leper
be1a205f91
Reviewed By: Itms Differential Revision: https://code.wildfiregames.com/D75 This was SVN commit r19156.
932 lines
31 KiB
C++
932 lines
31 KiB
C++
/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* @file
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* Vertex-based algorithm for CCmpPathfinder.
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* Computes paths around the corners of rectangular obstructions.
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*
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* Useful search term for this algorithm: "points of visibility".
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*
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* Since we sometimes want to use this for avoiding moving units, there is no
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* pre-computation - the whole visibility graph is effectively regenerated for
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* each path, and it does A* over that graph.
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*
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* This scales very poorly in the number of obstructions, so it should be used
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* with a limited range and not exceedingly frequently.
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*/
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#include "precompiled.h"
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#include "CCmpPathfinder_Common.h"
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#include "lib/timer.h"
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#include "ps/Profile.h"
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#include "simulation2/components/ICmpObstructionManager.h"
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#include "simulation2/helpers/PriorityQueue.h"
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#include "simulation2/helpers/Render.h"
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/* Quadrant optimisation:
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* (loosely based on GPG2 "Optimizing Points-of-Visibility Pathfinding")
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*
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* Consider the vertex ("@") at a corner of an axis-aligned rectangle ("#"):
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*
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* TL : TR
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* :
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* ####@ - - -
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* #####
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* #####
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* BL ## BR
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*
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* The area around the vertex is split into TopLeft, BottomRight etc quadrants.
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*
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* If the shortest path reaches this vertex, it cannot continue to a vertex in
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* the BL quadrant (it would be blocked by the shape).
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* Since the shortest path is wrapped tightly around the edges of obstacles,
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* if the path approached this vertex from the TL quadrant,
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* it cannot continue to the TL or TR quadrants (the path could be shorter if it
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* skipped this vertex).
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* Therefore it must continue to a vertex in the BR quadrant (so this vertex is in
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* *that* vertex's TL quadrant).
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*
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* That lets us significantly reduce the search space by quickly discarding vertexes
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* from the wrong quadrants.
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*
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* (This causes badness if the path starts from inside the shape, so we add some hacks
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* for that case.)
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*
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* (For non-axis-aligned rectangles it's harder to do this computation, so we'll
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* not bother doing any discarding for those.)
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*/
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static const u8 QUADRANT_NONE = 0;
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static const u8 QUADRANT_BL = 1;
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static const u8 QUADRANT_TR = 2;
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static const u8 QUADRANT_TL = 4;
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static const u8 QUADRANT_BR = 8;
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static const u8 QUADRANT_BLTR = QUADRANT_BL|QUADRANT_TR;
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static const u8 QUADRANT_TLBR = QUADRANT_TL|QUADRANT_BR;
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static const u8 QUADRANT_ALL = QUADRANT_BLTR|QUADRANT_TLBR;
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// When computing vertexes to insert into the search graph,
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// add a small delta so that the vertexes of an edge don't get interpreted
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// as crossing the edge (given minor numerical inaccuracies)
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static const entity_pos_t EDGE_EXPAND_DELTA = entity_pos_t::FromInt(1)/16;
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/**
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* Check whether a ray from 'a' to 'b' crosses any of the edges.
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* (Edges are one-sided so it's only considered a cross if going from front to back.)
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*/
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inline static bool CheckVisibility(const CFixedVector2D& a, const CFixedVector2D& b, const std::vector<Edge>& edges)
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{
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CFixedVector2D abn = (b - a).Perpendicular();
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// Edges of general non-axis-aligned shapes
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for (size_t i = 0; i < edges.size(); ++i)
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{
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CFixedVector2D p0 = edges[i].p0;
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CFixedVector2D p1 = edges[i].p1;
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CFixedVector2D d = (p1 - p0).Perpendicular();
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// If 'a' is behind the edge, we can't cross
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fixed q = (a - p0).Dot(d);
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if (q < fixed::Zero())
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continue;
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// If 'b' is in front of the edge, we can't cross
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fixed r = (b - p0).Dot(d);
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if (r > fixed::Zero())
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continue;
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// The ray is crossing the infinitely-extended edge from in front to behind.
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// Check the finite edge is crossing the infinitely-extended ray too.
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// (Given the previous tests, it can only be crossing in one direction.)
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fixed s = (p0 - a).Dot(abn);
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if (s > fixed::Zero())
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continue;
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fixed t = (p1 - a).Dot(abn);
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if (t < fixed::Zero())
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continue;
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return false;
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}
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return true;
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}
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// Handle the axis-aligned shape edges separately (for performance):
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// (These are specialised versions of the general unaligned edge code.
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// They assume the caller has already excluded edges for which 'a' is
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// on the wrong side.)
