/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /** * @file * Vertex-based algorithm for CCmpPathfinder. * Computes paths around the corners of rectangular obstructions. * * Useful search term for this algorithm: "points of visibility". * * Since we sometimes want to use this for avoiding moving units, there is no * pre-computation - the whole visibility graph is effectively regenerated for * each path, and it does A* over that graph. * * This scales very poorly in the number of obstructions, so it should be used * with a limited range and not exceedingly frequently. */ #include "precompiled.h" #include "CCmpPathfinder_Common.h" #include "lib/timer.h" #include "ps/Profile.h" #include "simulation2/components/ICmpObstructionManager.h" #include "simulation2/helpers/PriorityQueue.h" #include "simulation2/helpers/Render.h" /* Quadrant optimisation: * (loosely based on GPG2 "Optimizing Points-of-Visibility Pathfinding") * * Consider the vertex ("@") at a corner of an axis-aligned rectangle ("#"): * * TL : TR * : * ####@ - - - * ##### * ##### * BL ## BR * * The area around the vertex is split into TopLeft, BottomRight etc quadrants. * * If the shortest path reaches this vertex, it cannot continue to a vertex in * the BL quadrant (it would be blocked by the shape). * Since the shortest path is wrapped tightly around the edges of obstacles, * if the path approached this vertex from the TL quadrant, * it cannot continue to the TL or TR quadrants (the path could be shorter if it * skipped this vertex). * Therefore it must continue to a vertex in the BR quadrant (so this vertex is in * *that* vertex's TL quadrant). * * That lets us significantly reduce the search space by quickly discarding vertexes * from the wrong quadrants. * * (This causes badness if the path starts from inside the shape, so we add some hacks * for that case.) * * (For non-axis-aligned rectangles it's harder to do this computation, so we'll * not bother doing any discarding for those.) */ static const u8 QUADRANT_NONE = 0; static const u8 QUADRANT_BL = 1; static const u8 QUADRANT_TR = 2; static const u8 QUADRANT_TL = 4; static const u8 QUADRANT_BR = 8; static const u8 QUADRANT_BLTR = QUADRANT_BL|QUADRANT_TR; static const u8 QUADRANT_TLBR = QUADRANT_TL|QUADRANT_BR; static const u8 QUADRANT_ALL = QUADRANT_BLTR|QUADRANT_TLBR; // A vertex around the corners of an obstruction // (paths will be sequences of these vertexes) struct Vertex { enum { UNEXPLORED, OPEN, CLOSED, }; CFixedVector2D p; fixed g, h; u16 pred; u8 status; u8 quadInward : 4; // the quadrant which is inside the shape (or NONE) u8 quadOutward : 4; // the quadrants of the next point on the path which this vertex must be in, given 'pred' }; // Obstruction edges (paths will not cross any of these). // When used in the 'edges' list, defines the two points of the edge. // When used in the 'edgesAA' list, defines the opposing corners of an axis-aligned square // (from which four individual edges can be trivially computed), requiring p0 <= p1 struct Edge { CFixedVector2D p0, p1; }; // Axis-aligned obstruction edges. // p0 defines one end; c1 is either the X or Y coordinate of the other end, // depending on the context in which this is used. struct EdgeAA { CFixedVector2D p0; fixed c1; }; // When computing vertexes to insert into the search graph, // add a small delta so that the vertexes of an edge don't get interpreted // as