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It is possible to try to add an invalid object as a navmesh through GDScript which results in an engine crash. This creates a debug message that should help the user figure out what's wrong.
714 lines
19 KiB
C++
714 lines
19 KiB
C++
/*************************************************************************/
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/* navigation.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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 "navigation.h"
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void Navigation::_navmesh_link(int p_id) {
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ERR_FAIL_COND(!navmesh_map.has(p_id));
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NavMesh &nm = navmesh_map[p_id];
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ERR_FAIL_COND(nm.linked);
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ERR_FAIL_COND(nm.navmesh.is_null());
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PoolVector<Vector3> vertices = nm.navmesh->get_vertices();
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int len = vertices.size();
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if (len == 0)
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return;
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PoolVector<Vector3>::Read r = vertices.read();
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for (int i = 0; i < nm.navmesh->get_polygon_count(); i++) {
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//build
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List<Polygon>::Element *P = nm.polygons.push_back(Polygon());
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Polygon &p = P->get();
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p.owner = &nm;
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Vector<int> poly = nm.navmesh->get_polygon(i);
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int plen = poly.size();
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const int *indices = poly.ptr();
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bool valid = true;
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p.edges.resize(plen);
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Vector3 center;
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float sum = 0;
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for (int j = 0; j < plen; j++) {
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int idx = indices[j];
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if (idx < 0 || idx >= len) {
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valid = false;
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break;
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}
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Polygon::Edge e;
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Vector3 ep = nm.xform.xform(r[idx]);
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center += ep;
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e.point = _get_point(ep);
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p.edges[j] = e;
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if (j >= 2) {
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Vector3 epa = nm.xform.xform(r[indices[j - 2]]);
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Vector3 epb = nm.xform.xform(r[indices[j - 1]]);
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sum += up.dot((epb - epa).cross(ep - epa));
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}
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}
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p.clockwise = sum > 0;
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if (!valid) {
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nm.polygons.pop_back();
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ERR_CONTINUE(!valid);
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continue;
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}
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p.center = center;
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if (plen != 0) {
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p.center /= plen;
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}
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//connect
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for (int j = 0; j < plen; j++) {
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int next = (j + 1) % plen;
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EdgeKey ek(p.edges[j].point, p.edges[next].point);
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Map<EdgeKey, Connection>::Element *C = connections.find(ek);
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if (!C) {
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Connection c;
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c.A = &p;
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c.A_edge = j;
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c.B = NULL;
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c.B_edge = -1;
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connections[ek] = c;
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} else {
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if (C->get().B != NULL) {
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ConnectionPending pending;
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pending.polygon = &p;
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pending.edge = j;
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p.edges[j].P = C->get().pending.push_back(pending);
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continue;
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//print_line(String()+_get_vertex(ek.a)+" -> "+_get_vertex(ek.b));
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}
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//ERR_CONTINUE(C->get().B!=NULL); //wut
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C->get().B = &p;
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C->get().B_edge = j;
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C->get().A->edges[C->get().A_edge].C = &p;
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C->get().A->edges[C->get().A_edge].C_edge = j;
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p.edges[j].C = C->get().A;
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p.edges[j].C_edge = C->get().A_edge;
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//connection successful.