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inline static bool CheckVisibilityLeft(const CFixedVector2D& a, const CFixedVector2D& b, const std::vector<EdgeAA>& edges)
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{
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if (a.X >= b.X)
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return true;
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CFixedVector2D abn = (b - a).Perpendicular();
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for (size_t i = 0; i < edges.size(); ++i)
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{
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if (b.X < edges[i].p0.X)
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continue;
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CFixedVector2D p0 (edges[i].p0.X, edges[i].c1);
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fixed s = (p0 - a).Dot(abn);
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if (s > fixed::Zero())
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continue;
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CFixedVector2D p1 (edges[i].p0.X, edges[i].p0.Y);
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fixed t = (p1 - a).Dot(abn);
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if (t < fixed::Zero())
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continue;
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return false;
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}
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return true;
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}
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inline static bool CheckVisibilityRight(const CFixedVector2D& a, const CFixedVector2D& b, const std::vector<EdgeAA>& edges)
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{
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if (a.X <= b.X)
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return true;
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CFixedVector2D abn = (b - a).Perpendicular();
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for (size_t i = 0; i < edges.size(); ++i)
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{
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if (b.X > edges[i].p0.X)
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continue;
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CFixedVector2D p0 (edges[i].p0.X, edges[i].c1);
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fixed s = (p0 - a).Dot(abn);
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if (s > fixed::Zero())
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continue;
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CFixedVector2D p1 (edges[i].p0.X, edges[i].p0.Y);
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fixed t = (p1 - a).Dot(abn);
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if (t < fixed::Zero())
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continue;
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return false;
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}
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return true;
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}
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inline static bool CheckVisibilityBottom(const CFixedVector2D& a, const CFixedVector2D& b, const std::vector<EdgeAA>& edges)
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{
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if (a.Y >= b.Y)
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return true;
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CFixedVector2D abn = (b - a).Perpendicular();
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for (size_t i = 0; i < edges.size(); ++i)
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{
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if (b.Y < edges[i].p0.Y)
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continue;
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CFixedVector2D p0 (edges[i].p0.X, edges[i].p0.Y);
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fixed s = (p0 - a).Dot(abn);
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if (s > fixed::Zero())
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continue;
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CFixedVector2D p1 (edges[i].c1, edges[i].p0.Y);
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fixed t = (p1 - a).Dot(abn);
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if (t < fixed::Zero())
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continue;
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return false;
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}
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return true;
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}
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inline static bool CheckVisibilityTop(const CFixedVector2D& a, const CFixedVector2D& b, const std::vector<EdgeAA>& edges)
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{
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if (a.Y <= b.Y)
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return true;
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CFixedVector2D abn = (b - a).Perpendicular();
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for (size_t i = 0; i < edges.size(); ++i)
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{
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if (b.Y > edges[i].p0.Y)
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continue;
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CFixedVector2D p0 (edges[i].p0.X, edges[i].p0.Y);
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fixed s = (p0 - a).Dot(abn);
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if (s > fixed::Zero())
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continue;
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CFixedVector2D p1 (edges[i].c1, edges[i].p0.Y);
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fixed t = (p1 - a).Dot(abn);
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if (t < fixed::Zero())
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continue;
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return false;
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}
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return true;
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}
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typedef PriorityQueueHeap<u16, fixed, fixed> VertexPriorityQueue;
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/**
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* Add edges and vertexes to represent the boundaries between passable and impassable
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* navcells (for impassable terrain).
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* Navcells i0 <= i <= i1, j0 <= j <= j1 will be considered.
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*/
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static void AddTerrainEdges(std::vector<Edge>& edges, std::vector<Vertex>& vertexes,
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int i0, int j0, int i1, int j1,
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pass_class_t passClass, const Grid<NavcellData>& grid)
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{
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PROFILE("AddTerrainEdges");
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// Clamp the coordinates so we won't attempt to sample outside of the grid.
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// (This assumes the outermost ring of navcells (which are always impassable)
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// won't have a boundary with any passable navcells. TODO: is that definitely
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// safe enough?)
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i0 = clamp(i0, 1, grid.m_W-2);
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j0 = clamp(j0, 1, grid.m_H-2);
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i1 = clamp(i1, 1, grid.m_W-2);
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j1 = clamp(j1, 1, grid.m_H-2);
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for (int j = j0; j <= j1; ++j)
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{
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for (int i = i0; i <= i1; ++i)
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{
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if (IS_PASSABLE(grid.get(i, j), passClass))
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continue;
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if (IS_PASSABLE(grid.get(i+1, j), passClass) && IS_PASSABLE(grid.get(i, j+1), passClass) && IS_PASSABLE(grid.get(i+1, j+1), passClass))
