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399 | /**************************************************************************/
/* nav_map_builder_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef _3D_DISABLED
#include "nav_map_builder_3d.h"
#include "../nav_link.h"
#include "../nav_map.h"
#include "../nav_region.h"
#include "nav_map_iteration_3d.h"
#include "nav_region_iteration_3d.h"
gd::PointKey NavMapBuilder3D::get_point_key(const Vector3 &p_pos, const Vector3 &p_cell_size) {
const int x = static_cast<int>(Math::floor(p_pos.x / p_cell_size.x));
const int y = static_cast<int>(Math::floor(p_pos.y / p_cell_size.y));
const int z = static_cast<int>(Math::floor(p_pos.z / p_cell_size.z));
gd::PointKey p;
p.key = 0;
p.x = x;
p.y = y;
p.z = z;
return p;
}
void NavMapBuilder3D::build_navmap_iteration(NavMapIterationBuild &r_build) {
_build_step_gather_region_polygons(r_build);
_build_step_find_edge_connection_pairs(r_build);
_build_step_merge_edge_connection_pairs(r_build);
_build_step_edge_connection_margin_connections(r_build);
_build_step_navlink_connections(r_build);
_build_update_map_iteration(r_build);
}
void NavMapBuilder3D::_build_step_gather_region_polygons(NavMapIterationBuild &r_build) {
NavMapIteration *map_iteration = r_build.map_iteration;
gd::PerformanceData &performance_data = r_build.performance_data;
int polygon_count = r_build.polygon_count;<--- polygon_count is initialized
int navmesh_polygon_count = r_build.navmesh_polygon_count;<--- navmesh_polygon_count is initialized
// Remove regions connections.
map_iteration->external_region_connections.clear();
for (const NavRegionIteration ®ion : map_iteration->region_iterations) {
map_iteration->external_region_connections[region.id] = LocalVector<gd::Edge::Connection>();
}
polygon_count = 0;<--- polygon_count is overwritten
navmesh_polygon_count = 0;<--- navmesh_polygon_count is overwritten
for (NavRegionIteration ®ion : map_iteration->region_iterations) {
for (gd::Polygon ®ion_polygon : region.navmesh_polygons) {
region_polygon.id = polygon_count;
region_polygon.owner = ®ion;
polygon_count++;
navmesh_polygon_count++;
}
}
performance_data.pm_polygon_count = polygon_count;
r_build.polygon_count = polygon_count;
r_build.navmesh_polygon_count = navmesh_polygon_count;
}
void NavMapBuilder3D::_build_step_find_edge_connection_pairs(NavMapIterationBuild &r_build) {
NavMapIteration *map_iteration = r_build.map_iteration;
HashMap<gd::EdgeKey, gd::EdgeConnectionPair, gd::EdgeKey> &iter_connection_pairs_map = r_build.iter_connection_pairs_map;
gd::PerformanceData &performance_data = r_build.performance_data;
int free_edge_count = r_build.free_edge_count;
iter_connection_pairs_map.clear();
iter_connection_pairs_map.reserve(map_iteration->region_iterations.size());
for (NavRegionIteration ®ion : map_iteration->region_iterations) {
for (gd::Polygon ®ion_polygon : region.navmesh_polygons) {
for (uint32_t p = 0; p < region_polygon.points.size(); p++) {
const int next_point = (p + 1) % region_polygon.points.size();
const gd::EdgeKey ek(region_polygon.points[p].key, region_polygon.points[next_point].key);
HashMap<gd::EdgeKey, gd::EdgeConnectionPair, gd::EdgeKey>::Iterator pair_it = iter_connection_pairs_map.find(ek);
if (!pair_it) {
pair_it = iter_connection_pairs_map.insert(ek, gd::EdgeConnectionPair());
performance_data.pm_edge_count += 1;
++free_edge_count;
}
gd::EdgeConnectionPair &pair = pair_it->value;
if (pair.size < 2) {
pair.connections[pair.size].polygon = ®ion_polygon;
pair.connections[pair.size].edge = p;
pair.connections[pair.size].pathway_start = region_polygon.points[p].pos;
pair.connections[pair.size].pathway_end = region_polygon.points[next_point].pos;
++pair.size;
if (pair.size == 2) {
--free_edge_count;
}
} else {
// The edge is already connected with another edge, skip.