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}
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}
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}
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nm.linked = true;
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}
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void Navigation::_navmesh_unlink(int p_id) {
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ERR_FAIL_COND(!navmesh_map.has(p_id));
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NavMesh &nm = navmesh_map[p_id];
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ERR_FAIL_COND(!nm.linked);
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for (List<Polygon>::Element *E = nm.polygons.front(); E; E = E->next()) {
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Polygon &p = E->get();
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int ec = p.edges.size();
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Polygon::Edge *edges = p.edges.ptrw();
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for (int i = 0; i < ec; i++) {
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int next = (i + 1) % ec;
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EdgeKey ek(edges[i].point, edges[next].point);
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Map<EdgeKey, Connection>::Element *C = connections.find(ek);
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ERR_CONTINUE(!C);
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if (edges[i].P) {
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C->get().pending.erase(edges[i].P);
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edges[i].P = NULL;
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} else if (C->get().B) {
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//disconnect
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C->get().B->edges[C->get().B_edge].C = NULL;
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C->get().B->edges[C->get().B_edge].C_edge = -1;
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C->get().A->edges[C->get().A_edge].C = NULL;
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C->get().A->edges[C->get().A_edge].C_edge = -1;
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if (C->get().A == &E->get()) {
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C->get().A = C->get().B;
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C->get().A_edge = C->get().B_edge;
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}
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C->get().B = NULL;
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C->get().B_edge = -1;
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if (C->get().pending.size()) {
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//reconnect if something is pending
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ConnectionPending cp = C->get().pending.front()->get();
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C->get().pending.pop_front();
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C->get().B = cp.polygon;
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C->get().B_edge = cp.edge;
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C->get().A->edges[C->get().A_edge].C = cp.polygon;
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C->get().A->edges[C->get().A_edge].C_edge = cp.edge;
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cp.polygon->edges[cp.edge].C = C->get().A;
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cp.polygon->edges[cp.edge].C_edge = C->get().A_edge;
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cp.polygon->edges[cp.edge].P = NULL;
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}
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} else {
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connections.erase(C);
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//erase
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}
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}
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}
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nm.polygons.clear();
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nm.linked = false;
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}
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int Navigation::navmesh_add(const Ref<NavigationMesh> &p_mesh, const Transform &p_xform, Object *p_owner) {
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int id = last_id++;
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NavMesh nm;
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nm.linked = false;
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nm.navmesh = p_mesh;
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nm.xform = p_xform;
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nm.owner = p_owner;
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navmesh_map[id] = nm;
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_navmesh_link(id);
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return id;
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}
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void Navigation::navmesh_set_transform(int p_id, const Transform &p_xform) {
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ERR_FAIL_COND(!navmesh_map.has(p_id));
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NavMesh &nm = navmesh_map[p_id];
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if (nm.xform == p_xform)
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return; //bleh
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_navmesh_unlink(p_id);
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nm.xform = p_xform;
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_navmesh_link(p_id);
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}
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void Navigation::navmesh_remove(int p_id) {
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ERR_FAIL_COND(!navmesh_map.has(p_id));
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_navmesh_unlink(p_id);
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navmesh_map.erase(p_id);
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}
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void Navigation::_clip_path(Vector<Vector3> &path, Polygon *from_poly, const Vector3 &p_to_point, Polygon *p_to_poly) {
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Vector3 from = path[path.size() - 1];
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if (from.distance_to(p_to_point) < CMP_EPSILON)
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return;
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Plane cut_plane;
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cut_plane.normal = (from - p_to_point).cross(up);
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if (cut_plane.normal == Vector3())
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return;
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cut_plane.normal.normalize();
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cut_plane.d = cut_plane.normal.dot(from);
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while (from_poly != p_to_poly) {