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{
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Vertex vert;
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vert.status = Vertex::UNEXPLORED;
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vert.quadOutward = QUADRANT_ALL;
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vert.quadInward = QUADRANT_BL;
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vert.p = CFixedVector2D(fixed::FromInt(i+1)+EDGE_EXPAND_DELTA, fixed::FromInt(j+1)+EDGE_EXPAND_DELTA).Multiply(Pathfinding::NAVCELL_SIZE);
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vertexes.push_back(vert);
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}
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if (IS_PASSABLE(grid.get(i-1, j), passClass) && IS_PASSABLE(grid.get(i, j+1), passClass) && IS_PASSABLE(grid.get(i-1, j+1), passClass))
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{
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Vertex vert;
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vert.status = Vertex::UNEXPLORED;
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vert.quadOutward = QUADRANT_ALL;
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vert.quadInward = QUADRANT_BR;
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vert.p = CFixedVector2D(fixed::FromInt(i)-EDGE_EXPAND_DELTA, fixed::FromInt(j+1)+EDGE_EXPAND_DELTA).Multiply(Pathfinding::NAVCELL_SIZE);
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vertexes.push_back(vert);
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}
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if (IS_PASSABLE(grid.get(i+1, j), passClass) && IS_PASSABLE(grid.get(i, j-1), passClass) && IS_PASSABLE(grid.get(i+1, j-1), passClass))
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{
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Vertex vert;
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vert.status = Vertex::UNEXPLORED;
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vert.quadOutward = QUADRANT_ALL;
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vert.quadInward = QUADRANT_TL;
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vert.p = CFixedVector2D(fixed::FromInt(i+1)+EDGE_EXPAND_DELTA, fixed::FromInt(j)-EDGE_EXPAND_DELTA).Multiply(Pathfinding::NAVCELL_SIZE);
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vertexes.push_back(vert);
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}
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if (IS_PASSABLE(grid.get(i-1, j), passClass) && IS_PASSABLE(grid.get(i, j-1), passClass) && IS_PASSABLE(grid.get(i-1, j-1), passClass))
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{
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Vertex vert;
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vert.status = Vertex::UNEXPLORED;
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vert.quadOutward = QUADRANT_ALL;
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vert.quadInward = QUADRANT_TR;
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vert.p = CFixedVector2D(fixed::FromInt(i)-EDGE_EXPAND_DELTA, fixed::FromInt(j)-EDGE_EXPAND_DELTA).Multiply(Pathfinding::NAVCELL_SIZE);
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vertexes.push_back(vert);
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}
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}
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}
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// XXX rewrite this stuff
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std::vector<u16> segmentsR;
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std::vector<u16> segmentsL;
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for (int j = j0; j < j1; ++j)
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{
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segmentsR.clear();
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segmentsL.clear();
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for (int i = i0; i <= i1; ++i)
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{
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bool a = IS_PASSABLE(grid.get(i, j+1), passClass);
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bool b = IS_PASSABLE(grid.get(i, j), passClass);
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if (a && !b)
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segmentsL.push_back(i);
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if (b && !a)
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segmentsR.push_back(i);
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}
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if (!segmentsR.empty())
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{
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segmentsR.push_back(0); // sentinel value to simplify the loop
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u16 ia = segmentsR[0];
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u16 ib = ia + 1;
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for (size_t n = 1; n < segmentsR.size(); ++n)
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{
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if (segmentsR[n] == ib)
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++ib;
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else
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{
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CFixedVector2D v0 = CFixedVector2D(fixed::FromInt(ia), fixed::FromInt(j+1)).Multiply(Pathfinding::NAVCELL_SIZE);
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CFixedVector2D v1 = CFixedVector2D(fixed::FromInt(ib), fixed::FromInt(j+1)).Multiply(Pathfinding::NAVCELL_SIZE);
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edges.emplace_back(Edge{ v0, v1 });
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ia = segmentsR[n];
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ib = ia + 1;
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}
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}
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}
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if (!segmentsL.empty())
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{
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segmentsL.push_back(0); // sentinel value to simplify the loop
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u16 ia = segmentsL[0];
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u16 ib = ia + 1;
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for (size_t n = 1; n < segmentsL.size(); ++n)
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{
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if (segmentsL[n] == ib)
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++ib;
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else
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{
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CFixedVector2D v0 = CFixedVector2D(fixed::FromInt(ib), fixed::FromInt(j+1)).Multiply(Pathfinding::NAVCELL_SIZE);
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CFixedVector2D v1 = CFixedVector2D(fixed::FromInt(ia), fixed::FromInt(j+1)).Multiply(Pathfinding::NAVCELL_SIZE);
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edges.emplace_back(Edge{ v0, v1 });
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ia = segmentsL[n];
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ib = ia + 1;
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}
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}
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}
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}
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std::vector<u16> segmentsU;
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std::vector<u16> segmentsD;
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for (int i = i0; i < i1; ++i)
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{
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segmentsU.clear();
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segmentsD.clear();
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for (int j = j0; j <= j1; ++j)
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{
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bool a = IS_PASSABLE(grid.get(i+1, j), passClass);
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bool b = IS_PASSABLE(grid.get(i, j), passClass);
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if (a && !b)
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segmentsU.push_back(j);
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if (b && !a)
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segmentsD.push_back(j);
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}