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.");
}
}
}
}
r_build.free_edge_count = free_edge_count;
}
void NavMapBuilder3D::_build_step_merge_edge_connection_pairs(NavMapIterationBuild &r_build) {
HashMap<gd::EdgeKey, gd::EdgeConnectionPair, gd::EdgeKey> &iter_connection_pairs_map = r_build.iter_connection_pairs_map;<--- Variable 'iter_connection_pairs_map' can be declared with const
LocalVector<gd::Edge::Connection> &iter_free_edges = r_build.iter_free_edges;
bool use_edge_connections = r_build.use_edge_connections;
gd::PerformanceData &performance_data = r_build.performance_data;
iter_free_edges.clear();
iter_free_edges.resize(r_build.free_edge_count);
uint32_t iter_free_edge_index = 0;
for (const KeyValue<gd::EdgeKey, gd::EdgeConnectionPair> &pair_it : iter_connection_pairs_map) {
const gd::EdgeConnectionPair &pair = pair_it.value;
if (pair.size == 2) {
// Connect edge that are shared in different polygons.
const gd::Edge::Connection &c1 = pair.connections[0];
const gd::Edge::Connection &c2 = pair.connections[1];
c1.polygon->edges[c1.edge].connections.push_back(c2);
c2.polygon->edges[c2.edge].connections.push_back(c1);
// Note: The pathway_start/end are full for those connection and do not need to be modified.
performance_data.pm_edge_merge_count += 1;
} else {
CRASH_COND_MSG(pair.size != 1, vformat("Number of connection != 1. Found: %d", pair.size));
if (use_edge_connections && pair.connections[0].polygon->owner->owner_use_edge_connections) {
iter_free_edges[iter_free_edge_index++] = pair.connections[0];
}
}
}
iter_free_edges.resize(iter_free_edge_index);
}
void NavMapBuilder3D::_build_step_edge_connection_margin_connections(NavMapIterationBuild &r_build) {
NavMapIteration *map_iteration = r_build.map_iteration;
const LocalVector<gd::Edge::Connection> &iter_free_edges = r_build.iter_free_edges;
bool use_edge_connections = r_build.use_edge_connections;
gd::PerformanceData &performance_data = r_build.performance_data;
const real_t edge_connection_margin = r_build.edge_connection_margin;
// Find the compatible near edges.
//
// Note:
// Considering that the edges must be compatible (for obvious reasons)
// to be connected, create new polygons to remove that small gap is
// not really useful and would result in wasteful computation during
// connection, integration and path finding.
performance_data.pm_edge_free_count = iter_free_edges.size();
if (!use_edge_connections) {
return;
}
const real_t edge_connection_margin_squared = edge_connection_margin * edge_connection_margin;
for (uint32_t i = 0; i < iter_free_edges.size(); i++) {
const gd::Edge::Connection &free_edge = iter_free_edges[i];
Vector3 edge_p1 = free_edge.polygon->points[free_edge.edge].pos;
Vector3 edge_p2 = free_edge.polygon->points[(free_edge.edge + 1) % free_edge.polygon->points.size()].pos;
Vector3 edge_vector = edge_p2 - edge_p1;
real_t edge_vector_length_squared = edge_vector.length_squared();
for (uint32_t j = 0; j < iter_free_edges.size(); j++) {
const gd::Edge::Connection &other_edge = iter_free_edges[j];
if (i == j || free_edge.polygon->owner == other_edge.polygon->owner) {
continue;
}
Vector3 other_edge_p1 = other_edge.polygon->points[other_edge.edge].pos;
Vector3 other_edge_p2 = other_edge.polygon->points[(other_edge.edge + 1) % other_edge.polygon->points.size()].pos;
// Compute the projection of the opposite edge on the current one
real_t projected_p1_ratio = edge_vector.dot(other_edge_p1 - edge_p1) / (edge_vector_length_squared);
real_t projected_p2_ratio = edge_vector.dot(other_edge_p2 - edge_p1) / (edge_vector_length_squared);
if ((projected_p1_ratio < 0.0 && projected_p2_ratio < 0.0) || (projected_p1_ratio > 1.0 && projected_p2_ratio > 1.0)) {
continue;
}
// Check if the two edges are close to each other enough and compute a pathway between the two regions.