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int pe = from_poly->prev_edge;
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Vector3 a = _get_vertex(from_poly->edges[pe].point);
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Vector3 b = _get_vertex(from_poly->edges[(pe + 1) % from_poly->edges.size()].point);
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from_poly = from_poly->edges[pe].C;
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ERR_FAIL_COND(!from_poly);
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if (a.distance_to(b) > CMP_EPSILON) {
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Vector3 inters;
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if (cut_plane.intersects_segment(a, b, &inters)) {
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if (inters.distance_to(p_to_point) > CMP_EPSILON && inters.distance_to(path[path.size() - 1]) > CMP_EPSILON) {
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path.push_back(inters);
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}
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}
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}
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}
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}
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Vector<Vector3> Navigation::get_simple_path(const Vector3 &p_start, const Vector3 &p_end, bool p_optimize) {
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Polygon *begin_poly = NULL;
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Polygon *end_poly = NULL;
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Vector3 begin_point;
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Vector3 end_point;
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float begin_d = 1e20;
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float end_d = 1e20;
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for (Map<int, NavMesh>::Element *E = navmesh_map.front(); E; E = E->next()) {
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if (!E->get().linked)
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continue;
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for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
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Polygon &p = F->get();
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for (int i = 2; i < p.edges.size(); i++) {
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Face3 f(_get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point));
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Vector3 spoint = f.get_closest_point_to(p_start);
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float dpoint = spoint.distance_to(p_start);
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if (dpoint < begin_d) {
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begin_d = dpoint;
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begin_poly = &p;
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begin_point = spoint;
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}
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spoint = f.get_closest_point_to(p_end);
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dpoint = spoint.distance_to(p_end);
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if (dpoint < end_d) {
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end_d = dpoint;
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end_poly = &p;
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end_point = spoint;
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}
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}
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p.prev_edge = -1;
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}
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}
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if (!begin_poly || !end_poly) {
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//print_line("No Path Path");
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return Vector<Vector3>(); //no path
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}
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if (begin_poly == end_poly) {
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Vector<Vector3> path;
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path.resize(2);
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path[0] = begin_point;
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path[1] = end_point;
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//print_line("Direct Path");
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return path;
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}
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bool found_route = false;
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List<Polygon *> open_list;
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for (int i = 0; i < begin_poly->edges.size(); i++) {
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if (begin_poly->edges[i].C) {
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begin_poly->edges[i].C->prev_edge = begin_poly->edges[i].C_edge;
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begin_poly->edges[i].C->distance = begin_poly->center.distance_to(begin_poly->edges[i].C->center);
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open_list.push_back(begin_poly->edges[i].C);
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if (begin_poly->edges[i].C == end_poly) {
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found_route = true;
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}
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}
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}
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while (!found_route) {
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if (open_list.size() == 0) {
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//print_line("NOU OPEN LIST");
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break;
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}
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//check open list
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List<Polygon *>::Element *least_cost_poly = NULL;
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float least_cost = 1e30;
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//this could be faster (cache previous results)
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for (List<Polygon *>::Element *E = open_list.front(); E; E = E->next()) {
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Polygon *p = E->get();
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float cost = p->distance;
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cost += p->center.distance_to(end_point);
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if (cost < least_cost) {
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least_cost_poly = E;
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least_cost = cost;
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}
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}
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Polygon *p = least_cost_poly->get();
