Backported from godot4: Fix closest possible navigation path position

Fixes closest possible navigation path position.
- smix8
e5c24f7118
This commit is contained in:
Relintai 2023-09-02 13:33:32 +02:00
parent d5499c69ba
commit cb45a4b951

View File

@ -314,6 +314,46 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
} }
} }
// Search all faces of start polygon as well.
bool closest_point_on_start_poly = false;
for (size_t point_id = 2; point_id < begin_poly->points.size(); point_id++) {
Face3 f(begin_poly->points[0].pos, begin_poly->points[point_id - 1].pos, begin_poly->points[point_id].pos);
Vector3 spoint = f.get_closest_point_to(p_destination);
real_t dpoint = spoint.distance_to(p_destination);
if (dpoint < end_d) {
end_point = spoint;
end_d = dpoint;
closest_point_on_start_poly = true;
}
}
if (closest_point_on_start_poly) {
// No point to run PostProcessing when start and end convex polygon is the same.
if (r_path_types) {
r_path_types->resize(2);
r_path_types->write[0] = begin_poly->owner->get_type();
r_path_types->write[1] = begin_poly->owner->get_type();
}
if (r_path_rids) {
r_path_rids->resize(2);
(*r_path_rids)[0] = begin_poly->owner->get_self();
(*r_path_rids)[1] = begin_poly->owner->get_self();
}
if (r_path_owners) {
r_path_owners->resize(2);
r_path_owners->write[0] = begin_poly->owner->get_owner_id();
r_path_owners->write[1] = begin_poly->owner->get_owner_id();
}
Vector<Vector3> path;
path.resize(2);
path.write[0] = begin_point;
path.write[1] = end_point;
return path;
}
// Reset open and navigation_polys // Reset open and navigation_polys
gd::NavigationPoly np = navigation_polys[0]; gd::NavigationPoly np = navigation_polys[0];
navigation_polys.clear(); navigation_polys.clear();
@ -359,9 +399,44 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
} }
} }
// If we did not find a route, return an empty path. // We did not find a route but we have both a start polygon and an end polygon at this point.
// Usually this happens because there was not a single external or internal connected edge, e.g. our start polygon is an isolated, single convex polygon.
if (!found_route) { if (!found_route) {
return Vector<Vector3>(); end_d = FLT_MAX;
// Search all faces of the start polygon for the closest point to our target position.
for (size_t point_id = 2; point_id < begin_poly->points.size(); point_id++) {
Face3 f(begin_poly->points[0].pos, begin_poly->points[point_id - 1].pos, begin_poly->points[point_id].pos);
Vector3 spoint = f.get_closest_point_to(p_destination);
real_t dpoint = spoint.distance_to(p_destination);
if (dpoint < end_d) {
end_point = spoint;
end_d = dpoint;
}
}
if (r_path_types) {
r_path_types->resize(2);
r_path_types->write[0] = begin_poly->owner->get_type();
r_path_types->write[1] = begin_poly->owner->get_type();
}
if (r_path_rids) {
r_path_rids->resize(2);
(*r_path_rids)[0] = begin_poly->owner->get_self();
(*r_path_rids)[1] = begin_poly->owner->get_self();
}
if (r_path_owners) {
r_path_owners->resize(2);
r_path_owners->write[0] = begin_poly->owner->get_owner_id();
r_path_owners->write[1] = begin_poly->owner->get_owner_id();
}
Vector<Vector3> path;
path.resize(2);
path.write[0] = begin_point;
path.write[1] = end_point;
return path;
} }
Vector<Vector3> path; Vector<Vector3> path;