Simplify_NavMeshQueries3D::_query_task_build_path_corridor
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@ -272,80 +272,60 @@ void NavMeshQueries3D::_query_task_build_path_corridor(NavMeshPathQueryTask3D &p
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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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int least_cost_id = begin_poly->id;
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int prev_least_cost_id = -1;
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uint32_t least_cost_id = begin_poly->id;
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bool found_route = false;
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const gd::Polygon *reachable_end = nullptr;
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real_t distance_to_reachable_end = FLT_MAX;
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bool is_reachable = true;
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real_t poly_enter_cost = 0.0;
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while (true) {
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const gd::NavigationPoly &least_cost_poly = navigation_polys[least_cost_id];
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real_t poly_travel_cost = least_cost_poly.poly->owner->get_travel_cost();
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// Takes the current least_cost_poly neighbors (iterating over its edges) and compute the traveled_distance.
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for (const gd::Edge &edge : navigation_polys[least_cost_id].poly->edges) {
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for (const gd::Edge &edge : least_cost_poly.poly->edges) {
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// Iterate over connections in this edge, then compute the new optimized travel distance assigned to this polygon.
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for (uint32_t connection_index = 0; connection_index < edge.connections.size(); connection_index++) {
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const gd::Edge::Connection &connection = edge.connections[connection_index];
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// Only consider the connection to another polygon if this polygon is in a region with compatible layers.
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if ((p_navigation_layers & connection.polygon->owner->get_navigation_layers()) == 0) {
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continue;
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}
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const NavBaseIteration *owner = connection.polygon->owner;
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if ((p_navigation_layers & owner->get_navigation_layers()) != 0) {
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Vector3 pathway[2] = { connection.pathway_start, connection.pathway_end };
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const Vector3 new_entry = Geometry3D::get_closest_point_to_segment(least_cost_poly.entry, pathway);
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const real_t new_traveled_distance = least_cost_poly.entry.distance_squared_to(new_entry) * poly_travel_cost + poly_enter_cost + least_cost_poly.traveled_distance;
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const gd::NavigationPoly &least_cost_poly = navigation_polys[least_cost_id];
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real_t poly_enter_cost = 0.0;
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real_t poly_travel_cost = least_cost_poly.poly->owner->get_travel_cost();
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if (prev_least_cost_id != -1 && navigation_polys[prev_least_cost_id].poly->owner->get_self() != least_cost_poly.poly->owner->get_self()) {
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poly_enter_cost = least_cost_poly.poly->owner->get_enter_cost();
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}
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prev_least_cost_id = least_cost_id;
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Vector3 pathway[2] = { connection.pathway_start, connection.pathway_end };
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const Vector3 new_entry = Geometry3D::get_closest_point_to_segment(least_cost_poly.entry, pathway);
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const real_t new_traveled_distance = least_cost_poly.entry.distance_to(new_entry) * poly_travel_cost + poly_enter_cost + least_cost_poly.traveled_distance;
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// Check if the neighbor polygon has already been processed.
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gd::NavigationPoly &neighbor_poly = navigation_polys[connection.polygon->id];
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if (neighbor_poly.poly != nullptr) {
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// If the neighbor polygon hasn't been traversed yet and the new path leading to
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// it is shorter, update the polygon.
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if (neighbor_poly.traversable_poly_index < traversable_polys.size() &&
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new_traveled_distance < neighbor_poly.traveled_distance) {
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// Check if the neighbor polygon has already been processed.
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gd::NavigationPoly &neighbor_poly = navigation_polys[connection.polygon->id];
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if (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 = least_cost_id;
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neighbor_poly.back_navigation_edge = connection.edge;
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neighbor_poly.back_navigation_edge_pathway_start = connection.pathway_start;
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neighbor_poly.back_navigation_edge_pathway_end = connection.pathway_end;
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neighbor_poly.traveled_distance = new_traveled_distance;
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neighbor_poly.distance_to_destination =
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new_entry.distance_to(end_point) *
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neighbor_poly.poly->owner->get_travel_cost();
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new_entry.distance_squared_to(end_point) *
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owner->get_travel_cost();
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neighbor_poly.entry = new_entry;
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// Update the priority of the polygon in the heap.
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traversable_polys.shift(neighbor_poly.traversable_poly_index);
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if (neighbor_poly.poly != nullptr) {
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traversable_polys.shift(neighbor_poly.traversable_poly_index);
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} else {
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neighbor_poly.poly = connection.polygon;
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traversable_polys.push(&neighbor_poly);
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}
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}
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} else {
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// Initialize the matching navigation polygon.
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neighbor_poly.poly = connection.polygon;
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neighbor_poly.back_navigation_poly_id = least_cost_id;
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neighbor_poly.back_navigation_edge = connection.edge;
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neighbor_poly.back_navigation_edge_pathway_start = connection.pathway_start;
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neighbor_poly.back_navigation_edge_pathway_end = connection.pathway_end;
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neighbor_poly.traveled_distance = new_traveled_distance;
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neighbor_poly.distance_to_destination =
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new_entry.distance_to(end_point) *
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neighbor_poly.poly->owner->get_travel_cost();
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neighbor_poly.entry = new_entry;
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// Add the polygon to the heap of polygons to traverse next.