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if (!segmentsU.empty())
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{
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segmentsU.push_back(0); // sentinel value to simplify the loop
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u16 ja = segmentsU[0];
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u16 jb = ja + 1;
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for (size_t n = 1; n < segmentsU.size(); ++n)
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{
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if (segmentsU[n] == jb)
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++jb;
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else
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{
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CFixedVector2D v0 = CFixedVector2D(fixed::FromInt(i+1), fixed::FromInt(ja)).Multiply(Pathfinding::NAVCELL_SIZE);
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CFixedVector2D v1 = CFixedVector2D(fixed::FromInt(i+1), fixed::FromInt(jb)).Multiply(Pathfinding::NAVCELL_SIZE);
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edges.emplace_back(Edge{ v0, v1 });
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ja = segmentsU[n];
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jb = ja + 1;
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}
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}
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}
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if (!segmentsD.empty())
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{
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segmentsD.push_back(0); // sentinel value to simplify the loop
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u16 ja = segmentsD[0];
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u16 jb = ja + 1;
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for (size_t n = 1; n < segmentsD.size(); ++n)
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{
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if (segmentsD[n] == jb)
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++jb;
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else
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{
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CFixedVector2D v0 = CFixedVector2D(fixed::FromInt(i+1), fixed::FromInt(jb)).Multiply(Pathfinding::NAVCELL_SIZE);
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CFixedVector2D v1 = CFixedVector2D(fixed::FromInt(i+1), fixed::FromInt(ja)).Multiply(Pathfinding::NAVCELL_SIZE);
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edges.emplace_back(Edge{ v0, v1 });
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ja = segmentsD[n];
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jb = ja + 1;
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}
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}
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}
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}
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}
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static void SplitAAEdges(const CFixedVector2D& a,
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const std::vector<Edge>& edges,
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const std::vector<Square>& squares,
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std::vector<Edge>& edgesUnaligned,
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std::vector<EdgeAA>& edgesLeft, std::vector<EdgeAA>& edgesRight,
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std::vector<EdgeAA>& edgesBottom, std::vector<EdgeAA>& edgesTop)
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{
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for (const Square& square : squares)
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{
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if (a.X <= square.p0.X)
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edgesLeft.emplace_back(EdgeAA{ square.p0, square.p1.Y });
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if (a.X >= square.p1.X)
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edgesRight.emplace_back(EdgeAA{ square.p1, square.p0.Y });
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if (a.Y <= square.p0.Y)
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edgesBottom.emplace_back(EdgeAA{ square.p0, square.p1.X });
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if (a.Y >= square.p1.Y)
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edgesTop.emplace_back(EdgeAA{ square.p1, square.p0.X });
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}
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for (const Edge& edge : edges)
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{
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if (edge.p0.X == edge.p1.X)
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{
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if (edge.p1.Y < edge.p0.Y)
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{
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if (!(a.X <= edge.p0.X))
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continue;
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edgesLeft.emplace_back(EdgeAA{ edge.p1, edge.p0.Y });
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}
|
|
else
|
|
{
|
|
if (!(a.X >= edge.p0.X))
|
|
continue;
|
|
edgesRight.emplace_back(EdgeAA{ edge.p1, edge.p0.Y });
|
|
}
|
|
}
|
|
else if (edge.p0.Y == edge.p1.Y)
|
|
{
|
|
if (edge.p0.X < edge.p1.X)
|
|
{
|
|
if (!(a.Y <= edge.p0.Y))
|
|
continue;
|
|
edgesBottom.emplace_back(EdgeAA{ edge.p0, edge.p1.X });
|
|
}
|
|
else
|
|
{
|
|
if (!(a.Y >= edge.p0.Y))
|
|
continue;
|
|
edgesTop.emplace_back(EdgeAA{ edge.p0, edge.p1.X });
|
|
}
|
|
}
|
|
else
|
|
edgesUnaligned.push_back(edge);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Functor for sorting edge-squares by approximate proximity to a fixed point.
|
|
*/
|
|
struct SquareSort
|
|
{
|
|
CFixedVector2D src;
|
|
SquareSort(CFixedVector2D src) : src(src) { }
|
|
bool operator()(const Square& a, const Square& b) const
|
|
{
|
|
if ((a.p0 - src).CompareLength(b.p0 - src) < 0)
|
|
return true;
|
|
return false;
|
|
}
|
|
};
|
|
|
|
void CCmpPathfinder::ComputeShortPath(const IObstructionTestFilter& filter,
|
|
entity_pos_t x0, entity_pos_t z0, entity_pos_t clearance,
|
|
entity_pos_t range, const PathGoal& goal, pass_class_t passClass, WaypointPath& path)
|
|
{
|
|
PROFILE("ComputeShortPath");
|
|
m_DebugOverlayShortPathLines.clear();
|
|
|
|
if (m_DebugOverlay)
|
|
{
|
|
// Render the goal shape
|
|
m_DebugOverlayShortPathLines.push_back(SOverlayLine());
|
|
m_DebugOverlayShortPathLines.back().m_Color = CColor(1, 0, 0, 1);
|
|
switch (goal.type)
|
|
{
|
|
case PathGoal::POINT:
|
|
{
|
|
SimRender::ConstructCircleOnGround(GetSimContext(), goal.x.ToFloat(), goal.z.ToFloat(), 0.2f, m_DebugOverlayShortPathLines.back(), true);
|
|
break;
|
|
}
|
|
case PathGoal::CIRCLE:
|
|
case PathGoal::INVERTED_CIRCLE:
|
|
{
|
|
SimRender::ConstructCircleOnGround(GetSimContext(), goal.x.ToFloat(), goal.z.ToFloat(), goal.hw.ToFloat(), m_DebugOverlayShortPathLines.back(), true);
|
|
break;
|
|
}
|
|
case PathGoal::SQUARE:
|
|
case PathGoal::INVERTED_SQUARE:
|
|
{
|
|
float a = atan2f(goal.v.X.ToFloat(), goal.v.Y.ToFloat());
|
|
SimRender::ConstructSquareOnGround(GetSimContext(), goal.x.ToFloat(), goal.z.ToFloat(), goal.hw.ToFloat()*2, goal.hh.ToFloat()*2, a, m_DebugOverlayShortPathLines.back(), true);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// List of collision edges - paths must never cross these.
|
|
// (Edges are one-sided so intersections are fine in one direction, but not the other direction.)
|
|
edges.clear();
|
|
edgeSquares.clear(); // axis-aligned squares; equivalent to 4 edges
|
|
|
|
// Create impassable edges at the max-range boundary, so we can't escape the region
|
|
// where we're meant to be searching
|
|
fixed rangeXMin = x0 - range;
|
|
fixed rangeXMax = x0 + range;
|
|
fixed rangeZMin = z0 - range;
|
|
fixed rangeZMax = z0 + range;
|
|
|
|
// we don't actually add the "search space" edges as edges, since we may want to cross them
|
|
// in some cases (such as if we need to go around an obstruction that's partly out of the search range)
|
|
|
|
// List of obstruction vertexes (plus start/end points); we'll try to find paths through
|
|
// the graph defined by these vertexes
|
|
vertexes.clear();
|
|
|
|
// Add the start point to the graph
|
|
CFixedVector2D posStart(x0, z0);
|
|
fixed hStart = (posStart - goal.NearestPointOnGoal(posStart)).Length();
|
|
Vertex start = { posStart, fixed::Zero(), hStart, 0, Vertex::OPEN, QUADRANT_NONE, QUADRANT_ALL };
|
|
vertexes.push_back(start);
|
|
const size_t START_VERTEX_ID = 0;
|
|
|
|
// Add the goal vertex to the graph.
|
|
// Since the goal isn't always a point, this a special magic virtual vertex which moves around - whenever
|
|
// we look at it from another vertex, it is moved to be the closest point on the goal shape to that vertex.
|
|
Vertex end = { CFixedVector2D(goal.x, goal.z), fixed::Zero(), fixed::Zero(), 0, Vertex::UNEXPLORED, QUADRANT_NONE, QUADRANT_ALL };
|
|
vertexes.push_back(end);
|
|
const size_t GOAL_VERTEX_ID = 1;
|
|
|
|
// Find all the obstruction squares that might affect us
|
|
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
|
|
std::vector<ICmpObstructionManager::ObstructionSquare> squares;
|
|
size_t staticShapesNb = 0;
|
|
cmpObstructionManager->GetStaticObstructionsInRange(filter, rangeXMin - clearance, rangeZMin - clearance, rangeXMax + clearance, rangeZMax + clearance, squares);
|
|
staticShapesNb = squares.size();
|
|
cmpObstructionManager->GetUnitObstructionsInRange(filter, rangeXMin - clearance, rangeZMin - clearance, rangeXMax + clearance, rangeZMax + clearance, squares);
|
|
|
|
// Change array capacities to reduce reallocations
|
|
vertexes.reserve(vertexes.size() + squares.size()*4);
|
|
edgeSquares.reserve(edgeSquares.size() + squares.size()); // (assume most squares are AA)
|
|
|
|
entity_pos_t pathfindClearance = clearance;
|
|
|
|
// Convert each obstruction square into collision edges and search graph vertexes
|
|
for (size_t i = 0; i < squares.size(); ++i)
|
|
{
|
|
CFixedVector2D center(squares[i].x, squares[i].z);
|
|
CFixedVector2D u = squares[i].u;
|
|
CFixedVector2D v = squares[i].v;
|
|
|
|
if (i >= staticShapesNb)
|
|
pathfindClearance = clearance - entity_pos_t::FromInt(1)/2;
|
|
|
|
// Expand the vertexes by the moving unit's collision radius, to find the
|
|
// closest we can get to it
|
|
|
|
CFixedVector2D hd0(squares[i].hw + pathfindClearance + EDGE_EXPAND_DELTA, squares[i].hh + pathfindClearance + EDGE_EXPAND_DELTA);
|
|
CFixedVector2D hd1(squares[i].hw + pathfindClearance + EDGE_EXPAND_DELTA, -(squares[i].hh + pathfindClearance + EDGE_EXPAND_DELTA));
|
|
|
|
// Check whether this is an axis-aligned square
|
|
bool aa = (u.X == fixed::FromInt(1) && u.Y == fixed::Zero() && v.X == fixed::Zero() && v.Y == fixed::FromInt(1));
|
|
|
|
Vertex vert;
|
|
vert.status = Vertex::UNEXPLORED;
|
|
vert.quadInward = QUADRANT_NONE;
|
|
vert.quadOutward = QUADRANT_ALL;
|
|
vert.p.X = center.X - hd0.Dot(u); vert.p.Y = center.Y + hd0.Dot(v); if (aa) vert.quadInward = QUADRANT_BR; vertexes.push_back(vert);
|
|
if (vert.p.X < rangeXMin) rangeXMin = vert.p.X;
|
|
if (vert.p.Y < rangeZMin) rangeZMin = vert.p.Y;
|
|
if (vert.p.X > rangeXMax) rangeXMax = vert.p.X;
|
|
if (vert.p.Y > rangeZMax) rangeZMax = vert.p.Y;
|
|
vert.p.X = center.X - hd1.Dot(u); vert.p.Y = center.Y + hd1.Dot(v); if (aa) vert.quadInward = QUADRANT_TR; vertexes.push_back(vert);
|
|
if (vert.p.X < rangeXMin) rangeXMin = vert.p.X;
|
|
if (vert.p.Y < rangeZMin) rangeZMin = vert.p.Y;
|
|
if (vert.p.X > rangeXMax) rangeXMax = vert.p.X;
|
|
if (vert.p.Y > rangeZMax) rangeZMax = vert.p.Y;
|
|
vert.p.X = center.X + hd0.Dot(u); vert.p.Y = center.Y - hd0.Dot(v); if (aa) vert.quadInward = QUADRANT_TL; vertexes.push_back(vert);
|
|
if (vert.p.X < rangeXMin) rangeXMin = vert.p.X;
|
|
if (vert.p.Y < rangeZMin) rangeZMin = vert.p.Y;
|
|
if (vert.p.X > rangeXMax) rangeXMax = vert.p.X;
|
|
if (vert.p.Y > rangeZMax) rangeZMax = vert.p.Y;
|
|
vert.p.X = center.X + hd1.Dot(u); vert.p.Y = center.Y - hd1.Dot(v); if (aa) vert.quadInward = QUADRANT_BL; vertexes.push_back(vert);
