Added collision

This commit is contained in:
anime committed 2026-04-26 22:18:42 +06:00
1 parent 2ee288cbe0
commit cebbb8bb5d
6 files changed
+465 -21

No files matched your search

+189 -11
View File
@@ -74,8 +74,8 @@ std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
Cell startCell;
Cell endCell;
if (!findNearestWalkableCell(start, startCell) ||
!findNearestWalkableCell(end, endCell)) {
if (!findNearestWalkableCell(start, startCell, walkable) ||
!findNearestWalkableCell(end, endCell, walkable)) {
return {};
}
@@ -121,7 +121,7 @@ std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
for (const auto& offset : offsets) {
Cell next{ currentCell.x + offset[0], currentCell.z + offset[1] };
if (!isCellWalkable(next)) {
if (!isCellWalkable(next, walkable)) {
continue;
}
@@ -129,7 +129,7 @@ std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
if (diagonal) {
Cell horizontal{ currentCell.x + offset[0], currentCell.z };
Cell vertical{ currentCell.x, currentCell.z + offset[1] };
if (!isCellWalkable(horizontal) || !isCellWalkable(vertical)) {
if (!isCellWalkable(horizontal, walkable) || !isCellWalkable(vertical, walkable)) {
continue;
}
}
@@ -160,7 +160,161 @@ std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
}
}
std::reverse(cells.begin(), cells.end());
cells = smoothCells(cells);
cells = smoothCells(cells, walkable);
std::vector<Eigen::Vector3f> path;
path.reserve(cells.size());
for (const Cell& cell : cells) {
path.push_back(cellCenter(cell));
}
if (!path.empty() && (path.front() - Eigen::Vector3f(start.x(), floorY, start.z())).norm() < cellSize * 0.75f) {
path.erase(path.begin());
}
if (!path.empty()) {
Cell requestedEndCell;
if (worldToCell(end, requestedEndCell) &&
requestedEndCell.x == endCell.x &&
requestedEndCell.z == endCell.z) {
path.back() = Eigen::Vector3f(end.x(), floorY, end.z());
}
}
return path;
}
std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
const Eigen::Vector3f& end,
const std::vector<DynamicObstacle>& dynamicObstacles) const
{
if (!ready || walkable.empty()) {
return {};
}
std::vector<unsigned char> walkableGrid = walkable;
if (!dynamicObstacles.empty()) {
for (const DynamicObstacle& obstacle : dynamicObstacles) {
const float radius = obstacle.radius + agentRadius;
if (radius <= 0.0f) continue;
const float minWorldX = obstacle.position.x() - radius;
const float maxWorldX = obstacle.position.x() + radius;
const float minWorldZ = obstacle.position.z() - radius;
const float maxWorldZ = obstacle.position.z() + radius;
const int minCellX = (std::max)(0, static_cast<int>(std::floor((minWorldX - minX) / cellSize)));
const int maxCellX = (std::min)(gridWidth - 1, static_cast<int>(std::floor((maxWorldX - minX) / cellSize)));
const int minCellZ = (std::max)(0, static_cast<int>(std::floor((minWorldZ - minZ) / cellSize)));
const int maxCellZ = (std::min)(gridDepth - 1, static_cast<int>(std::floor((maxWorldZ - minZ) / cellSize)));
const float radiusSq = radius * radius;
for (int z = minCellZ; z <= maxCellZ; ++z) {
for (int x = minCellX; x <= maxCellX; ++x) {
const Cell cell{ x, z };
const Eigen::Vector3f center = cellCenter(cell);
const float dx = center.x() - obstacle.position.x();
const float dz = center.z() - obstacle.position.z();
if (dx * dx + dz * dz <= radiusSq) {
const int idx = indexOf(cell);
if (idx >= 0 && idx < static_cast<int>(walkableGrid.size())) {
walkableGrid[static_cast<size_t>(idx)] = 0;
}
}
}
}
}
}
Cell startCell;
Cell endCell;
if (!findNearestWalkableCell(start, startCell, walkableGrid) ||
