405 lines
17 KiB
C++
405 lines
17 KiB
C++
/**************************************************************************/
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/* nav_map_builder_2d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "nav_map_builder_2d.h"
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#include "../nav_link_2d.h"
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#include "../nav_map_2d.h"
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#include "../nav_region_2d.h"
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#include "../triangle2.h"
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#include "nav_map_iteration_2d.h"
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#include "nav_region_iteration_2d.h"
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using namespace nav_2d;
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PointKey NavMapBuilder2D::get_point_key(const Vector2 &p_pos, const Vector2 &p_cell_size) {
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const int x = static_cast<int>(Math::floor(p_pos.x / p_cell_size.x));
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const int y = static_cast<int>(Math::floor(p_pos.y / p_cell_size.y));
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PointKey p;
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p.key = 0;
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p.x = x;
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p.y = y;
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return p;
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}
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void NavMapBuilder2D::build_navmap_iteration(NavMapIterationBuild2D &r_build) {
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PerformanceData &performance_data = r_build.performance_data;
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performance_data.pm_polygon_count = 0;
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performance_data.pm_edge_count = 0;
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performance_data.pm_edge_merge_count = 0;
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performance_data.pm_edge_connection_count = 0;
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performance_data.pm_edge_free_count = 0;
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_build_step_gather_region_polygons(r_build);
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_build_step_find_edge_connection_pairs(r_build);
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_build_step_merge_edge_connection_pairs(r_build);
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_build_step_edge_connection_margin_connections(r_build);
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_build_step_navlink_connections(r_build);
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_build_update_map_iteration(r_build);
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}
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void NavMapBuilder2D::_build_step_gather_region_polygons(NavMapIterationBuild2D &r_build) {
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PerformanceData &performance_data = r_build.performance_data;
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NavMapIteration2D *map_iteration = r_build.map_iteration;
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LocalVector<NavRegionIteration2D> ®ions = map_iteration->region_iterations;
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HashMap<uint32_t, LocalVector<Edge::Connection>> ®ion_external_connections = map_iteration->external_region_connections;
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// Remove regions connections.
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region_external_connections.clear();
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for (const NavRegionIteration2D ®ion : regions) {
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region_external_connections[region.id] = LocalVector<Edge::Connection>();
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}
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// Copy all region polygons in the map.
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int polygon_count = 0;
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for (NavRegionIteration2D ®ion : regions) {
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if (!region.get_enabled()) {
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continue;
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}
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LocalVector<Polygon> &polygons_source = region.navmesh_polygons;
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for (uint32_t n = 0; n < polygons_source.size(); n++) {
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polygons_source[n].id = polygon_count;
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polygon_count++;
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}
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}
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performance_data.pm_polygon_count = polygon_count;
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r_build.polygon_count = polygon_count;
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}
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void NavMapBuilder2D::_build_step_find_edge_connection_pairs(NavMapIterationBuild2D &r_build) {
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PerformanceData &performance_data = r_build.performance_data;
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NavMapIteration2D *map_iteration = r_build.map_iteration;
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int polygon_count = r_build.polygon_count;
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const Vector2 merge_rasterizer_cell_size = r_build.merge_rasterizer_cell_size;
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HashMap<EdgeKey, EdgeConnectionPair, EdgeKey> &connection_pairs_map = r_build.iter_connection_pairs_map;
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// Group all edges per key.
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connection_pairs_map.clear();
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connection_pairs_map.reserve(polygon_count);
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int free_edges_count = 0; // How many ConnectionPairs have only one Connection.
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for (NavRegionIteration2D ®ion : map_iteration->region_iterations) {
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if (!region.get_enabled()) {
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continue;
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}
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for (Polygon &poly : region.navmesh_polygons) {
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for (uint32_t p = 0; p < poly.vertices.size(); p++) {
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const int next_point = (p + 1) % poly.vertices.size();
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const EdgeKey ek(get_point_key(poly.vertices[p], merge_rasterizer_cell_size), get_point_key(poly.vertices[next_point], merge_rasterizer_cell_size));
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HashMap<EdgeKey, EdgeConnectionPair, EdgeKey>::Iterator pair_it = connection_pairs_map.find(ek);
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if (!pair_it) {
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pair_it = connection_pairs_map.insert(ek, EdgeConnectionPair());
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performance_data.pm_edge_count += 1;
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++free_edges_count;
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}
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EdgeConnectionPair &pair = pair_it->value;
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if (pair.size < 2) {
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// Add the polygon/edge tuple to this key.