Vector3 self1 = edge_vector * CLAMP(projected_p1_ratio, 0.0, 1.0) + edge_p1;
Vector3 other1;
if (projected_p1_ratio >= 0.0 && projected_p1_ratio <= 1.0) {
other1 = other_edge_p1;
} else {
other1 = other_edge_p1.lerp(other_edge_p2, (1.0 - projected_p1_ratio) / (projected_p2_ratio - projected_p1_ratio));
}
if (other1.distance_squared_to(self1) > edge_connection_margin_squared) {
continue;
}
Vector3 self2 = edge_vector * CLAMP(projected_p2_ratio, 0.0, 1.0) + edge_p1;
Vector3 other2;
if (projected_p2_ratio >= 0.0 && projected_p2_ratio <= 1.0) {
other2 = other_edge_p2;
} else {
other2 = other_edge_p1.lerp(other_edge_p2, (0.0 - projected_p1_ratio) / (projected_p2_ratio - projected_p1_ratio));
}
if (other2.distance_squared_to(self2) > edge_connection_margin_squared) {
continue;
}
// The edges can now be connected.
gd::Edge::Connection new_connection = other_edge;
new_connection.pathway_start = (self1 + other1) / 2.0;
new_connection.pathway_end = (self2 + other2) / 2.0;
free_edge.polygon->edges[free_edge.edge].connections.push_back(new_connection);
// Add the connection to the region_connection map.
map_iteration->external_region_connections[(uint32_t)free_edge.polygon->owner->id].push_back(new_connection);
performance_data.pm_edge_connection_count += 1;
}
}
}
void NavMapBuilder3D::_build_step_navlink_connections(NavMapIterationBuild &r_build) {
NavMapIteration *map_iteration = r_build.map_iteration;
const Vector3 &merge_rasterizer_cell_size = r_build.merge_rasterizer_cell_size;
real_t link_connection_radius = r_build.link_connection_radius;
real_t link_connection_radius_sqr = link_connection_radius * link_connection_radius;
int polygon_count = r_build.polygon_count;
int link_polygon_count = r_build.link_polygon_count;
// Search for polygons within range of a nav link.
for (NavLinkIteration &link : map_iteration->link_iterations) {
if (!link.enabled) {
continue;
}
const Vector3 link_start_pos = link.start_position;
const Vector3 link_end_pos = link.end_position;
gd::Polygon *closest_start_polygon = nullptr;
real_t closest_start_sqr_dist = link_connection_radius_sqr;
Vector3 closest_start_point;
gd::Polygon *closest_end_polygon = nullptr;
real_t closest_end_sqr_dist = link_connection_radius_sqr;
Vector3 closest_end_point;
for (NavRegionIteration ®ion : map_iteration->region_iterations) {
AABB region_bounds = region.bounds.grow(link_connection_radius);
if (!region_bounds.has_point(link_start_pos) && !region_bounds.has_point(link_end_pos)) {
continue;
}
for (gd::Polygon &polyon : region.navmesh_polygons) {
for (uint32_t point_id = 2; point_id < polyon.points.size(); point_id += 1) {
const Face3 face(polyon.points[0].pos, polyon.points[point_id - 1].pos, polyon.points[point_id].pos);
{
const Vector3 start_point = face.get_closest_point_to(link_start_pos);
const real_t sqr_dist = start_point.distance_squared_to(link_start_pos);
// Pick the polygon that is within our radius and is closer than anything we've seen yet.
if (sqr_dist < closest_start_sqr_dist) {
closest_start_sqr_dist = sqr_dist;
closest_start_point = start_point;
closest_start_polygon = &polyon;
}
}
{
const Vector3 end_point = face.get_closest_point_to(link_end_pos);
const real_t sqr_dist = end_point.distance_squared_to(link_end_pos);
// Pick the polygon that is within our radius and is closer than anything we've seen yet.
