1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Add NavigationRegion costs for pathfinding

Add NavigationRegion costs for pathfinding.
This commit is contained in:
smix8
2022-06-06 05:24:11 +02:00
parent 25908c17c9
commit cfdfd304f1
16 changed files with 244 additions and 3 deletions

View File

@@ -140,6 +140,8 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
float reachable_d = 1e30;
bool is_reachable = true;
gd::NavigationPoly *prev_least_cost_poly = nullptr;
while (true) {
// Takes the current least_cost_poly neighbors (iterating over its edges) and compute the traveled_distance.
for (size_t i = 0; i < navigation_polys[least_cost_id].poly->edges.size(); i++) {
@@ -156,9 +158,17 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
continue;
}
float region_enter_cost = 0.0;
float region_travel_cost = least_cost_poly->poly->owner->get_travel_cost();
if (prev_least_cost_poly != nullptr && !(prev_least_cost_poly->poly->owner->get_self() == least_cost_poly->poly->owner->get_self())) {
region_enter_cost = least_cost_poly->poly->owner->get_enter_cost();
}
prev_least_cost_poly = least_cost_poly;
Vector3 pathway[2] = { connection.pathway_start, connection.pathway_end };
const Vector3 new_entry = Geometry3D::get_closest_point_to_segment(least_cost_poly->entry, pathway);
const float new_distance = least_cost_poly->entry.distance_to(new_entry) + least_cost_poly->traveled_distance;
const float new_distance = (least_cost_poly->entry.distance_to(new_entry) * region_travel_cost) + region_enter_cost + least_cost_poly->traveled_distance;
const std::vector<gd::NavigationPoly>::iterator it = std::find(
navigation_polys.begin(),
@@ -238,7 +248,7 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
for (List<uint32_t>::Element *element = to_visit.front(); element != nullptr; element = element->next()) {
gd::NavigationPoly *np = &navigation_polys[element->get()];
float cost = np->traveled_distance;
cost += np->entry.distance_to(end_point);
cost += (np->entry.distance_to(end_point) * np->poly->owner->get_travel_cost());
if (cost < least_cost) {
least_cost_id = np->self_id;
least_cost = cost;
@@ -249,7 +259,7 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
// Stores the further reachable end polygon, in case our goal is not reachable.
if (is_reachable) {
float d = navigation_polys[least_cost_id].entry.distance_to(p_destination);
float d = navigation_polys[least_cost_id].entry.distance_to(p_destination) * navigation_polys[least_cost_id].poly->owner->get_travel_cost();
if (reachable_d > d) {
reachable_d = d;
reachable_end = navigation_polys[least_cost_id].poly;