!findNearestWalkableCell(end, endCell, walkableGrid)) {
return {};
}
if (startCell.x == endCell.x && startCell.z == endCell.z) {
return { cellCenter(endCell) };
}
struct QueueNode {
int index = 0;
float priority = 0.0f;
bool operator<(const QueueNode& other) const
{
return priority > other.priority;
}
};
const int cellCount = gridWidth * gridDepth;
std::vector<float> cost(static_cast<size_t>(cellCount), INF_COST);
std::vector<int> cameFrom(static_cast<size_t>(cellCount), -1);
std::priority_queue<QueueNode> open;
const int startIndex = indexOf(startCell);
const int endIndex = indexOf(endCell);
cost[static_cast<size_t>(startIndex)] = 0.0f;
open.push({ startIndex, 0.0f });
static const int offsets[8][2] = {
{ 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 },
{ 1, 1 }, { 1, -1 }, { -1, 1 }, { -1, -1 }
};
while (!open.empty()) {
const QueueNode current = open.top();
open.pop();
if (current.index == endIndex) {
break;
}
const Cell currentCell{ current.index % gridWidth, current.index / gridWidth };
for (const auto& offset : offsets) {
Cell next{ currentCell.x + offset[0], currentCell.z + offset[1] };
if (!isCellWalkable(next, walkableGrid)) {
continue;
}
const bool diagonal = offset[0] != 0 && offset[1] != 0;
if (diagonal) {
Cell horizontal{ currentCell.x + offset[0], currentCell.z };
Cell vertical{ currentCell.x, currentCell.z + offset[1] };
if (!isCellWalkable(horizontal, walkableGrid) || !isCellWalkable(vertical, walkableGrid)) {
continue;
}
}
const int nextIndex = indexOf(next);
const float stepCost = diagonal ? 1.41421356f : 1.0f;
const float newCost = cost[static_cast<size_t>(current.index)] + stepCost;
if (newCost >= cost[static_cast<size_t>(nextIndex)]) {
continue;
}
cost[static_cast<size_t>(nextIndex)] = newCost;
cameFrom[static_cast<size_t>(nextIndex)] = current.index;
const float priority = newCost + distanceCells(next, endCell);
open.push({ nextIndex, priority });
}
}
if (cameFrom[static_cast<size_t>(endIndex)] == -1) {
return {};
}
std::vector<Cell> cells;
for (int current = endIndex; current != -1; current = cameFrom[static_cast<size_t>(current)]) {
cells.push_back({ current % gridWidth, current / gridWidth });
if (current == startIndex) {
break;
}
}
std::reverse(cells.begin(), cells.end());
cells = smoothCells(cells, walkableGrid);
std::vector<Eigen::Vector3f> path;
path.reserve(cells.size());
@@ -206,7 +360,7 @@ bool PathFinder::setAreaAvailable(const std::string& areaName, bool available)
bool PathFinder::isWalkable(const Eigen::Vector3f& point) const
{
Cell cell;
return worldToCell(point, cell) && isCellWalkable(cell);
return worldToCell(point, cell) && isCellWalkable(cell, walkable);
}
void PathFinder::loadConfig(const std::string& configPath, const std::string& zipPath)
@@ -406,7 +560,16 @@ bool PathFinder::isInsideGrid(const Cell& cell) const
bool PathFinder::isCellWalkable(const Cell& cell) const
{
return isInsideGrid(cell) && walkable[static_cast<size_t>(indexOf(cell))] != 0;
return isCellWalkable(cell, walkable);
}
bool PathFinder::isCellWalkable(const Cell& cell, const std::vector<unsigned char>& walkableGrid) const
{
const int idx = indexOf(cell);
return isInsideGrid(cell) &&
idx >= 0 &&
idx < static_cast<int>(walkableGrid.size()) &&
walkableGrid[static_cast<size_t>(idx)] != 0;
}
int PathFinder::indexOf(const Cell& cell) const
@@ -415,6 +578,11 @@ int PathFinder::indexOf(const Cell& cell) const
}
bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out) const
{
return findNearestWalkableCell(point, out, walkable);
