diff options
Diffstat (limited to 'modules/navigation/nav_map.cpp')
-rw-r--r-- | modules/navigation/nav_map.cpp | 102 |
1 files changed, 27 insertions, 75 deletions
diff --git a/modules/navigation/nav_map.cpp b/modules/navigation/nav_map.cpp index 0c8f0ed8c9..1151df6390 100644 --- a/modules/navigation/nav_map.cpp +++ b/modules/navigation/nav_map.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -36,10 +36,6 @@ #include <algorithm> -/** - @author AndreaCatania -*/ - #define THREE_POINTS_CROSS_PRODUCT(m_a, m_b, m_c) (((m_c) - (m_a)).cross((m_b) - (m_a))) void NavMap::set_up(Vector3 p_up) { @@ -87,12 +83,9 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p continue; } - // For each point cast a face and check the distance between the origin/destination - for (size_t point_id = 0; point_id < p.points.size(); point_id++) { - const Vector3 p1 = p.points[point_id].pos; - const Vector3 p2 = p.points[(point_id + 1) % p.points.size()].pos; - const Vector3 p3 = p.points[(point_id + 2) % p.points.size()].pos; - const Face3 face(p1, p2, p3); + // For each face check the distance between the origin/destination + for (size_t point_id = 2; point_id < p.points.size(); point_id++) { + const Face3 face(p.points[0].pos, p.points[point_id - 1].pos, p.points[point_id].pos); Vector3 point = face.get_closest_point_to(p_origin); float distance_to_point = point.distance_to(p_origin); @@ -218,7 +211,7 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p end_poly = reachable_end; end_d = 1e20; for (size_t point_id = 2; point_id < end_poly->points.size(); point_id++) { - Face3 f(end_poly->points[point_id - 2].pos, end_poly->points[point_id - 1].pos, end_poly->points[point_id].pos); + Face3 f(end_poly->points[0].pos, end_poly->points[point_id - 1].pos, end_poly->points[point_id].pos); Vector3 spoint = f.get_closest_point_to(p_destination); float dpoint = spoint.distance_to(p_destination); if (dpoint < end_d) { @@ -374,13 +367,12 @@ Vector3 NavMap::get_closest_point_to_segment(const Vector3 &p_from, const Vector 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 each face 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); + const Face3 f(p.points[0].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); @@ -420,82 +412,42 @@ Vector3 NavMap::get_closest_point_to_segment(const Vector3 &p_from, const Vector } 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; + gd::ClosestPointQueryResult cp = get_closest_point_info(p_point); + return cp.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; + gd::ClosestPointQueryResult cp = get_closest_point_info(p_point); + return cp.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 + gd::ClosestPointQueryResult cp = get_closest_point_info(p_point); + return cp.owner; +} - Vector3 closest_point; - RID closest_point_owner; - real_t closest_point_d = 1e20; +gd::ClosestPointQueryResult NavMap::get_closest_point_info(const Vector3 &p_point) const { + gd::ClosestPointQueryResult result; + real_t closest_point_ds = 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 each face 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 Face3 f(p.points[0].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; + const real_t ds = inters.distance_squared_to(p_point); + if (ds < closest_point_ds) { + result.point = inters; + result.normal = f.get_plane().normal; + result.owner = p.owner->get_self(); + closest_point_ds = ds; } } } - return closest_point_owner; + return result; } void NavMap::add_region(NavRegion *p_region) { |