#include "navigation2d.h" void Navigation2D::_navpoly_link(int p_id) { ERR_FAIL_COND(!navpoly_map.has(p_id)); NavMesh &nm=navpoly_map[p_id]; ERR_FAIL_COND(nm.linked); print_line("LINK"); DVector vertices=nm.navpoly->get_vertices(); int len = vertices.size(); if (len==0) return; DVector::Read r=vertices.read(); for(int i=0;iget_polygon_count();i++) { //build List::Element *P=nm.polygons.push_back(Polygon()); Polygon &p=P->get(); p.owner=&nm; Vector poly = nm.navpoly->get_polygon(i); int plen=poly.size(); const int *indices=poly.ptr(); bool valid=true; p.edges.resize(plen); Vector2 center; for(int j=0;j=len) { valid=false; break; } Polygon::Edge e; Vector2 ep=nm.xform.xform(r[idx]); center+=ep; e.point=_get_point(ep); p.edges[j]=e; } if (!valid) { nm.polygons.pop_back(); ERR_CONTINUE(!valid); continue; } p.center=center/plen; //connect for(int j=0;j::Element *C=connections.find(ek); if (!C) { Connection c; c.A=&p; c.A_edge=j; c.B=NULL; c.B_edge=-1; connections[ek]=c; } else { if (C->get().B!=NULL) { print_line(String()+_get_vertex(ek.a)+" -> "+_get_vertex(ek.b)); } ERR_CONTINUE(C->get().B!=NULL); //wut C->get().B=&p; C->get().B_edge=j; C->get().A->edges[C->get().A_edge].C=&p; C->get().A->edges[C->get().A_edge].C_edge=j;; p.edges[j].C=C->get().A; p.edges[j].C_edge=C->get().A_edge; //connection successful. } } } nm.linked=true; } void Navigation2D::_navpoly_unlink(int p_id) { ERR_FAIL_COND(!navpoly_map.has(p_id)); NavMesh &nm=navpoly_map[p_id]; ERR_FAIL_COND(!nm.linked); print_line("UNLINK"); for (List::Element *E=nm.polygons.front();E;E=E->next()) { Polygon &p=E->get(); int ec = p.edges.size(); Polygon::Edge *edges=p.edges.ptr(); for(int i=0;i::Element *C=connections.find(ek); ERR_CONTINUE(!C); if (C->get().B) { //disconnect C->get().B->edges[C->get().B_edge].C=NULL; C->get().B->edges[C->get().B_edge].C_edge=-1; C->get().A->edges[C->get().A_edge].C=NULL; C->get().A->edges[C->get().A_edge].C_edge=-1; if (C->get().A==&E->get()) { C->get().A=C->get().B; C->get().A_edge=C->get().B_edge; } C->get().B=NULL; C->get().B_edge=-1; } else { connections.erase(C); //erase } } } nm.polygons.clear(); nm.linked=false; } int Navigation2D::navpoly_create(const Ref& p_mesh, const Matrix32& p_xform, Object *p_owner) { int id = last_id++; NavMesh nm; nm.linked=false; nm.navpoly=p_mesh; nm.xform=p_xform; nm.owner=p_owner; navpoly_map[id]=nm; _navpoly_link(id); return id; } void Navigation2D::navpoly_set_transform(int p_id, const Matrix32& p_xform){ ERR_FAIL_COND(!navpoly_map.has(p_id)); NavMesh &nm=navpoly_map[p_id]; if (nm.xform==p_xform) return; //bleh _navpoly_unlink(p_id); nm.xform=p_xform; _navpoly_link(p_id); } void Navigation2D::navpoly_remove(int p_id){ ERR_FAIL_COND(!navpoly_map.has(p_id)); _navpoly_unlink(p_id); navpoly_map.erase(p_id); } #if 0 void Navigation2D::_clip_path(Vector& path, Polygon *from_poly, const Vector2& p_to_point, Polygon* p_to_poly) { Vector2 from = path[path.size()-1]; if (from.distance_to(p_to_point)prev_edge; Vector2 a = _get_vertex(from_poly->edges[pe].point); Vector2 b = _get_vertex(from_poly->edges[(pe+1)%from_poly->edges.size()].point); from_poly=from_poly->edges[pe].C; ERR_FAIL_COND(!from_poly); if (a.distance_to(b)>CMP_EPSILON) { Vector2 inters; if (cut_plane.intersects_segment(a,b,&inters)) { if (inters.distance_to(p_to_point)>CMP_EPSILON && inters.distance_to(path[path.size()-1])>CMP_EPSILON) { path.push_back(inters); } } } } } #endif Vector Navigation2D::get_simple_path(const Vector2& p_start, const Vector2& p_end, bool p_optimize) { Polygon *begin_poly=NULL; Polygon *end_poly=NULL; Vector2 begin_point; Vector2 end_point; float begin_d=1e20; float end_d=1e20; //look for point inside triangle for (Map::Element*E=navpoly_map.front();E;E=E->next()) { if (!E->get().linked) continue; for(List::Element *F=E->get().polygons.front();F;F=F->next()) { Polygon &p=F->get(); if (begin_d || end_d) { for(int i=2;i0) { if (Geometry::is_point_in_triangle(p_start,_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point))) { begin_poly=&p; begin_point=p_start; begin_d=0; if (end_d==0) break; } } if (end_d>0) { if (Geometry::is_point_in_triangle(p_end,_get_vertex(p.edges[0].point),_get_vertex(p.edges[i-1].point),_get_vertex(p.edges[i].point))) { end_poly=&p; end_point=p_end; end_d=0; if (begin_d==0) break; } } } } p.prev_edge=-1; } } //start or end not inside triangle.. look for closest segment :| if (begin_d || end_d) { for (Map::Element*E=navpoly_map.front();E;E=E->next()) { if (!E->get().linked) continue; for(List::Element *F=E->get().polygons.front();F;F=F->next()) { Polygon &p=F->get(); int es = p.edges.size(); for(int i=0;i0) { Vector2 spoint=Geometry::get_closest_point_to_segment_2d(p_start,edge); float d = spoint.distance_to(p_start); if (d0) { Vector2 spoint=Geometry::get_closest_point_to_segment_2d(p_end,edge); float d = spoint.distance_to(p_end); if (d(); //no path } if (begin_poly==end_poly) { Vector path; path.resize(2); path[0]=begin_point; path[1]=end_point; //print_line("Direct Path"); return path; } bool found_route=false; List open_list; for(int i=0;iedges.size();i++) { if (begin_poly->edges[i].C) { begin_poly->edges[i].C->prev_edge=begin_poly->edges[i].C_edge; begin_poly->edges[i].C->distance=begin_poly->center.distance_to(begin_poly->edges[i].C->center); open_list.push_back(begin_poly->edges[i].C); if (begin_poly->edges[i].C==end_poly) { found_route=true; } } } while(!found_route) { if (open_list.size()==0) { // print_line("NOU OPEN LIST"); break; } //check open list List::Element *least_cost_poly=NULL; float least_cost=1e30; //this could be faster (cache previous results) for (List::Element *E=open_list.front();E;E=E->next()) { Polygon *p=E->get(); float cost=p->distance; cost+=p->center.distance_to(end_point); if (costget(); //open the neighbours for search for(int i=0;iedges.size();i++) { Polygon::Edge &e=p->edges[i]; if (!e.C) continue; float distance = p->center.distance_to(e.C->center) + p->distance; if (e.C->prev_edge!=-1) { //oh this was visited already, can we win the cost? if (e.C->distance>distance) { e.C->prev_edge=e.C_edge; e.C->distance=distance; } } else { //add to open neighbours e.C->prev_edge=e.C_edge; e.C->distance=distance; open_list.push_back(e.C); if (e.C==end_poly) { //oh my reached end! stop algorithm found_route=true; break; } } } if (found_route) break; open_list.erase(least_cost_poly); } if (found_route) { Vector path; if (p_optimize) { //string pulling Polygon *apex_poly=end_poly; Vector2 apex_point=end_point; Vector2 portal_left=apex_point; Vector2 portal_right=apex_point; Polygon *left_poly=end_poly; Polygon *right_poly=end_poly; Polygon *p=end_poly; path.push_back(end_point); while(p) { Vector2 left; Vector2 right; //#define CLOCK_TANGENT(m_a,m_b,m_c) ( ((m_a)-(m_c)).cross((m_a)-(m_b)) ) #define CLOCK_TANGENT(m_a,m_b,m_c) ((((m_a).x - (m_c).x) * ((m_b).y - (m_c).y) - ((m_b).x - (m_c).x) * ((m_a).y - (m_c).y))) if (p==begin_poly) { left=begin_point; right=begin_point; } else { int prev = p->prev_edge; int prev_n = (p->prev_edge+1)%p->edges.size(); left = _get_vertex(p->edges[prev].point); right = _get_vertex(p->edges[prev_n].point); if (CLOCK_TANGENT(apex_point,left,(left+right)*0.5) < 0){ SWAP(left,right); } } bool skip=false; if (CLOCK_TANGENT(apex_point,portal_left,left) >= 0){ //process if (portal_left==apex_point || CLOCK_TANGENT(apex_point,left,portal_right) > 0) { left_poly=p; portal_left=left; } else { //_clip_path(path,apex_poly,portal_right,right_poly); apex_point=portal_right; p=right_poly; left_poly=p; apex_poly=p; portal_left=apex_point; portal_right=apex_point; path.push_back(apex_point); skip=true; } } if (!skip && CLOCK_TANGENT(apex_point,portal_right,right) <= 0){ //process if (portal_right==apex_point || CLOCK_TANGENT(apex_point,right,portal_left) < 0) { right_poly=p; portal_right=right; } else { //_clip_path(path,apex_poly,portal_left,left_poly); apex_point=portal_left; p=left_poly; right_poly=p; apex_poly=p; portal_right=apex_point; portal_left=apex_point; path.push_back(apex_point); } } if (p!=begin_poly) p=p->edges[p->prev_edge].C; else p=NULL; } if (path[path.size()-1]!=begin_point) path.push_back(begin_point); path.invert(); } else { //midpoints Polygon *p=end_poly; path.push_back(end_point); while(true) { int prev = p->prev_edge; int prev_n = (p->prev_edge+1)%p->edges.size(); Vector2 point = (_get_vertex(p->edges[prev].point) + _get_vertex(p->edges[prev_n].point))*0.5; path.push_back(point); p = p->edges[prev].C; if (p==begin_poly) break; } path.push_back(begin_point); path.invert();; } return path; } return Vector(); } Vector2 Navigation2D::get_closest_point(const Vector2& p_point) { Vector2 closest_point=Vector2(); float closest_point_d=1e20; for (Map::Element*E=navpoly_map.front();E;E=E->next()) { if (!E->get().linked) continue; for(List::Element *F=E->get().polygons.front();F;F=F->next()) { Polygon &p=F->get(); for(int i=2;i::Element*E=navpoly_map.front();E;E=E->next()) { if (!E->get().linked) continue; for(List::Element *F=E->get().polygons.front();F;F=F->next()) { Polygon &p=F->get(); int es = p.edges.size(); for(int i=0;i