#include "navigation.h" void Navigation::_navmesh_link(int p_id) { ERR_FAIL_COND(!navmesh_map.has(p_id)); NavMesh &nm=navmesh_map[p_id]; ERR_FAIL_COND(nm.linked); print_line("LINK"); DVector vertices=nm.navmesh->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(); Vector poly = nm.navmesh->get_polygon(i); int plen=poly.size(); const int *indices=poly.ptr(); bool valid=true; p.edges.resize(plen); Vector3 center; for(int j=0;j=len) { valid=false; break; } Polygon::Edge e; Vector3 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 Navigation::_navmesh_unlink(int p_id) { ERR_FAIL_COND(!navmesh_map.has(p_id)); NavMesh &nm=navmesh_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 Navigation::navmesh_create(const Ref& p_mesh,const Transform& p_xform) { int id = last_id++; NavMesh nm; nm.linked=false; nm.navmesh=p_mesh; nm.xform=p_xform; navmesh_map[id]=nm; _navmesh_link(id); return id; } void Navigation::navmesh_set_transform(int p_id, const Transform& p_xform){ ERR_FAIL_COND(!navmesh_map.has(p_id)); NavMesh &nm=navmesh_map[p_id]; if (nm.xform==p_xform) return; //bleh _navmesh_unlink(p_id); nm.xform=p_xform; _navmesh_link(p_id); } void Navigation::navmesh_remove(int p_id){ ERR_FAIL_COND(!navmesh_map.has(p_id)); _navmesh_unlink(p_id); navmesh_map.erase(p_id); } Vector Navigation::get_simple_path(const Vector3& p_start, const Vector3& p_end) { Polygon *begin_poly=NULL; Polygon *end_poly=NULL; Vector3 begin_point; Vector3 end_point; float begin_d=1e20; float end_d=1e20; for (Map::Element*E=navmesh_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(); //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) { //use midpoints for now Polygon *p=end_poly; Vector path; path.push_back(end_point); while(true) { int prev = p->prev_edge; int prev_n = (p->prev_edge+1)%p->edges.size(); Vector3 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(); } Vector3 Navigation::get_closest_point_to_segment(const Vector3& p_from,const Vector3& p_to) { bool use_collision=false; Vector3 closest_point; float closest_point_d=1e20; for (Map::Element*E=navmesh_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 inters.distance_to(p_from)){ closest_point=inters; closest_point_d=p_from.distance_to(inters); } } } if (!use_collision) { for(int i=0;i::Element*E=navmesh_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=navmesh_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