crossing the edge (given minor numerical inaccuracies) static const entity_pos_t EDGE_EXPAND_DELTA = entity_pos_t::FromInt(1)/4; /** * Check whether a ray from 'a' to 'b' crosses any of the edges. * (Edges are one-sided so it's only considered a cross if going from front to back.) */ inline static bool CheckVisibility(CFixedVector2D a, CFixedVector2D b, const std::vector& edges) { CFixedVector2D abn = (b - a).Perpendicular(); // Edges of general non-axis-aligned shapes for (size_t i = 0; i < edges.size(); ++i) { CFixedVector2D p0 = edges[i].p0; CFixedVector2D p1 = edges[i].p1; CFixedVector2D d = (p1 - p0).Perpendicular(); // If 'a' is behind the edge, we can't cross fixed q = (a - p0).Dot(d); if (q < fixed::Zero()) continue; // If 'b' is in front of the edge, we can't cross fixed r = (b - p0).Dot(d); if (r > fixed::Zero()) continue; // The ray is crossing the infinitely-extended edge from in front to behind. // Check the finite edge is crossing the infinitely-extended ray too. // (Given the previous tests, it can only be crossing in one direction.) fixed s = (p0 - a).Dot(abn); if (s > fixed::Zero()) continue; fixed t = (p1 - a).Dot(abn); if (t < fixed::Zero()) continue; return false; } return true; } // Handle the axis-aligned shape edges separately (for performance): // (These are specialised versions of the general unaligned edge code. // They assume the caller has already excluded edges for which 'a' is // on the wrong side.) inline static bool CheckVisibilityLeft(CFixedVector2D a, CFixedVector2D b, const std::vector& edges) { if (a.X >= b.X) return true; CFixedVector2D abn = (b - a).Perpendicular(); for (size_t i = 0; i < edges.size(); ++i) { if (b.X < edges[i].p0.X) continue; CFixedVector2D p0 (edges[i].p0.X, edges[i].c1); fixed s = (p0 - a).Dot(abn); if (s > fixed::Zero()) continue; CFixedVector2D p1 (edges[i].p0.X, edges[i].p0.Y); fixed t = (p1 - a).Dot(abn); if (t < fixed::Zero()) continue; return false; } return true; } inline static bool CheckVisibilityRight(CFixedVector2D a, CFixedVector2D b, const std::vector& edges) { if (a.X <= b.X) return true; CFixedVector2D abn = (b - a).Perpendicular(); for (size_t i = 0; i < edges.size(); ++i) { if (b.X > edges[i].p0.X) continue; CFixedVector2D p0 (edges[i].p0.X, edges[i].c1); fixed s = (p0 - a).Dot(abn); if (s > fixed::Zero()) continue; CFixedVector2D p1 (edges[i].p0.X, edges[i].p0.Y); fixed t = (p1 - a).Dot(abn); if (t < fixed::Zero()) continue; return false; } return true; } inline static bool CheckVisibilityBottom(CFixedVector2D a, CFixedVector2D b, const std::vector& edges) { if (a.Y >= b.Y) return true; CFixedVector2D abn = (b - a).Perpendicular(); for (size_t i = 0; i < edges.size(); ++i) { if (b.Y < edges[i].p0.Y) continue; CFixedVector2D p0 (edges[i].p0.X, edges[i].p0.Y); fixed s = (p0 - a).Dot(abn); if (s > fixed::Zero()) continue; CFixedVector2D p1 (edges[i].c1, edges[i].p0.Y); fixed t = (p1 - a).Dot(abn); if (t < fixed::Zero()) continue; return false; } return true; } inline static bool CheckVisibilityTop(CFixedVector2D a, CFixedVector2D b, const std::vector& edges) { if (a.Y <= b.Y) return true; CFixedVector2D abn = (b - a).Perpendicular(); for (size_t i = 0; i < edges.size(); ++i) { if (b.Y > edges[i].p0.Y) continue; CFixedVector2D p0 (edges[i].p0.X, edges[i].p0.Y); fixed s = (p0 - a).Dot(abn); if (s > fixed::Zero()) continue; CFixedVector2D p1 (edges[i].c1, edges[i].p0.Y); fixed