|
|
if (vert.p.X < rangeXMin) rangeXMin = vert.p.X;
|
|
if (vert.p.Y < rangeZMin) rangeZMin = vert.p.Y;
|
|
if (vert.p.X > rangeXMax) rangeXMax = vert.p.X;
|
|
if (vert.p.Y > rangeZMax) rangeZMax = vert.p.Y;
|
|
|
|
// Add the edges:
|
|
|
|
CFixedVector2D h0(squares[i].hw + pathfindClearance, squares[i].hh + pathfindClearance);
|
|
CFixedVector2D h1(squares[i].hw + pathfindClearance, -(squares[i].hh + pathfindClearance));
|
|
|
|
CFixedVector2D ev0(center.X - h0.Dot(u), center.Y + h0.Dot(v));
|
|
CFixedVector2D ev1(center.X - h1.Dot(u), center.Y + h1.Dot(v));
|
|
CFixedVector2D ev2(center.X + h0.Dot(u), center.Y - h0.Dot(v));
|
|
CFixedVector2D ev3(center.X + h1.Dot(u), center.Y - h1.Dot(v));
|
|
if (aa)
|
|
edgeSquares.emplace_back(Square{ ev1, ev3 });
|
|
else
|
|
{
|
|
edges.emplace_back(Edge{ ev0, ev1 });
|
|
edges.emplace_back(Edge{ ev1, ev2 });
|
|
edges.emplace_back(Edge{ ev2, ev3 });
|
|
edges.emplace_back(Edge{ ev3, ev0 });
|
|
}
|
|
|
|
// TODO: should clip out vertexes and edges that are outside the range,
|
|
// to reduce the search space
|
|
}
|
|
|
|
// Add terrain obstructions
|
|
{
|
|
u16 i0, j0, i1, j1;
|
|
Pathfinding::NearestNavcell(rangeXMin, rangeZMin, i0, j0, m_MapSize*Pathfinding::NAVCELLS_PER_TILE, m_MapSize*Pathfinding::NAVCELLS_PER_TILE);
|
|
Pathfinding::NearestNavcell(rangeXMax, rangeZMax, i1, j1, m_MapSize*Pathfinding::NAVCELLS_PER_TILE, m_MapSize*Pathfinding::NAVCELLS_PER_TILE);
|
|
AddTerrainEdges(edges, vertexes, i0, j0, i1, j1, passClass, *m_TerrainOnlyGrid);
|
|
}
|
|
|
|
// Clip out vertices that are inside an edgeSquare (i.e. trivially unreachable)
|
|
for (size_t i = 0; i < edgeSquares.size(); ++i)
|
|
{
|
|
// If the start point is inside the square, ignore it
|
|
if (start.p.X >= edgeSquares[i].p0.X &&
|
|
start.p.Y >= edgeSquares[i].p0.Y &&
|
|
start.p.X <= edgeSquares[i].p1.X &&
|
|
start.p.Y <= edgeSquares[i].p1.Y)
|
|
continue;
|
|
|
|
// Remove every non-start/goal vertex that is inside an edgeSquare;
|
|
// since remove() would be inefficient, just mark it as closed instead.
|
|
for (size_t j = 2; j < vertexes.size(); ++j)
|
|
if (vertexes[j].p.X >= edgeSquares[i].p0.X &&
|
|
vertexes[j].p.Y >= edgeSquares[i].p0.Y &&
|
|
vertexes[j].p.X <= edgeSquares[i].p1.X &&
|
|
vertexes[j].p.Y <= edgeSquares[i].p1.Y)
|
|
vertexes[j].status = Vertex::CLOSED;
|
|
}
|
|
|
|
ENSURE(vertexes.size() < 65536); // we store array indexes as u16
|
|
|
|
// Render the debug overlay
|
|
if (m_DebugOverlay)
|
|
{
|
|
#define PUSH_POINT(p) STMT(xz.push_back(p.X.ToFloat()); xz.push_back(p.Y.ToFloat()))
|
|
// Render the vertexes as little Pac-Man shapes to indicate quadrant direction
|
|
for (size_t i = 0; i < vertexes.size(); ++i)
|
|
{
|
|
m_DebugOverlayShortPathLines.emplace_back();
|
|
m_DebugOverlayShortPathLines.back().m_Color = CColor(1, 1, 0, 1);
|
|
|
|
float x = vertexes[i].p.X.ToFloat();
|
|
float z = vertexes[i].p.Y.ToFloat();
|
|
|
|
float a0 = 0, a1 = 0;
|
|
// Get arc start/end angles depending on quadrant (if any)
|
|
if (vertexes[i].quadInward == QUADRANT_BL) { a0 = -0.25f; a1 = 0.50f; }
|
|
else if (vertexes[i].quadInward == QUADRANT_TR) { a0 = 0.25f; a1 = 1.00f; }
|
|
else if (vertexes[i].quadInward == QUADRANT_TL) { a0 = -0.50f; a1 = 0.25f; }
|
|
else if (vertexes[i].quadInward == QUADRANT_BR) { a0 = 0.00f; a1 = 0.75f; }
|
|
|
|
if (a0 == a1)
|
|
SimRender::ConstructCircleOnGround(GetSimContext(), x, z, 0.5f,