}
bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out, const std::vector<unsigned char>& walkableGrid) const
{
Cell origin;
if (!worldToCell(point, origin)) {
@@ -424,7 +592,7 @@ bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out
origin.z = (std::min)((std::max)(z, 0), gridDepth - 1);
}
if (isCellWalkable(origin)) {
if (isCellWalkable(origin, walkableGrid)) {
out = origin;
return true;
}
@@ -438,7 +606,7 @@ bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out
}
Cell candidate{ origin.x + dx, origin.z + dz };
if (isCellWalkable(candidate)) {
if (isCellWalkable(candidate, walkableGrid)) {
out = candidate;
return true;
}
@@ -450,6 +618,11 @@ bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out
}
bool PathFinder::hasLineOfSight(const Cell& from, const Cell& to) const
{
return hasLineOfSight(from, to, walkable);
}
bool PathFinder::hasLineOfSight(const Cell& from, const Cell& to, const std::vector<unsigned char>& walkableGrid) const
{
const Eigen::Vector3f a = cellCenter(from);
const Eigen::Vector3f b = cellCenter(to);
@@ -460,7 +633,7 @@ bool PathFinder::hasLineOfSight(const Cell& from, const Cell& to) const
const float t = static_cast<float>(i) / static_cast<float>(steps);
const Eigen::Vector3f p = a * (1.0f - t) + b * t;
Cell cell;
if (!worldToCell(p, cell) || !isCellWalkable(cell)) {
if (!worldToCell(p, cell) || !isCellWalkable(cell, walkableGrid)) {
return false;
}
}
@@ -469,6 +642,11 @@ bool PathFinder::hasLineOfSight(const Cell& from, const Cell& to) const
}
std::vector<PathFinder::Cell> PathFinder::smoothCells(const std::vector<Cell>& cells) const
{
return smoothCells(cells, walkable);
}
std::vector<PathFinder::Cell> PathFinder::smoothCells(const std::vector<Cell>& cells, const std::vector<unsigned char>& walkableGrid) const
{
if (cells.size() <= 2) {
return cells;
@@ -480,7 +658,7 @@ std::vector<PathFinder::Cell> PathFinder::smoothCells(const std::vector<Cell>& c
while (anchor < cells.size() - 1) {
size_t next = cells.size() - 1;
while (next > anchor + 1 && !hasLineOfSight(cells[anchor], cells[next])) {
while (next > anchor + 1 && !hasLineOfSight(cells[anchor], cells[next], walkableGrid)) {
--next;
}
+14
View File
@@ -14,6 +14,11 @@ public:
Eigen::Vector3f offset = Eigen::Vector3f::Zero();
};
struct DynamicObstacle {
Eigen::Vector3f position = Eigen::Vector3f::Zero();
float radius = 0.0f;
};
struct Cell {
int x = 0;
int z = 0;
@@ -32,6 +37,10 @@ public:
std::vector<Eigen::Vector3f> findPath(const Eigen::Vector3f& start,
const Eigen::Vector3f& end) const;
std::vector<Eigen::Vector3f> findPath(const Eigen::Vector3f& start,
const Eigen::Vector3f& end,
const std::vector<DynamicObstacle>& dynamicObstacles) const;
bool setAreaAvailable(const std::string& areaName, bool available);
bool isReady() const { return ready; }
bool isWalkable(const Eigen::Vector3f& point) const;
@@ -74,6 +83,11 @@ private:
std::vector<Cell> smoothCells(const std::vector<Cell>& cells) const;
static bool pointInPolygon(float x, float z, const std::vector<Eigen::Vector2f>& polygon);
bool isCellWalkable(const Cell& cell, const std::vector<unsigned char>& walkableGrid) const;
bool findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out, const std::vector<unsigned char>& walkableGrid) const;
bool hasLineOfSight(const Cell& from, const Cell& to, const std::vector<unsigned char>& walkableGrid) const;
std::vector<Cell> smoothCells(const std::vector<Cell>& cells, const std::vector<unsigned char>& walkableGrid) const;
};
} // namespace ZL