id];
1211
}
1212
1213
if (inside) {
1214
Vector3 plane_normalized = plane_normal.normalized();
1215
real_t distance = plane_normalized.dot(p_point - polygon.vertices[0]);
1216
real_t distance_squared = distance * distance;
1217
if (distance_squared < closest_point_distance_squared) {
1218
closest_point_distance_squared = distance_squared;
1219
result.point = p_point - plane_normalized * distance;
1220
result.normal = plane_normal;
1221
result.owner = polygon.owner->get_self();
1222
1223
if (Math::is_zero_approx(distance)) {
1224
break;
1225
}
1226
}
1227
} else {
1228
real_t distance = closest_on_polygon.distance_squared_to(p_point);
1229
if (distance < closest_point_distance_squared) {
1230
closest_point_distance_squared = distance;
1231
result.point = closest_on_polygon;
1232
result.normal = plane_normal;
1233
result.owner = polygon.owner->get_self();
1234
}
1235
}
1236
}
1237
1238
return result;
1239
}
1240
1241
RID NavMeshQueries3D::polygons_get_closest_point_owner(const LocalVector<Polygon> &p_polygons, const Vector3 &p_point) {
1242
ClosestPointQueryResult cp = polygons_get_closest_point_info(p_polygons, p_point);
1243
return cp.owner;
1244
}
1245
1246
void NavMeshQueries3D::_query_task_clip_path(NavMeshPathQueryTask3D &p_query_task, const NavigationPoly *from_poly, const Vector3 &p_to_point, const NavigationPoly *p_to_poly) {
1247
Vector3 from = p_query_task.path_points[p_query_task.path_points.size() - 1];
1248
const LocalVector<NavigationPoly> &p_navigation_polys = p_query_task.path_query_slot->path_corridor;
1249
const Vector3 p_map_up = p_query_task.map_up;
1250
1251
if (from.is_equal_approx(p_to_point)) {
1252
return;
1253
}
1254
1255
Plane cut_plane;
1256
cut_plane.normal = (from - p_to_point).cross(p_map_up);
1257
if (cut_plane.normal == Vector3()) {
1258
return;
1259
}
1260
cut_plane.normal.normalize();
1261
cut_plane.d = cut_plane.normal.dot(from);
1262
1263
while (from_poly != p_to_poly) {
1264
Vector3 pathway_start = from_poly->back_navigation_edge_pathway_start;
1265
Vector3 pathway_end = from_poly->back_navigation_edge_pathway_end;
1266
1267
ERR_FAIL_COND(from_poly->back_navigation_poly_id == -1);
1268
from_poly = &p_navigation_polys[from_poly->back_navigation_poly_id];
1269
1270
if (!pathway_start.is_equal_approx(pathway_end)) {
1271
Vector3 inters;
1272
if (cut_plane.intersects_segment(pathway_start, pathway_end, &inters)) {
1273
if (!inters.is_equal_approx(p_to_point) && !inters.is_equal_approx(p_query_task.path_points[p_query_task.path_points.size() - 1])) {
1274
_query_task_push_back_point_with_metadata(p_query_task, inters, from_poly->poly);
1275
}
1276
}
1277
}
1278
}
1279
}
1280
1281
bool NavMeshQueries3D::_query_task_is_connection_owner_usable(const NavMeshPathQueryTask3D &p_query_task, const NavBaseIteration3D *p_owner) {
1282
ERR_FAIL_NULL_V(p_owner, false);
1283
1284
bool owner_usable = true;
1285
1286
if (!p_owner->get_enabled()) {
1287
owner_usable = false;
1288
return owner_usable;
1289
}
1290
1291
if ((p_query_task.navigation_layers & p_owner->get_navigation_layers()) == 0) {
1292
// Not usable. No matching bit between task filter bitmask and owner bitmask.
1293
owner_usable = false;
1294
return owner_usable;
1295
}
1296
1297
if (p_query_task.exclude_regions || p_query_task.include_regions) {
1298
switch (p_owner->get_type()) {
1299
case NavigationEnums3D::PathSegmentType::PATH_SEGMENT_TYPE_REGION: {
1300
if (p_query_task.exclude_regions && p_query_task.excluded_regions.has(p_owner->get_self())) {
1301
// Not usable. Exclude region filter is active and this region is excluded.
1302
owner_usable = false;
1303
} else if (p_query_task.include_regions && !p_query_task.included_regions.has(p_owner->get_self())) {
1304
// Not usable. Include region filter is active and this region is not included.
1305
owner_usable = false;
1306
}
1307
} break;
1308
case NavigationEnums3D::PathSegmentType::PATH_SEGMENT_TYPE_LINK: {
1309
const LocalVector<Polygon> &link_polygons = p_owner->get_navmesh_polygons();
1310
if (link_polygons.size() != 2) {
1311
// Not usable. Whatever this is, it is not a valid connected link.
1312
owner_usable = false;
1313
} else {
1314
const RID link_start_region = link_polygons[0].owner->get_self();
1315
const RID link_end_region = link_polygons[1].owner->get_self();
1316
if (p_query_task.exclude_regions && (p_query_task.excluded_regions.has(link_start_region) || p_query_task.excluded_regions.has(link_end_region))) {
1317
// Not usable. Exclude region filter is active and at least one region of the link is excluded.
1318
owner_usable = false;
1319
}
1320
if (p_query_task.include_regions && (!p_query_task.included_regions.has(link_start_region) || !p_query_task.excluded_regions.has(link_end_region))) {
1321
// Not usable. Include region filter is active and not both regions of the links are included.
1322
owner_usable = false;
1323
}
1324
}
1325
} break;
1326
}
1327
}
1328
1329
return owner_usable;
1330
}
1331
1332
LocalVector<uint32_t> NavMeshQueries3D::get_simplified_path_indices(const LocalVector<Vector3> &p_path, real_t p_epsilon) {
1333
p_epsilon = MAX(0.0, p_epsilon);
1334
real_t squared_epsilon = p_epsilon * p_epsilon;
1335
1336
LocalVector<uint32_t> simplified_path_indices;
1337
simplified_path_indices.reserve(p_path.size());
1338
simplified_path_indices.push_back(0);
1339
simplify_path_segment(0, p_path.size() - 1, p_path, squared_epsilon, simplified_path_indices);
1340
simplified_path_indices.push_back(p_path.size() - 1);
1341
1342
return simplified_path_indices;
1343
}
1344
1345
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) {
1346
const Vector3 path_segment_a = p_points[p_start_inx];
1347
const Vector3 path_segment_b = p_points[p_end_inx];
1348
1349
real_t point_max_distance = 0.0;
1350
int point_max_index = 0;
1351
1352
for (int i = p_start_inx; i < p_end_inx; i++) {
1353
const Vector3 &checked_point = p_points[i];
1354
1355
const Vector3 closest_point = Geometry3D::get_closest_point_to_segment(checked_point, path_segment_a, path_segment_b);
1356
real_t distance_squared = closest_point.distance_squared_to(checked_point);
1357
1358
if (distance_squared > point_max_distance) {
1359
point_max_index = i;
1360
point_max_distance = distance_squared;
1361
}
1362
}
1363
1364
if (point_max_distance > p_epsilon) {
1365
simplify_path_segment(p_start_inx, point_max_index, p_points, p_epsilon, r_simplified_path_indices);
1366
r_simplified_path_indices.push_back(point_max_index);
1367
simplify_path_segment(point_max_index, p_end_inx, p_points, p_epsilon, r_simplified_path_indices);
1368
}
1369
}
1370
1371