|
|
m_DebugOverlayShortPathLines.back(), true);
|
|
else
|
|
SimRender::ConstructClosedArcOnGround(GetSimContext(), x, z, 0.5f,
|
|
a0 * ((float)M_PI*2.0f), a1 * ((float)M_PI*2.0f),
|
|
m_DebugOverlayShortPathLines.back(), true);
|
|
}
|
|
|
|
// Render the edges
|
|
for (size_t i = 0; i < edges.size(); ++i)
|
|
{
|
|
m_DebugOverlayShortPathLines.emplace_back();
|
|
m_DebugOverlayShortPathLines.back().m_Color = CColor(0, 1, 1, 1);
|
|
std::vector<float> xz;
|
|
PUSH_POINT(edges[i].p0);
|
|
PUSH_POINT(edges[i].p1);
|
|
|
|
// Add an arrowhead to indicate the direction
|
|
CFixedVector2D d = edges[i].p1 - edges[i].p0;
|
|
d.Normalize(fixed::FromInt(1)/8);
|
|
CFixedVector2D p2 = edges[i].p1 - d*2;
|
|
CFixedVector2D p3 = p2 + d.Perpendicular();
|
|
CFixedVector2D p4 = p2 - d.Perpendicular();
|
|
PUSH_POINT(p3);
|
|
PUSH_POINT(p4);
|
|
PUSH_POINT(edges[i].p1);
|
|
|
|
SimRender::ConstructLineOnGround(GetSimContext(), xz, m_DebugOverlayShortPathLines.back(), true);
|
|
}
|
|
#undef PUSH_POINT
|
|
|
|
// Render the axis-aligned squares
|
|
for (size_t i = 0; i < edgeSquares.size(); ++i)
|
|
{
|
|
m_DebugOverlayShortPathLines.push_back(SOverlayLine());
|
|
m_DebugOverlayShortPathLines.back().m_Color = CColor(0, 1, 1, 1);
|
|
std::vector<float> xz;
|
|
Square s = edgeSquares[i];
|
|
xz.push_back(s.p0.X.ToFloat());
|
|
xz.push_back(s.p0.Y.ToFloat());
|
|
xz.push_back(s.p0.X.ToFloat());
|
|
xz.push_back(s.p1.Y.ToFloat());
|
|
xz.push_back(s.p1.X.ToFloat());
|
|
xz.push_back(s.p1.Y.ToFloat());
|
|
xz.push_back(s.p1.X.ToFloat());
|
|
xz.push_back(s.p0.Y.ToFloat());
|
|
xz.push_back(s.p0.X.ToFloat());
|
|
xz.push_back(s.p0.Y.ToFloat());
|
|
SimRender::ConstructLineOnGround(GetSimContext(), xz, m_DebugOverlayShortPathLines.back(), true);
|
|
}
|
|
}
|
|
|
|
// Do an A* search over the vertex/visibility graph:
|
|
|
|
// Since we are just measuring Euclidean distance the heuristic is admissible,
|
|
// so we never have to re-examine a node once it's been moved to the closed set.
|
|
|
|
// To save time in common cases, we don't precompute a graph of valid edges between vertexes;
|
|
// we do it lazily instead. When the search algorithm reaches a vertex, we examine every other
|
|
// vertex and see if we can reach it without hitting any collision edges, and ignore the ones
|
|
// we can't reach. Since the algorithm can only reach a vertex once (and then it'll be marked
|
|
// as closed), we won't be doing any redundant visibility computations.
|
|
|
|
PROFILE_START("Short pathfinding - A*");
|
|
|
|
VertexPriorityQueue open;
|
|
VertexPriorityQueue::Item qiStart = { START_VERTEX_ID, start.h, start.h };
|
|
open.push(qiStart);
|
|
|
|
u16 idBest = START_VERTEX_ID;
|
|
fixed hBest = start.h;
|
|
|
|
while (!open.empty())
|
|
{
|
|
// Move best tile from open to closed
|
|
VertexPriorityQueue::Item curr = open.pop();
|
|
vertexes[curr.id].status = Vertex::CLOSED;
|
|
|
|
// If we've reached the destination, stop
|
|
if (curr.id == GOAL_VERTEX_ID)
|
|
{
|
|
idBest = curr.id;
|
|
break;
|
|
}
|
|
|
|
// Sort the edges by distance in order to check those first that have a high probability of blocking a ray.
|
|
// The heuristic based on distance is very rough, especially for squares that are further away;
|
|
// we're also only really interested in the closest squares since they are the only ones that block a lot of rays.
|
|
// Thus we only do a partial sort; the threshold is just a somewhat reasonable value.