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//open the neighbours for search
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for (int i = 0; i < p->edges.size(); i++) {
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Polygon::Edge &e = p->edges[i];
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if (!e.C)
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continue;
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float distance = p->center.distance_to(e.C->center) + p->distance;
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if (e.C->prev_edge != -1) {
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//oh this was visited already, can we win the cost?
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if (e.C->distance > distance) {
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e.C->prev_edge = e.C_edge;
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e.C->distance = distance;
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}
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} else {
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//add to open neighbours
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e.C->prev_edge = e.C_edge;
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e.C->distance = distance;
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open_list.push_back(e.C);
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if (e.C == end_poly) {
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//oh my reached end! stop algorithm
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found_route = true;
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break;
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}
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}
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}
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if (found_route)
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break;
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open_list.erase(least_cost_poly);
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}
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if (found_route) {
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Vector<Vector3> path;
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if (p_optimize) {
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//string pulling
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Polygon *apex_poly = end_poly;
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Vector3 apex_point = end_point;
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Vector3 portal_left = apex_point;
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Vector3 portal_right = apex_point;
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Polygon *left_poly = end_poly;
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Polygon *right_poly = end_poly;
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Polygon *p = end_poly;
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path.push_back(end_point);
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while (p) {
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Vector3 left;
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Vector3 right;
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#define CLOCK_TANGENT(m_a, m_b, m_c) (((m_a) - (m_c)).cross((m_a) - (m_b)))
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if (p == begin_poly) {
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left = begin_point;
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right = begin_point;
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} else {
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int prev = p->prev_edge;
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int prev_n = (p->prev_edge + 1) % p->edges.size();
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left = _get_vertex(p->edges[prev].point);
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right = _get_vertex(p->edges[prev_n].point);
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//if (CLOCK_TANGENT(apex_point,left,(left+right)*0.5).dot(up) < 0){
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if (p->clockwise) {
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SWAP(left, right);
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}
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}
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bool skip = false;
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if (CLOCK_TANGENT(apex_point, portal_left, left).dot(up) >= 0) {
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//process
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if (portal_left == apex_point || CLOCK_TANGENT(apex_point, left, portal_right).dot(up) > 0) {
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left_poly = p;
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portal_left = left;
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} else {
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_clip_path(path, apex_poly, portal_right, right_poly);
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apex_point = portal_right;
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p = right_poly;
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left_poly = p;
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apex_poly = p;
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portal_left = apex_point;
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portal_right = apex_point;
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path.push_back(apex_point);
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skip = true;
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}
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}
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if (!skip && CLOCK_TANGENT(apex_point, portal_right, right).dot(up) <= 0) {
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//process
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if (portal_right == apex_point || CLOCK_TANGENT(apex_point, right, portal_left).dot(up) < 0) {
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right_poly = p;
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portal_right = right;
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} else {
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_clip_path(path, apex_poly, portal_left, left_poly);
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apex_point = portal_left;
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p = left_poly;
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right_poly = p;
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apex_poly = p;
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portal_right = apex_point;
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portal_left = apex_point;
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path.push_back(apex_point);
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}
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}
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if (p != begin_poly)
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p = p->edges[p->prev_edge].C;
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else
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p = NULL;
