AStar: Make get_closest_point() deterministic for equidistant points
Closes godotengine/godot-docs#3667. Supersedes #39405.
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3 changed files with 13 additions and 7 deletions
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@ -280,10 +280,16 @@ int AStar::get_closest_point(const Vector3 &p_point, bool p_include_disabled) co
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continue; // Disabled points should not be considered.
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}
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// Keep the closest point's ID, and in case of multiple closest IDs,
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// the smallest one (makes it deterministic).
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real_t d = p_point.distance_squared_to((*it.value)->pos);
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if (closest_id < 0 || d < closest_dist) {
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int id = *(it.key);
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if (d <= closest_dist) {
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if (d == closest_dist && id > closest_id) { // Keep lowest ID.
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continue;
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}
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closest_dist = d;
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closest_id = *(it.key);
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closest_id = id;
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}
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}
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@ -291,7 +297,6 @@ int AStar::get_closest_point(const Vector3 &p_point, bool p_include_disabled) co
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}
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Vector3 AStar::get_closest_position_in_segment(const Vector3 &p_point) const {
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bool found = false;
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real_t closest_dist = 1e20;
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Vector3 closest_point;
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@ -311,10 +316,9 @@ Vector3 AStar::get_closest_position_in_segment(const Vector3 &p_point) const {
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Vector3 p = Geometry3D::get_closest_point_to_segment(p_point, segment);
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real_t d = p_point.distance_squared_to(p);
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if (!found || d < closest_dist) {
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if (d < closest_dist) {
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closest_point = p;
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closest_dist = d;
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found = true;
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}
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}
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