|
|
if (edgeSquares.size() > 8)
|
|
std::partial_sort(edgeSquares.begin(), edgeSquares.begin() + 8, edgeSquares.end(), SquareSort(vertexes[curr.id].p));
|
|
|
|
edgesUnaligned.clear();
|
|
edgesLeft.clear();
|
|
edgesRight.clear();
|
|
edgesBottom.clear();
|
|
edgesTop.clear();
|
|
SplitAAEdges(vertexes[curr.id].p, edges, edgeSquares, edgesUnaligned, edgesLeft, edgesRight, edgesBottom, edgesTop);
|
|
|
|
// Check the lines to every other vertex
|
|
for (size_t n = 0; n < vertexes.size(); ++n)
|
|
{
|
|
if (vertexes[n].status == Vertex::CLOSED)
|
|
continue;
|
|
|
|
// If this is the magical goal vertex, move it to near the current vertex
|
|
CFixedVector2D npos;
|
|
if (n == GOAL_VERTEX_ID)
|
|
{
|
|
npos = goal.NearestPointOnGoal(vertexes[curr.id].p);
|
|
|
|
// To prevent integer overflows later on, we need to ensure all vertexes are
|
|
// 'close' to the source. The goal might be far away (not a good idea but
|
|
// sometimes it happens), so clamp it to the current search range
|
|
npos.X = clamp(npos.X, rangeXMin, rangeXMax);
|
|
npos.Y = clamp(npos.Y, rangeZMin, rangeZMax);
|
|
}
|
|
else
|
|
npos = vertexes[n].p;
|
|
|
|
// Work out which quadrant(s) we're approaching the new vertex from
|
|
u8 quad = 0;
|
|
if (vertexes[curr.id].p.X <= npos.X && vertexes[curr.id].p.Y <= npos.Y) quad |= QUADRANT_BL;
|
|
if (vertexes[curr.id].p.X >= npos.X && vertexes[curr.id].p.Y >= npos.Y) quad |= QUADRANT_TR;
|
|
if (vertexes[curr.id].p.X <= npos.X && vertexes[curr.id].p.Y >= npos.Y) quad |= QUADRANT_TL;
|
|
if (vertexes[curr.id].p.X >= npos.X && vertexes[curr.id].p.Y <= npos.Y) quad |= QUADRANT_BR;
|
|
|
|
// Check that the new vertex is in the right quadrant for the old vertex
|
|
if (!(vertexes[curr.id].quadOutward & quad))
|
|
{
|
|
// Hack: Always head towards the goal if possible, to avoid missing it if it's
|
|
// inside another unit
|
|
if (n != GOAL_VERTEX_ID)
|
|
continue;
|
|
}
|
|
|
|
bool visible =
|
|
CheckVisibilityLeft(vertexes[curr.id].p, npos, edgesLeft) &&
|
|
CheckVisibilityRight(vertexes[curr.id].p, npos, edgesRight) &&
|
|
CheckVisibilityBottom(vertexes[curr.id].p, npos, edgesBottom) &&
|
|
CheckVisibilityTop(vertexes[curr.id].p, npos, edgesTop) &&
|
|
CheckVisibility(vertexes[curr.id].p, npos, edgesUnaligned);
|
|
|
|
/*
|
|
// Render the edges that we examine
|
|
m_DebugOverlayShortPathLines.push_back(SOverlayLine());
|
|
m_DebugOverlayShortPathLines.back().m_Color = visible ? CColor(0, 1, 0, 0.5) : CColor(1, 0, 0, 0.5);
|
|
std::vector<float> xz;
|
|
xz.push_back(vertexes[curr.id].p.X.ToFloat());
|
|
xz.push_back(vertexes[curr.id].p.Y.ToFloat());
|
|
xz.push_back(npos.X.ToFloat());
|
|
xz.push_back(npos.Y.ToFloat());
|
|
SimRender::ConstructLineOnGround(GetSimContext(), xz, m_DebugOverlayShortPathLines.back(), false);
|
|
*/
|
|
|
|
if (visible)
|
|
{
|
|
fixed g = vertexes[curr.id].g + (vertexes[curr.id].p - npos).Length();
|
|
|
|
// If this is a new tile, compute the heuristic distance
|
|
if (vertexes[n].status == Vertex::UNEXPLORED)
|
|
{
|
|
// Add it to the open list:
|
|
vertexes[n].status = Vertex::OPEN;
|
|
vertexes[n].g = g;
|
|
vertexes[n].h = goal.DistanceToPoint(npos);
|
|
vertexes[n].pred = curr.id;
|
|
|
|
// If this is an axis-aligned shape, the path must continue in the same quadrant
|
|
// direction (but not go into the inside of the shape).
|
|
// Hack: If we started *inside* a shape then perhaps headed to its corner (e.g. the unit
|
|
// was very near another unit), don't restrict further pathing.
|
|
if (vertexes[n].quadInward && !(curr.id == START_VERTEX_ID && g < fixed::FromInt(8)))
|
|
vertexes[n].quadOutward = ((~vertexes[n].quadInward) & quad) & 0xF;
|
|
|
|
if (n == GOAL_VERTEX_ID)
|
|
vertexes[n].p = npos; // remember the new best goal position
|
|
|
|
VertexPriorityQueue::Item t = { (u16)n, g + vertexes[n].h, vertexes[n].h };
|
|
open.push(t);
|
|
|
|
// Remember the heuristically best vertex we've seen so far, in case we never actually reach the target
|
|
if (vertexes[n].h < hBest)
|
|
{
|
|
idBest = (u16)n;
|
|
hBest = vertexes[n].h;
|
|
}
|
|
}
|
|
else // must be OPEN
|
|
{
|
|
// If we've already seen this tile, and the new path to this tile does not have a
|
|
// better cost, then stop now
|
|
if (g >= vertexes[n].g)
|
|
continue;
|
|
|
|
// Otherwise, we have a better path, so replace the old one with the new cost/parent
|
|
fixed gprev = vertexes[n].g;
|
|
vertexes[n].g = g;
|
|
vertexes[n].pred = curr.id;
|
|
|
|
// If this is an axis-aligned shape, the path must continue in the same quadrant
|
|
// direction (but not go into the inside of the shape).
|
|
if (vertexes[n].quadInward)
|
|
vertexes[n].quadOutward = ((~vertexes[n].quadInward) & quad) & 0xF;
|
|
|
|
if (n == GOAL_VERTEX_ID)
|
|
vertexes[n].p = npos; // remember the new best goal position
|
|
|
|
open.promote((u16)n, gprev + vertexes[n].h, g + vertexes[n].h, vertexes[n].h);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Reconstruct the path (in reverse)
|
|
for (u16 id = idBest; id != START_VERTEX_ID; id = vertexes[id].pred)
|
|
path.m_Waypoints.emplace_back(Waypoint{ vertexes[id].p.X, vertexes[id].p.Y });
|
|
|
|
PROFILE_END("Short pathfinding - A*");
|
|
}
|