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}
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if (path[path.size() - 1] != begin_point)
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path.push_back(begin_point);
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path.invert();
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} else {
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//midpoints
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Polygon *p = end_poly;
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path.push_back(end_point);
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while (true) {
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int prev = p->prev_edge;
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int prev_n = (p->prev_edge + 1) % p->edges.size();
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Vector3 point = (_get_vertex(p->edges[prev].point) + _get_vertex(p->edges[prev_n].point)) * 0.5;
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path.push_back(point);
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p = p->edges[prev].C;
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if (p == begin_poly)
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break;
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}
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path.push_back(begin_point);
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path.invert();
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}
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return path;
|
|
}
|
|
|
|
return Vector<Vector3>();
|
|
}
|
|
|
|
Vector3 Navigation::get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision) {
|
|
|
|
bool use_collision = p_use_collision;
|
|
Vector3 closest_point;
|
|
float closest_point_d = 1e20;
|
|
NavMesh *closest_navmesh = NULL;
|
|
|
|
for (Map<int, NavMesh>::Element *E = navmesh_map.front(); E; E = E->next()) {
|
|
|
|
if (!E->get().linked)
|
|
continue;
|
|
for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
|
|
|
|
Polygon &p = F->get();
|
|
for (int i = 2; i < p.edges.size(); i++) {
|
|
|
|
Face3 f(_get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point));
|
|
Vector3 inters;
|
|
if (f.intersects_segment(p_from, p_to, &inters)) {
|
|
|
|
if (!use_collision) {
|
|
closest_point = inters;
|
|
use_collision = true;
|
|
closest_point_d = p_from.distance_to(inters);
|
|
closest_navmesh = p.owner;
|
|
} else if (closest_point_d > inters.distance_to(p_from)) {
|
|
|
|
closest_point = inters;
|
|
closest_point_d = p_from.distance_to(inters);
|
|
closest_navmesh = p.owner;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!use_collision) {
|
|
|
|
for (int i = 0; i < p.edges.size(); i++) {
|
|
|
|
Vector3 a, b;
|
|
|
|
Geometry::get_closest_points_between_segments(p_from, p_to, _get_vertex(p.edges[i].point), _get_vertex(p.edges[(i + 1) % p.edges.size()].point), a, b);
|
|
|
|
float d = a.distance_to(b);
|
|
if (d < closest_point_d) {
|
|
|
|
closest_point_d = d;
|
|
closest_point = b;
|
|
closest_navmesh = p.owner;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (closest_navmesh && closest_navmesh->owner) {
|
|
//print_line("navmesh is: "+Object::cast_to<Node>(closest_navmesh->owner)->get_name());
|
|
}
|
|
|
|
return closest_point;
|
|
}
|
|
|
|
Vector3 Navigation::get_closest_point(const Vector3 &p_point) {
|
|
|
|
Vector3 closest_point;
|
|
float closest_point_d = 1e20;
|
|
|
|
for (Map<int, NavMesh>::Element *E = navmesh_map.front(); E; E = E->next()) {
|
|
|
|
if (!E->get().linked)
|
|
continue;
|
|
for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
|
|
|
|
Polygon &p = F->get();
|
|
for (int i = 2; i < p.edges.size(); i++) {
|
|
|
|
Face3 f(_get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point));
|
|
Vector3 inters = f.get_closest_point_to(p_point);
|
|
float d = inters.distance_to(p_point);
|
|
if (d < closest_point_d) {
|
|
closest_point = inters;
|
|
closest_point_d = d;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return closest_point;
|
|
}
|
|
|
|
Vector3 Navigation::get_closest_point_normal(const Vector3 &p_point) {
|
|
|
|
Vector3 closest_point;
|
|
Vector3 closest_normal;
|
|
float closest_point_d = 1e20;
|
|
|
|
for (Map<int, NavMesh>::Element *E = navmesh_map.front(); E; E = E->next()) {
|
|
|
|
if (!E->get().linked)
|
|
continue;
|
|
for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
|
|
|
|
Polygon &p = F->get();
|
|
for (int i = 2; i < p.edges.size(); i++) {
|
|
|
|
Face3 f(_get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point));
|
|
Vector3 inters = f.get_closest_point_to(p_point);
|
|
float d = inters.distance_to(p_point);
|
|
if (d < closest_point_d) {
|
|
closest_point = inters;
|
|
closest_point_d = d;
|
|
closest_normal = f.get_plane().normal;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return closest_normal;
|
|
}
|
|
|
|
Object *Navigation::get_closest_point_owner(const Vector3 &p_point) {
|
|
|
|
Vector3 closest_point;
|
|
Object *owner = NULL;
|
|
float closest_point_d = 1e20;
|
|
|
|
for (Map<int, NavMesh>::Element *E = navmesh_map.front(); E; E = E->next()) {
|
|
|
|
if (!E->get().linked)
|
|
continue;
|
|
for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
|
|
|
|
Polygon &p = F->get();
|
|
for (int i = 2; i < p.edges.size(); i++) {
|
|
|
|
Face3 f(_get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point));
|
|
Vector3 inters = f.get_closest_point_to(p_point);
|
|
float d = inters.distance_to(p_point);
|
|
if (d < closest_point_d) {
|
|
closest_point = inters;
|
|
closest_point_d = d;
|
|
owner = E->get().owner;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return owner;
|
|
}
|
|
|
|
void Navigation::set_up_vector(const Vector3 &p_up) {
|
|
|
|
up = p_up;
|
|
}
|
|
|
|
Vector3 Navigation::get_up_vector() const {
|
|
|
|
return up;
|
|
}
|
|
|
|
void Navigation::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("navmesh_add", "mesh", "xform", "owner"), &Navigation::navmesh_add, DEFVAL(Variant()));
|
|
ClassDB::bind_method(D_METHOD("navmesh_set_transform", "id", "xform"), &Navigation::navmesh_set_transform);
|
|
ClassDB::bind_method(D_METHOD("navmesh_remove", "id"), &Navigation::navmesh_remove);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_simple_path", "start", "end", "optimize"), &Navigation::get_simple_path, DEFVAL(true));
|
|
ClassDB::bind_method(D_METHOD("get_closest_point_to_segment", "start", "end", "use_collision"), &Navigation::get_closest_point_to_segment, DEFVAL(false));
|
|
ClassDB::bind_method(D_METHOD("get_closest_point", "to_point"), &Navigation::get_closest_point);
|
|
ClassDB::bind_method(D_METHOD("get_closest_point_normal", "to_point"), &Navigation::get_closest_point_normal);
|
|
ClassDB::bind_method(D_METHOD("get_closest_point_owner", "to_point"), &Navigation::get_closest_point_owner);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_up_vector", "up"), &Navigation::set_up_vector);
|
|
ClassDB::bind_method(D_METHOD("get_up_vector"), &Navigation::get_up_vector);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_vector"), "set_up_vector", "get_up_vector");
|
|
}
|
|
|
|
Navigation::Navigation() {
|
|
|
|
ERR_FAIL_COND(sizeof(Point) != 8);
|
|
cell_size = 0.01; //one centimeter
|
|
last_id = 1;
|
|
up = Vector3(0, 1, 0);
|
|
}
|