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Edge::Connection new_connection;
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new_connection.polygon = &poly;
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new_connection.edge = p;
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new_connection.pathway_start = poly.vertices[p];
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new_connection.pathway_end = poly.vertices[next_point];
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pair.connections[pair.size] = new_connection;
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++pair.size;
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if (pair.size == 2) {
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--free_edges_count;
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}
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} else {
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// The edge is already connected with another edge, skip.
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ERR_PRINT_ONCE("Navigation map synchronization error. Attempted to merge a navigation mesh polygon edge with another already-merged edge. This is usually caused by crossing edges, overlapping polygons, or a mismatch of the NavigationMesh / NavigationPolygon baked 'cell_size' and navigation map 'cell_size'. If you're certain none of above is the case, change 'navigation/3d/merge_rasterizer_cell_scale' to 0.001.");
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}
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}
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}
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}
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r_build.free_edge_count = free_edges_count;
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}
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void NavMapBuilder2D::_build_step_merge_edge_connection_pairs(NavMapIterationBuild2D &r_build) {
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PerformanceData &performance_data = r_build.performance_data;
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HashMap<EdgeKey, EdgeConnectionPair, EdgeKey> &connection_pairs_map = r_build.iter_connection_pairs_map;
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LocalVector<Edge::Connection> &free_edges = r_build.iter_free_edges;
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int free_edges_count = r_build.free_edge_count;
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bool use_edge_connections = r_build.use_edge_connections;
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free_edges.clear();
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free_edges.reserve(free_edges_count);
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for (const KeyValue<EdgeKey, EdgeConnectionPair> &pair_it : connection_pairs_map) {
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const EdgeConnectionPair &pair = pair_it.value;
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if (pair.size == 2) {
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// Connect edge that are shared in different polygons.
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const Edge::Connection &c1 = pair.connections[0];
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const Edge::Connection &c2 = pair.connections[1];
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c1.polygon->edges[c1.edge].connections.push_back(c2);
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c2.polygon->edges[c2.edge].connections.push_back(c1);
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// Note: The pathway_start/end are full for those connection and do not need to be modified.
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performance_data.pm_edge_merge_count += 1;
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} else {
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CRASH_COND_MSG(pair.size != 1, vformat("Number of connection != 1. Found: %d", pair.size));
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if (use_edge_connections && pair.connections[0].polygon->owner->get_use_edge_connections()) {
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free_edges.push_back(pair.connections[0]);
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}
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}
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}
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}
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void NavMapBuilder2D::_build_step_edge_connection_margin_connections(NavMapIterationBuild2D &r_build) {
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PerformanceData &performance_data = r_build.performance_data;
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NavMapIteration2D *map_iteration = r_build.map_iteration;
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real_t edge_connection_margin = r_build.edge_connection_margin;
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LocalVector<Edge::Connection> &free_edges = r_build.iter_free_edges;
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HashMap<uint32_t, LocalVector<Edge::Connection>> ®ion_external_connections = map_iteration->external_region_connections;
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// Find the compatible near edges.
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//
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// Note:
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// Considering that the edges must be compatible (for obvious reasons)
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// to be connected, create new polygons to remove that small gap is
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// not really useful and would result in wasteful computation during
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// connection, integration and path finding.
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performance_data.pm_edge_free_count = free_edges.size();
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const real_t edge_connection_margin_squared = edge_connection_margin * edge_connection_margin;
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for (uint32_t i = 0; i < free_edges.size(); i++) {
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const Edge::Connection &free_edge = free_edges[i];
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Vector2 edge_p1 = free_edge.polygon->vertices[free_edge.edge];
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Vector2 edge_p2 = free_edge.polygon->vertices[(free_edge.edge + 1) % free_edge.polygon->vertices.size()];
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for (uint32_t j = 0; j < free_edges.size(); j++) {
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const Edge::Connection &other_edge = free_edges[j];
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if (i == j || free_edge.polygon->owner == other_edge.polygon->owner) {
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continue;
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}
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Vector2 other_edge_p1 = other_edge.polygon->vertices[other_edge.edge];
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Vector2 other_edge_p2 = other_edge.polygon->vertices[(other_edge.edge + 1) % other_edge.polygon->vertices.size()];
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// Compute the projection of the opposite edge on the current one.