if (sqr_dist < closest_end_sqr_dist) {
closest_end_sqr_dist = sqr_dist;
closest_end_point = end_point;
closest_end_polygon = &polyon;
}
}
}
}
}
// If we have both a start and end point, then create a synthetic polygon to route through.
if (closest_start_polygon && closest_end_polygon) {
link.navmesh_polygons.resize(1);
gd::Polygon &new_polygon = link.navmesh_polygons[0];
new_polygon.id = polygon_count++;
new_polygon.owner = &link;
link_polygon_count++;
new_polygon.edges.clear();
new_polygon.edges.resize(4);
new_polygon.points.resize(4);
// Build a set of vertices that create a thin polygon going from the start to the end point.
new_polygon.points[0] = { closest_start_point, get_point_key(closest_start_point, merge_rasterizer_cell_size) };
new_polygon.points[1] = { closest_start_point, get_point_key(closest_start_point, merge_rasterizer_cell_size) };
new_polygon.points[2] = { closest_end_point, get_point_key(closest_end_point, merge_rasterizer_cell_size) };
new_polygon.points[3] = { closest_end_point, get_point_key(closest_end_point, merge_rasterizer_cell_size) };
// Setup connections to go forward in the link.
{
gd::Edge::Connection entry_connection;
entry_connection.polygon = &new_polygon;
entry_connection.edge = -1;
entry_connection.pathway_start = new_polygon.points[0].pos;
entry_connection.pathway_end = new_polygon.points[1].pos;
closest_start_polygon->edges[0].connections.push_back(entry_connection);
gd::Edge::Connection exit_connection;
exit_connection.polygon = closest_end_polygon;
exit_connection.edge = -1;
exit_connection.pathway_start = new_polygon.points[2].pos;
exit_connection.pathway_end = new_polygon.points[3].pos;
new_polygon.edges[2].connections.push_back(exit_connection);
}
// If the link is bi-directional, create connections from the end to the start.
if (link.bidirectional) {
gd::Edge::Connection entry_connection;
entry_connection.polygon = &new_polygon;
entry_connection.edge = -1;
entry_connection.pathway_start = new_polygon.points[2].pos;
entry_connection.pathway_end = new_polygon.points[3].pos;
closest_end_polygon->edges[0].connections.push_back(entry_connection);
gd::Edge::Connection exit_connection;
exit_connection.polygon = closest_start_polygon;
exit_connection.edge = -1;
exit_connection.pathway_start = new_polygon.points[0].pos;
exit_connection.pathway_end = new_polygon.points[1].pos;
new_polygon.edges[0].connections.push_back(exit_connection);
}
}
}
r_build.polygon_count = polygon_count;
r_build.link_polygon_count = link_polygon_count;
}
void NavMapBuilder3D::_build_update_map_iteration(NavMapIterationBuild &r_build) {
NavMapIteration *map_iteration = r_build.map_iteration;
map_iteration->navmesh_polygon_count = r_build.navmesh_polygon_count;
map_iteration->link_polygon_count = r_build.link_polygon_count;
// TODO: This copying is for compatibility with legacy functions that expect a big polygon soup array.
// Those functions should be changed to work hierarchical with the region iteration polygons directly.
map_iteration->navmesh_polygons.resize(map_iteration->navmesh_polygon_count);
uint32_t polygon_index = 0;
for (NavRegionIteration ®ion : map_iteration->region_iterations) {
for (gd::Polygon ®ion_polygon : region.navmesh_polygons) {
map_iteration->navmesh_polygons[polygon_index++] = region_polygon;
}
}
map_iteration->path_query_slots_mutex.lock();
for (NavMeshQueries3D::PathQuerySlot &p_path_query_slot : map_iteration->path_query_slots) {
p_path_query_slot.path_corridor.clear();
p_path_query_slot.path_corridor.resize(map_iteration->navmesh_polygon_count + map_iteration->link_polygon_count);
p_path_query_slot.traversable_polys.clear();
p_path_query_slot.traversable_polys.reserve(map_iteration->navmesh_polygon_count * 0.25);
}
map_iteration->path_query_slots_mutex.unlock();
}
#endif // _3D_DISABLED
|