t = (p1 - a).Dot(abn); if (t < fixed::Zero()) continue; return false; } return true; } static CFixedVector2D NearestPointOnGoal(CFixedVector2D pos, const CCmpPathfinder::Goal& goal) { CFixedVector2D g(goal.x, goal.z); switch (goal.type) { case CCmpPathfinder::Goal::POINT: { return g; } case CCmpPathfinder::Goal::CIRCLE: { CFixedVector2D d = pos - g; if (d.IsZero()) d = CFixedVector2D(fixed::FromInt(1), fixed::Zero()); // some arbitrary direction d.Normalize(goal.hw); return g + d; } case CCmpPathfinder::Goal::SQUARE: { CFixedVector2D halfSize(goal.hw, goal.hh); CFixedVector2D d = pos - g; return g + Geometry::NearestPointOnSquare(d, goal.u, goal.v, halfSize); } default: debug_warn(L"invalid type"); return CFixedVector2D(); } } CFixedVector2D CCmpPathfinder::GetNearestPointOnGoal(CFixedVector2D pos, const CCmpPathfinder::Goal& goal) { return NearestPointOnGoal(pos, goal); // (It's intentional that we don't put the implementation inside this // function, to avoid the (admittedly unmeasured and probably trivial) // cost of a virtual call inside ComputeShortPath) } typedef PriorityQueueList PriorityQueue; struct TileEdge { u16 i, j; enum { TOP, BOTTOM, LEFT, RIGHT } dir; }; static void AddTerrainEdges(std::vector& edgesAA, std::vector& vertexes, u16 i0, u16 j0, u16 i1, u16 j1, fixed r, ICmpPathfinder::pass_class_t passClass, const Grid& terrain) { PROFILE("AddTerrainEdges"); std::vector tileEdges; // Find all edges between tiles of differently passability statuses for (u16 j = j0; j <= j1; ++j) { for (u16 i = i0; i <= i1; ++i) { if (!IS_TERRAIN_PASSABLE(terrain.get(i, j), passClass)) { bool any = false; // whether we're adding any edges of this tile if (j > 0 && IS_TERRAIN_PASSABLE(terrain.get(i, j-1), passClass)) { TileEdge e = { i, j, TileEdge::BOTTOM }; tileEdges.push_back(e); any = true; } if (j < terrain.m_H-1 && IS_TERRAIN_PASSABLE(terrain.get(i, j+1), passClass)) { TileEdge e = { i, j, TileEdge::TOP }; tileEdges.push_back(e); any = true; } if (i > 0 && IS_TERRAIN_PASSABLE(terrain.get(i-1, j), passClass)) { TileEdge e = { i, j, TileEdge::LEFT }; tileEdges.push_back(e); any = true; } if (i < terrain.m_W-1 && IS_TERRAIN_PASSABLE(terrain.get(i+1, j), passClass)) { TileEdge e = { i, j, TileEdge::RIGHT }; tileEdges.push_back(e); any = true; } // If we want to add any edge, then add the whole square to the axis-aligned-edges list. // (The inner edges are redundant but it's easier than trying to split the squares apart.) if (any) { CFixedVector2D v0 = CFixedVector2D(fixed::FromInt(i * CELL_SIZE) - r, fixed::FromInt(j * CELL_SIZE) - r); CFixedVector2D v1 = CFixedVector2D(fixed::FromInt((i+1) * CELL_SIZE) + r, fixed::FromInt((j+1) * CELL_SIZE) + r); Edge e = { v0, v1 }; edgesAA.push_back(e); } } } } // TODO: maybe we should precompute these terrain edges since they'll rarely change? // TODO: for efficiency (minimising the A* search space), we should coalesce adjoining edges // Add all the tile outer edges to the search vertex lists for (size_t n = 0; n < tileEdges.size(); ++n) { u16 i = tileEdges[n].i; u16 j = tileEdges[n].j; CFixedVector2D v0, v1; Vertex vert; vert.status = Vertex::UNEXPLORED; vert.quadOutward = QUADRANT_ALL; switch (tileEdges[n].dir) { case TileEdge::BOTTOM: { v0 = CFixedVector2D(fixed::FromInt(i * CELL_SIZE) - r, fixed::FromInt(j * CELL_SIZE) - r); v1 = CFixedVector2D(fixed::FromInt((i+1) * CELL_SIZE) + r, fixed::FromInt(j * CELL_SIZE) - r); vert.p.X = v0.X - EDGE_EXPAND_DELTA; vert.p.Y = v0.Y - EDGE_EXPAND_DELTA; vert.quadInward = QUADRANT_TR; vertexes.push_back(vert); vert.p.X = v1.X + EDGE_EXPAND_DELTA; vert.p.Y = v1.Y - EDGE_EXPAND_DELTA; vert.quadInward = QUADRANT_TL; vertexes.push_back(vert); break; } case TileEdge::TOP: { v0 = CFixedVector2D(fixed::FromInt((i+1) * CELL_SIZE) + r, fixed::FromInt((j+1) * CELL_SIZE) + r); v1 = CFixedVector2D(fixed::FromInt(i * CELL_SIZE) - r, fixed::FromInt((j+1) * CELL_SIZE) + r); vert.p.X = v0.X + EDGE_EXPAND_DELTA; vert.p.Y = v0.Y + EDGE_EXPAND_DELTA; vert.quadInward = QUADRANT_BL; vertexes.push_back(vert); vert.p.X = v1.X - EDGE_EXPAND_DELTA; vert.p.Y = v1.Y + EDGE_EXPAND_DELTA; vert.quadInward = QUADRANT_BR; vertexes.push_back(vert); break; } case TileEdge::LEFT: { v0 = CFixedVector2D(fixed::FromInt(i * CELL_SIZE) - r, fixed::FromInt((j+1) * CELL_SIZE) + r); v1 = CFixedVector2D(fixed::FromInt(i * CELL_SIZE) - r, fixed::FromInt(j * CELL_SIZE) - r); vert.p.X = v0.X - EDGE_EXPAND_DELTA; vert.p.Y = v0.Y + EDGE_EXPAND_DELTA; vert.quadInward = QUADRANT_BR; vertexes.push_back(vert); vert.p.X = v1.X - EDGE_EXPAND_DELTA; vert.p.Y = v1.Y - EDGE_EXPAND_DELTA; vert.quadInward = QUADRANT_TR; vertexes.push_back(vert); break; } case TileEdge::RIGHT: { v0 = CFixedVector2D(fixed::FromInt((i+1) * CELL_SIZE) + r, fixed::FromInt(j * CELL_SIZE) - r); v1 = CFixedVector2D(fixed::FromInt((i+1) * CELL_SIZE) + r, fixed::FromInt((j+1) * CELL_SIZE) + r); vert.p.X = v0.X + EDGE_EXPAND_DELTA; vert.p.Y = v0.Y - EDGE_EXPAND_DELTA; vert.quadInward = QUADRANT_TL; vertexes.push_back(vert); vert.p.X = v1.X + EDGE_EXPAND_DELTA; vert.p.Y = v1.Y + EDGE_EXPAND_DELTA; vert.quadInward = QUADRANT_BL; vertexes.push_back(vert); break; } } } } static void SplitAAEdges(CFixedVector2D a, const std::vector& edgesAA, std::vector& edgesLeft, std::vector& edgesRight, std::vector& edgesBottom, std::vector& edgesTop) { edgesLeft.reserve(edgesAA.size()); edgesRight.reserve(edgesAA.size()); edgesBottom.reserve(edgesAA.size()); edgesTop.reserve(edgesAA.size()); for (size_t i = 0; i < edgesAA.size(); ++i) { if (a.X <= edgesAA[i].p0.X) { EdgeAA e = { edgesAA[i].p0, edgesAA[i].p1.Y }; edgesLeft.push_back(e); } if (a.X >= edgesAA[i].p1.X) { EdgeAA e = { edgesAA[i].p1, edgesAA[i].p0.Y }; edgesRight.push_back(e); } if (a.Y <= edgesAA[i].p0.Y) { EdgeAA e = { edgesAA[i].p0, edgesAA[i].p1.X }; edgesBottom.push_back(e); } if (a.Y >= edgesAA[i].p1.Y) { EdgeAA e = { edgesAA[i].p1, edgesAA[i].p0.X }; edgesTop.push_back(e); } } } /** * Functor for sorting edges by approximate proximity to a fixed point. */ struct EdgeSort { CFixedVector2D src; EdgeSort(CFixedVector2D src) : src(src) { } bool operator()(const Edge& a, const Edge& b) { 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 r, entity_pos_t range, const Goal& goal, pass_class_t passClass, Path& path) { UpdateGrid(); // TODO: only need to bother updating if the terrain changed PROFILE("ComputeShortPath"); // ScopeTimer UID__(L"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 CCmpPathfinder::Goal::POINT: { SimRender::ConstructCircleOnGround(GetSimContext(), goal.x.ToFloat(), goal.z.ToFloat(), 0.2f, m_DebugOverlayShortPathLines.back(), true); break; } case CCmpPathfinder::Goal::CIRCLE: { SimRender::ConstructCircleOnGround(GetSimContext(), goal.x.ToFloat(), goal.z.ToFloat(), goal.hw.ToFloat(), m_DebugOverlayShortPathLines.back(), true); break; } case CCmpPathfinder::Goal::SQUARE: { float a = atan2(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.) std::vector edges; std::vector edgesAA; // axis-aligned squares // 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; { // (The edges are the opposite direction to usual, so it's an inside-out square) Edge e0 = { CFixedVector2D(rangeXMin, rangeZMin), CFixedVector2D(rangeXMin, rangeZMax) }; Edge e1 = { CFixedVector2D(rangeXMin, rangeZMax), CFixedVector2D(rangeXMax, rangeZMax) }; Edge e2 = { CFixedVector2D(rangeXMax, rangeZMax), CFixedVector2D(rangeXMax, rangeZMin) }; Edge e3 = { CFixedVector2D(rangeXMax, rangeZMin), CFixedVector2D(rangeXMin, rangeZMin) }; edges.push_back(e0); edges.push_back(e1); edges.push_back(e2); edges.push_back(e3); } // List of obstruction vertexes (plus start/end points); we'll try to find paths through // the graph defined by these vertexes std::vector vertexes; // Add the start point to the graph CFixedVector2D posStart(x0, z0); fixed hStart = (posStart - NearestPointOnGoal(posStart, goal)).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; // Add terrain obstructions { u16 i0, j0, i1, j1; NearestTile(rangeXMin, rangeZMin, i0, j0); NearestTile(rangeXMax, rangeZMax, i1, j1); AddTerrainEdges(edgesAA, vertexes, i0, j0, i1, j1, r, passClass, *m_Grid); } // Find all the obstruction squares that might affect us CmpPtr cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY); std::vector squares; cmpObstructionManager->GetObstructionsInRange(filter, rangeXMin - r, rangeZMin - r, rangeXMax + r, rangeZMax + r, squares); // Resize arrays to reduce reallocations vertexes.reserve(vertexes.size() + squares.size()*4); edgesAA.reserve(edgesAA.size() + squares.size()); // (assume most squares are AA) // 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; // Expand the vertexes by the moving unit's collision radius, to find the // closest we can get to it CFixedVector2D hd0(squares[i].hw + r + EDGE_EXPAND_DELTA, squares[i].hh + r + EDGE_EXPAND_DELTA); CFixedVector2D hd1(squares[i].hw + r + EDGE_EXPAND_DELTA, -(squares[i].hh + r + 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); 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); 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); 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); // Add the edges: CFixedVector2D h0(squares[i].hw + r, squares[i].hh + r); CFixedVector2D h1(squares[i].hw + r, -(squares[i].hh + r)); 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) { Edge e = { ev1, ev3 }; edgesAA.push_back(e); } else { Edge e0 = { ev0, ev1 }; Edge e1 = { ev1, ev2 }; Edge e2 = { ev2, ev3 }; Edge e3 = { ev3, ev0 }; edges.push_back(e0); edges.push_back(e1); edges.push_back(e2); edges.push_back(e3); } // TODO: should clip out vertexes and edges that are outside the range, // to reduce the search space } ENSURE(vertexes.size() < 65536); // we store array indexes as u16 if (m_DebugOverlay) { // Render the obstruction edges for (size_t i = 0; i < edges.size(); ++i) { m_DebugOverlayShortPathLines.push_back(SOverlayLine()); m_DebugOverlayShortPathLines.back().m_Color = CColor(0, 1, 1, 1); std::vector xz; xz.push_back(edges[i].p0.X.ToFloat()); xz.push_back(edges[i].p0.Y.ToFloat()); xz.push_back(edges[i].p1.X.ToFloat()); xz.push_back(edges[i].p1.Y.ToFloat()); SimRender::ConstructLineOnGround(GetSimContext(), xz, m_DebugOverlayShortPathLines.back(), true); } for (size_t i = 0; i < edgesAA.size(); ++i) { m_DebugOverlayShortPathLines.push_back(SOverlayLine()); m_DebugOverlayShortPathLines.back().m_Color = CColor(0, 1, 1, 1); std::vector xz; xz.push_back(edgesAA[i].p0.X.ToFloat()); xz.push_back(edgesAA[i].p0.Y.ToFloat()); xz.push_back(edgesAA[i].p0.X.ToFloat()); xz.push_back(edgesAA[i].p1.Y.ToFloat()); xz.push_back(edgesAA[i].p1.X.ToFloat()); xz.push_back(edgesAA[i].p1.Y.ToFloat()); xz.push_back(edgesAA[i].p1.X.ToFloat()); xz.push_back(edgesAA[i].p0.Y.ToFloat()); xz.push_back(edgesAA[i].p0.X.ToFloat()); xz.push_back(edgesAA[i].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("A*"); PriorityQueue open; PriorityQueue::Item qiStart = { START_VERTEX_ID, start.h }; open.push(qiStart); u16 idBest = START_VERTEX_ID; fixed hBest = start.h; while (!open.empty()) { // Move best tile from open to closed PriorityQueue::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 so ones nearer this vertex are checked first by CheckVisibility, // since they're more likely to block the rays std::sort(edgesAA.begin(), edgesAA.end(), EdgeSort(vertexes[curr.id].p)); std::vector edgesLeft; std::vector edgesRight; std::vector edgesBottom; std::vector edgesTop; SplitAAEdges(vertexes[curr.id].p, edgesAA, 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 = NearestPointOnGoal(vertexes[curr.id].p, goal); // 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, edges); /* // 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 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 = DistanceToGoal(npos, goal); 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); if (n == GOAL_VERTEX_ID) vertexes[n].p = npos; // remember the new best goal position PriorityQueue::Item t = { (u16)n, g + 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 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); if (n == GOAL_VERTEX_ID) vertexes[n].p = npos; // remember the new best goal position open.promote((u16)n, g + vertexes[n].h); } } } } // Reconstruct the path (in reverse) for (u16 id = idBest; id != START_VERTEX_ID; id = vertexes[id].pred) { Waypoint w = { vertexes[id].p.X, vertexes[id].p.Y }; path.m_Waypoints.push_back(w); } PROFILE_END("A*"); } bool CCmpPathfinder::CheckMovement(const IObstructionTestFilter& filter, entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, entity_pos_t r, pass_class_t passClass) { CmpPtr cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY); if (cmpObstructionManager.null()) return false; if (cmpObstructionManager->TestLine(filter, x0, z0, x1, z1, r)) return false; // Test against terrain: // (TODO: this could probably be a tiny bit faster by not reusing all the vertex computation code) UpdateGrid(); std::vector edgesAA; std::vector vertexes; u16 i0, j0, i1, j1; NearestTile(std::min(x0, x1) - r, std::min(z0, z1) - r, i0, j0); NearestTile(std::max(x0, x1) + r, std::max(z0, z1) + r, i1, j1); AddTerrainEdges(edgesAA, vertexes, i0, j0, i1, j1, r, passClass, *m_Grid); CFixedVector2D a(x0, z0); CFixedVector2D b(x1, z1); std::vector edgesLeft; std::vector edgesRight; std::vector edgesBottom; std::vector edgesTop; SplitAAEdges(a, edgesAA, edgesLeft, edgesRight, edgesBottom, edgesTop); bool visible = CheckVisibilityLeft(a, b, edgesLeft) && CheckVisibilityRight(a, b, edgesRight) && CheckVisibilityBottom(a, b, edgesBottom) && CheckVisibilityTop(a, b, edgesTop); return visible; }