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traversable_polys.push(&neighbor_poly);
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}
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}
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}
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poly_enter_cost = 0;
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// When the heap of traversable polygons is empty at this point it means the end polygon is
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// unreachable.
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if (traversable_polys.is_empty()) {
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@ -363,7 +343,7 @@ void NavMeshQueries3D::_query_task_build_path_corridor(NavMeshPathQueryTask3D &p
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for (size_t point_id = 2; point_id < end_poly->points.size(); point_id++) {
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Face3 f(end_poly->points[0].pos, end_poly->points[point_id - 1].pos, end_poly->points[point_id].pos);
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Vector3 spoint = f.get_closest_point_to(p_target_position);
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real_t dpoint = spoint.distance_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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@ -375,7 +355,7 @@ void NavMeshQueries3D::_query_task_build_path_corridor(NavMeshPathQueryTask3D &p
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for (size_t point_id = 2; point_id < begin_poly->points.size(); point_id++) {
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Face3 f(begin_poly->points[0].pos, begin_poly->points[point_id - 1].pos, begin_poly->points[point_id].pos);
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Vector3 spoint = f.get_closest_point_to(p_target_position);
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real_t dpoint = spoint.distance_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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@ -395,33 +375,34 @@ void NavMeshQueries3D::_query_task_build_path_corridor(NavMeshPathQueryTask3D &p
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for (gd::NavigationPoly &nav_poly : navigation_polys) {
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nav_poly.poly = nullptr;
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nav_poly.traveled_distance = FLT_MAX;
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}
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navigation_polys[begin_poly->id].poly = begin_poly;
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navigation_polys[begin_poly->id].traveled_distance = 0;
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least_cost_id = begin_poly->id;
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prev_least_cost_id = -1;
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reachable_end = nullptr;
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} else {
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// Pop the polygon with the lowest travel cost from the heap of traversable polygons.
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least_cost_id = traversable_polys.pop()->poly->id;
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continue;
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}
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// Pop the polygon with the lowest travel cost from the heap of traversable polygons.
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least_cost_id = traversable_polys.pop()->poly->id;
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// Store the farthest reachable end polygon in case our goal is not reachable.
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if (is_reachable) {
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real_t distance = navigation_polys[least_cost_id].entry.distance_to(p_target_position);
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if (distance_to_reachable_end > distance) {
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distance_to_reachable_end = distance;
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reachable_end = navigation_polys[least_cost_id].poly;
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// Store the farthest reachable end polygon in case our goal is not reachable.
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if (is_reachable) {
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real_t distance = navigation_polys[least_cost_id].entry.distance_squared_to(p_target_position);
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if (distance_to_reachable_end > distance) {
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distance_to_reachable_end = distance;
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reachable_end = navigation_polys[least_cost_id].poly;
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}
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}
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}
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// Check if we reached the end
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if (navigation_polys[least_cost_id].poly == end_poly) {
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found_route = true;
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break;
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// Check if we reached the end
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if (navigation_polys[least_cost_id].poly == end_poly) {
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found_route = true;
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break;
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}
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if (navigation_polys[least_cost_id].poly->owner->get_self() != least_cost_poly.poly->owner->get_self()) {
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poly_enter_cost = least_cost_poly.poly->owner->get_enter_cost();
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}
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}
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}
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@ -433,7 +414,7 @@ void NavMeshQueries3D::_query_task_build_path_corridor(NavMeshPathQueryTask3D &p
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for (size_t point_id = 2; point_id < begin_poly->points.size(); point_id++) {
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Face3 f(begin_poly->points[0].pos, begin_poly->points[point_id - 1].pos, begin_poly->points[point_id].pos);
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Vector3 spoint = f.get_closest_point_to(p_target_position);
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real_t dpoint = spoint.distance_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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@ -445,14 +426,13 @@ void NavMeshQueries3D::_query_task_build_path_corridor(NavMeshPathQueryTask3D &p
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_query_task_push_back_point_with_metadata(p_query_task, begin_point, begin_poly);
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_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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} else {
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p_query_task.end_position = end_point;
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p_query_task.end_polygon = end_poly;
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p_query_task.begin_position = begin_point;
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p_query_task.begin_polygon = begin_poly;
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p_query_task.least_cost_id = least_cost_id;
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}
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p_query_task.end_position = end_point;
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p_query_task.end_polygon = end_poly;
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p_query_task.begin_position = begin_point;
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p_query_task.begin_polygon = begin_poly;
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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) {
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@ -152,7 +152,7 @@ struct NavigationPoly {
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traversable_poly_index = UINT32_MAX;
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back_navigation_poly_id = -1;
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back_navigation_edge = -1;
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traveled_distance = 0.0;
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traveled_distance = FLT_MAX;
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distance_to_destination = 0.0;
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}
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};
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