Better heuristic for the shortest path algorithm for navigation2D and navigation.
Better heuristic for the shortest path algorithm for navigation2D and navigation. It now will use the shortest distance to the polygon as cost instead of the distance to the center.
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3 changed files with 65 additions and 4 deletions
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@ -388,10 +388,34 @@ Vector<Vector2> Navigation2D::get_simple_path(const Vector2 &p_start, const Vect
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Polygon *p = E->get();
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Polygon *p = E->get();
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float cost = p->distance;
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float cost = p->distance;
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#ifdef USE_ENTRY_POINT
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int es = p->edges.size();
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float shortest_distance = 1e30;
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for (int i = 0; i < es; i++) {
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Polygon::Edge &e = p->edges.write[i];
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if (!e.C)
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continue;
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Vector2 edge[2] = {
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_get_vertex(p->edges[i].point),
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_get_vertex(p->edges[(i + 1) % es].point)
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};
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Vector2 edge_point = Geometry::get_closest_point_to_segment_2d(p->entry, edge);
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float dist = p->entry.distance_to(edge_point);
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if (dist < shortest_distance)
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shortest_distance = dist;
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}
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cost += shortest_distance;
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#else
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cost += p->center.distance_to(end_point);
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cost += p->center.distance_to(end_point);
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#endif
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if (cost < least_cost) {
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if (cost < least_cost) {
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least_cost_poly = E;
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least_cost_poly = E;
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least_cost = cost;
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least_cost = cost;
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}
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}
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@ -30,6 +30,8 @@
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#include "navigation.h"
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#include "navigation.h"
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#define USE_ENTRY_POINT
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void Navigation::_navmesh_link(int p_id) {
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void Navigation::_navmesh_link(int p_id) {
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ERR_FAIL_COND(!navmesh_map.has(p_id));
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ERR_FAIL_COND(!navmesh_map.has(p_id));
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@ -331,7 +333,18 @@ Vector<Vector3> Navigation::get_simple_path(const Vector3 &p_start, const Vector
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if (begin_poly->edges[i].C) {
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if (begin_poly->edges[i].C) {
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begin_poly->edges[i].C->prev_edge = begin_poly->edges[i].C_edge;
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begin_poly->edges[i].C->prev_edge = begin_poly->edges[i].C_edge;
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#ifdef USE_ENTRY_POINT
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Vector3 edge[2] = {
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_get_vertex(begin_poly->edges[i].point),
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_get_vertex(begin_poly->edges[(i + 1) % begin_poly->edges.size()].point)
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};
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Vector3 entry = Geometry::get_closest_point_to_segment(begin_poly->entry, edge);
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begin_poly->edges[i].C->distance = begin_poly->entry.distance_to(entry);
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begin_poly->edges[i].C->entry = entry;
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#else
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begin_poly->edges[i].C->distance = begin_poly->center.distance_to(begin_poly->edges[i].C->center);
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begin_poly->edges[i].C->distance = begin_poly->center.distance_to(begin_poly->edges[i].C->center);
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#endif
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open_list.push_back(begin_poly->edges[i].C);
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open_list.push_back(begin_poly->edges[i].C);
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if (begin_poly->edges[i].C == end_poly) {
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if (begin_poly->edges[i].C == end_poly) {
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@ -356,10 +369,33 @@ Vector<Vector3> Navigation::get_simple_path(const Vector3 &p_start, const Vector
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Polygon *p = E->get();
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Polygon *p = E->get();
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float cost = p->distance;
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float cost = p->distance;
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#ifdef USE_ENTRY_POINT
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int es = p->edges.size();
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float shortest_distance = 1e30;
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for (int i = 0; i < es; i++) {
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Polygon::Edge &e = p->edges.write[i];
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if (!e.C)
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continue;
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Vector3 edge[2] = {
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_get_vertex(p->edges[i].point),
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_get_vertex(p->edges[(i + 1) % es].point)
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};
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Vector3 edge_point = Geometry::get_closest_point_to_segment(p->entry, edge);
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float dist = p->entry.distance_to(edge_point);
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if (dist < shortest_distance)
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shortest_distance = dist;
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}
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cost += shortest_distance;
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#else
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cost += p->center.distance_to(end_point);
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cost += p->center.distance_to(end_point);
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#endif
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if (cost < least_cost) {
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if (cost < least_cost) {
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least_cost_poly = E;
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least_cost_poly = E;
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least_cost = cost;
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least_cost = cost;
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}
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}
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@ -94,6 +94,7 @@ class Navigation : public Spatial {
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Vector<Edge> edges;
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Vector<Edge> edges;
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Vector3 center;
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Vector3 center;
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Vector3 entry;
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float distance;
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float distance;
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int prev_edge;
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int prev_edge;
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