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Vector2 edge_vector = edge_p2 - edge_p1;
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real_t projected_p1_ratio = edge_vector.dot(other_edge_p1 - edge_p1) / edge_vector.length_squared();
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real_t projected_p2_ratio = edge_vector.dot(other_edge_p2 - edge_p1) / edge_vector.length_squared();
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if ((projected_p1_ratio < 0.0 && projected_p2_ratio < 0.0) || (projected_p1_ratio > 1.0 && projected_p2_ratio > 1.0)) {
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continue;
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}
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// Check if the two edges are close to each other enough and compute a pathway between the two regions.
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Vector2 self1 = edge_vector * CLAMP(projected_p1_ratio, 0.0, 1.0) + edge_p1;
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Vector2 other1;
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if (projected_p1_ratio >= 0.0 && projected_p1_ratio <= 1.0) {
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other1 = other_edge_p1;
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} else {
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other1 = other_edge_p1.lerp(other_edge_p2, (1.0 - projected_p1_ratio) / (projected_p2_ratio - projected_p1_ratio));
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}
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if (other1.distance_squared_to(self1) > edge_connection_margin_squared) {
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continue;
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}
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Vector2 self2 = edge_vector * CLAMP(projected_p2_ratio, 0.0, 1.0) + edge_p1;
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Vector2 other2;
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if (projected_p2_ratio >= 0.0 && projected_p2_ratio <= 1.0) {
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other2 = other_edge_p2;
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} else {
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other2 = other_edge_p1.lerp(other_edge_p2, (0.0 - projected_p1_ratio) / (projected_p2_ratio - projected_p1_ratio));
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}
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if (other2.distance_squared_to(self2) > edge_connection_margin_squared) {
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continue;
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}
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// The edges can now be connected.
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Edge::Connection new_connection = other_edge;
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new_connection.pathway_start = (self1 + other1) / 2.0;
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new_connection.pathway_end = (self2 + other2) / 2.0;
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free_edge.polygon->edges[free_edge.edge].connections.push_back(new_connection);
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// Add the connection to the region_connection map.
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region_external_connections[(uint32_t)free_edge.polygon->owner->id].push_back(new_connection);
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performance_data.pm_edge_connection_count += 1;
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}
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}
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}
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void NavMapBuilder2D::_build_step_navlink_connections(NavMapIterationBuild2D &r_build) {
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NavMapIteration2D *map_iteration = r_build.map_iteration;
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real_t link_connection_radius = r_build.link_connection_radius;
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LocalVector<Polygon> &link_polygons = map_iteration->link_polygons;
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LocalVector<NavLinkIteration2D> &links = map_iteration->link_iterations;
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int polygon_count = r_build.polygon_count;
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real_t link_connection_radius_sqr = link_connection_radius * link_connection_radius;
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uint32_t link_poly_idx = 0;
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link_polygons.resize(links.size());
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// Search for polygons within range of a nav link.
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for (const NavLinkIteration2D &link : links) {
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if (!link.get_enabled()) {
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continue;
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}
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const Vector2 link_start_pos = link.get_start_position();
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const Vector2 link_end_pos = link.get_end_position();
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Polygon *closest_start_polygon = nullptr;
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real_t closest_start_sqr_dist = link_connection_radius_sqr;
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Vector2 closest_start_point;
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Polygon *closest_end_polygon = nullptr;
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real_t closest_end_sqr_dist = link_connection_radius_sqr;
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Vector2 closest_end_point;
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for (NavRegionIteration2D ®ion : map_iteration->region_iterations) {
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if (!region.get_enabled()) {
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continue;
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}
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Rect2 region_bounds = region.get_bounds().grow(link_connection_radius);
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if (!region_bounds.has_point(link_start_pos) && !region_bounds.has_point(link_end_pos)) {
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continue;
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}
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for (Polygon &polyon : region.navmesh_polygons) {
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for (uint32_t point_id = 2; point_id < polyon.vertices.size(); point_id += 1) {
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const Triangle2 triangle(polyon.vertices[0], polyon.vertices[point_id - 1], polyon.vertices[point_id]);
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{
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const Vector2 start_point = triangle.get_closest_point_to(link_start_pos);
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const real_t sqr_dist = start_point.distance_squared_to(link_start_pos);
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// Pick the polygon that is within our radius and is closer than anything we've seen yet.
