Added utility functions to the new NavigationServer:
- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false); - Vector3 get_closest_point(const Vector3 &p_point); - Vector3 get_closest_point_normal(const Vector3 &p_point); - Object *get_closest_point_owner(const Vector3 &p_point);
This commit is contained in:
parent
6e64036693
commit
79fc7d7d6a
16 changed files with 372 additions and 10 deletions
|
|
@ -401,6 +401,144 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
|
|||
return Vector<Vector3>();
|
||||
}
|
||||
|
||||
Vector3 NavMap::get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) const {
|
||||
|
||||
bool use_collision = p_use_collision;
|
||||
Vector3 closest_point;
|
||||
real_t closest_point_d = 1e20;
|
||||
|
||||
// Find the initial poly and the end poly on this map.
|
||||
for (size_t i(0); i < polygons.size(); i++) {
|
||||
const gd::Polygon &p = polygons[i];
|
||||
|
||||
// For each point cast a face and check the distance to the segment
|
||||
for (size_t point_id = 2; point_id < p.points.size(); point_id += 1) {
|
||||
|
||||
const Face3 f(p.points[point_id - 2].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
|
||||
Vector3 inters;
|
||||
if (f.intersects_segment(p_from, p_to, &inters)) {
|
||||
const real_t d = closest_point_d = p_from.distance_to(inters);
|
||||
if (use_collision == false) {
|
||||
closest_point = inters;
|
||||
use_collision = true;
|
||||
closest_point_d = d;
|
||||
} else if (closest_point_d > d) {
|
||||
|
||||
closest_point = inters;
|
||||
closest_point_d = d;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (use_collision == false) {
|
||||
|
||||
for (size_t point_id = 0; point_id < p.points.size(); point_id += 1) {
|
||||
|
||||
Vector3 a, b;
|
||||
|
||||
Geometry::get_closest_points_between_segments(
|
||||
p_from,
|
||||
p_to,
|
||||
p.points[point_id].pos,
|
||||
p.points[(point_id + 1) % p.points.size()].pos,
|
||||
a,
|
||||
b);
|
||||
|
||||
const real_t d = a.distance_to(b);
|
||||
if (d < closest_point_d) {
|
||||
|
||||
closest_point_d = d;
|
||||
closest_point = b;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return closest_point;
|
||||
}
|
||||
|
||||
Vector3 NavMap::get_closest_point(const Vector3 &p_point) const {
|
||||
// TODO this is really not optimal, please redesign the API to directly return all this data
|
||||
|
||||
Vector3 closest_point;
|
||||
real_t closest_point_d = 1e20;
|
||||
|
||||
// Find the initial poly and the end poly on this map.
|
||||
for (size_t i(0); i < polygons.size(); i++) {
|
||||
const gd::Polygon &p = polygons[i];
|
||||
|
||||
// For each point cast a face and check the distance to the point
|
||||
for (size_t point_id = 2; point_id < p.points.size(); point_id += 1) {
|
||||
|
||||
const Face3 f(p.points[point_id - 2].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
|
||||
const Vector3 inters = f.get_closest_point_to(p_point);
|
||||
const real_t d = inters.distance_to(p_point);
|
||||
if (d < closest_point_d) {
|
||||
closest_point = inters;
|
||||
closest_point_d = d;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return closest_point;
|
||||
}
|
||||
|
||||
Vector3 NavMap::get_closest_point_normal(const Vector3 &p_point) const {
|
||||
// TODO this is really not optimal, please redesign the API to directly return all this data
|
||||
|
||||
Vector3 closest_point;
|
||||
Vector3 closest_point_normal;
|
||||
real_t closest_point_d = 1e20;
|
||||
|
||||
// Find the initial poly and the end poly on this map.
|
||||
for (size_t i(0); i < polygons.size(); i++) {
|
||||
const gd::Polygon &p = polygons[i];
|
||||
|
||||
// For each point cast a face and check the distance to the point
|
||||
for (size_t point_id = 2; point_id < p.points.size(); point_id += 1) {
|
||||
|
||||
const Face3 f(p.points[point_id - 2].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
|
||||
const Vector3 inters = f.get_closest_point_to(p_point);
|
||||
const real_t d = inters.distance_to(p_point);
|
||||
if (d < closest_point_d) {
|
||||
closest_point = inters;
|
||||
closest_point_normal = f.get_plane().normal;
|
||||
closest_point_d = d;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return closest_point_normal;
|
||||
}
|
||||
|
||||
RID NavMap::get_closest_point_owner(const Vector3 &p_point) const {
|
||||
// TODO this is really not optimal, please redesign the API to directly return all this data
|
||||
|
||||
Vector3 closest_point;
|
||||
RID closest_point_owner;
|
||||
real_t closest_point_d = 1e20;
|
||||
|
||||
// Find the initial poly and the end poly on this map.
|
||||
for (size_t i(0); i < polygons.size(); i++) {
|
||||
const gd::Polygon &p = polygons[i];
|
||||
|
||||
// For each point cast a face and check the distance to the point
|
||||
for (size_t point_id = 2; point_id < p.points.size(); point_id += 1) {
|
||||
|
||||
const Face3 f(p.points[point_id - 2].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
|
||||
const Vector3 inters = f.get_closest_point_to(p_point);
|
||||
const real_t d = inters.distance_to(p_point);
|
||||
if (d < closest_point_d) {
|
||||
closest_point = inters;
|
||||
closest_point_owner = p.owner->get_self();
|
||||
closest_point_d = d;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return closest_point_owner;
|
||||
}
|
||||
|
||||
void NavMap::add_region(NavRegion *p_region) {
|
||||
regions.push_back(p_region);
|
||||
regenerate_links = true;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue