0ad/source/simulation2/components/CCmpPathfinder_Vertex.cpp
Ykkrosh ab186c2b16 Update UnitMotion logic, to partially simplify it.
Do all pathfinding asynchronously.
Recalculate paths when the target has moved.
Fix vertex pathfinder start point heuristic, to avoid finding
zero-length paths.
When units fail to reach a resource to gather, look for another resource
of the same type.

This was SVN commit r8751.
2010-11-30 12:31:54 +00:00

889 lines
29 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/**
* @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<Edge>& 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<EdgeAA>& 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<EdgeAA>& 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<EdgeAA>& 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<EdgeAA>& 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<u16, fixed> PriorityQueue;
struct TileEdge
{
u16 i, j;
enum { TOP, BOTTOM, LEFT, RIGHT } dir;
};
static void AddTerrainEdges(std::vector<Edge>& edgesAA, std::vector<Vertex>& vertexes, u16 i0, u16 j0, u16 i1, u16 j1, fixed r, u8 passClass, const Grid<TerrainTile>& terrain)
{
PROFILE("AddTerrainEdges");
std::vector<TileEdge> 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<Edge>& edgesAA,
std::vector<EdgeAA>& edgesLeft, std::vector<EdgeAA>& edgesRight,
std::vector<EdgeAA>& edgesBottom, std::vector<EdgeAA>& 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, u8 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<Edge> edges;
std::vector<Edge> 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<Vertex> 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<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
std::vector<ICmpObstructionManager::ObstructionSquare> 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
}
debug_assert(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<float> 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<float> 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<EdgeAA> edgesLeft;
std::vector<EdgeAA> edgesRight;
std::vector<EdgeAA> edgesBottom;
std::vector<EdgeAA> 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<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 = 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, u8 passClass)
{
CmpPtr<ICmpObstructionManager> 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<Edge> edgesAA;
std::vector<Vertex> 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<EdgeAA> edgesLeft;
std::vector<EdgeAA> edgesRight;
std::vector<EdgeAA> edgesBottom;
std::vector<EdgeAA> 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;
}