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if (sqr_dist < closest_start_sqr_dist) {
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closest_start_sqr_dist = sqr_dist;
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closest_start_point = start_point;
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closest_start_polygon = &polyon;
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}
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}
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{
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const Vector2 end_point = triangle.get_closest_point_to(link_end_pos);
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const real_t sqr_dist = end_point.distance_squared_to(link_end_pos);
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// Pick the polygon that is within our radius and is closer than anything we've seen yet.
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if (sqr_dist < closest_end_sqr_dist) {
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closest_end_sqr_dist = sqr_dist;
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closest_end_point = end_point;
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closest_end_polygon = &polyon;
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}
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}
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}
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}
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}
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// If we have both a start and end point, then create a synthetic polygon to route through.
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if (closest_start_polygon && closest_end_polygon) {
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Polygon &new_polygon = link_polygons[link_poly_idx++];
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new_polygon.id = polygon_count++;
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new_polygon.owner = &link;
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new_polygon.edges.clear();
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new_polygon.edges.resize(4);
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new_polygon.vertices.resize(4);
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// Build a set of vertices that create a thin polygon going from the start to the end point.
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new_polygon.vertices[0] = closest_start_point;
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new_polygon.vertices[1] = closest_start_point;
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new_polygon.vertices[2] = closest_end_point;
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new_polygon.vertices[3] = closest_end_point;
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// Setup connections to go forward in the link.
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{
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Edge::Connection entry_connection;
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entry_connection.polygon = &new_polygon;
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entry_connection.edge = -1;
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entry_connection.pathway_start = new_polygon.vertices[0];
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entry_connection.pathway_end = new_polygon.vertices[1];
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closest_start_polygon->edges[0].connections.push_back(entry_connection);
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Edge::Connection exit_connection;
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exit_connection.polygon = closest_end_polygon;
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exit_connection.edge = -1;
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exit_connection.pathway_start = new_polygon.vertices[2];
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exit_connection.pathway_end = new_polygon.vertices[3];
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new_polygon.edges[2].connections.push_back(exit_connection);
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}
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// If the link is bi-directional, create connections from the end to the start.
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if (link.is_bidirectional()) {
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Edge::Connection entry_connection;
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entry_connection.polygon = &new_polygon;
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entry_connection.edge = -1;
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entry_connection.pathway_start = new_polygon.vertices[2];
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entry_connection.pathway_end = new_polygon.vertices[3];
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closest_end_polygon->edges[0].connections.push_back(entry_connection);
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Edge::Connection exit_connection;
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exit_connection.polygon = closest_start_polygon;
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exit_connection.edge = -1;
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exit_connection.pathway_start = new_polygon.vertices[0];
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exit_connection.pathway_end = new_polygon.vertices[1];
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new_polygon.edges[0].connections.push_back(exit_connection);
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}
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}
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}
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}
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void NavMapBuilder2D::_build_update_map_iteration(NavMapIterationBuild2D &r_build) {
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NavMapIteration2D *map_iteration = r_build.map_iteration;
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LocalVector<Polygon> &link_polygons = map_iteration->link_polygons;
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map_iteration->navmesh_polygon_count = r_build.polygon_count;
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map_iteration->link_polygon_count = link_polygons.size();
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map_iteration->path_query_slots_mutex.lock();
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for (NavMeshQueries2D::PathQuerySlot &p_path_query_slot : map_iteration->path_query_slots) {
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p_path_query_slot.traversable_polys.clear();
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p_path_query_slot.traversable_polys.reserve(map_iteration->navmesh_polygon_count * 0.25);
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p_path_query_slot.path_corridor.clear();
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p_path_query_slot.path_corridor.resize(map_iteration->navmesh_polygon_count + map_iteration->link_polygon_count);
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}
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map_iteration->path_query_slots_mutex.unlock();
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}
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