Merge branch 'witcher001-path' into witcher001
This commit is contained in:
commit
5231b50aab
@ -3,175 +3,472 @@
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"polygon": [
|
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],
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|
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],
|
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[
|
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33.4021,
|
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14.99871
|
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],
|
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[
|
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33.1771,
|
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|
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],
|
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[
|
||||
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|
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|
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|
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]
|
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}
|
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]
|
||||
|
||||
@ -78,6 +78,43 @@ void Character::setPathPlanner(PathPlanner planner) {
|
||||
pathPlanner = std::move(planner);
|
||||
}
|
||||
|
||||
bool Character::isMoving() const
|
||||
{
|
||||
Eigen::Vector3f toTarget = walkTarget - position;
|
||||
toTarget.y() = 0.f;
|
||||
return !pathWaypoints.empty() || toTarget.norm() > WALK_THRESHOLD;
|
||||
}
|
||||
|
||||
Eigen::Vector3f Character::getCurrentNavigationTarget() const
|
||||
{
|
||||
if (!pathWaypoints.empty() && currentWaypointIndex < pathWaypoints.size()) {
|
||||
return pathWaypoints[currentWaypointIndex];
|
||||
}
|
||||
return walkTarget;
|
||||
}
|
||||
|
||||
void Character::forceReplan()
|
||||
{
|
||||
if (!pathPlanner) {
|
||||
return;
|
||||
}
|
||||
|
||||
const Eigen::Vector3f normalizedTarget(requestedWalkTarget.x(), 0.f, requestedWalkTarget.z());
|
||||
pathWaypoints = pathPlanner(position, normalizedTarget);
|
||||
currentWaypointIndex = 0;
|
||||
|
||||
if (!pathWaypoints.empty()) {
|
||||
for (Eigen::Vector3f& waypoint : pathWaypoints) {
|
||||
waypoint.y() = 0.f;
|
||||
}
|
||||
walkTarget = pathWaypoints.back();
|
||||
return;
|
||||
}
|
||||
|
||||
walkTarget = Eigen::Vector3f(position.x(), 0.f, position.z());
|
||||
onArrivedCallback = nullptr;
|
||||
}
|
||||
|
||||
void Character::setTexture(std::shared_ptr<ZL::Texture> texture)
|
||||
{
|
||||
for (auto& animEntry : animations) {
|
||||
|
||||
@ -53,11 +53,21 @@ public:
|
||||
void drawShadowDepth(Renderer& renderer);
|
||||
void drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
|
||||
|
||||
// Character-to-character collision (XZ-plane). Used by Location to keep
|
||||
// player/NPCs from walking through each other.
|
||||
float collisionRadius = 0.45f;
|
||||
|
||||
// attackDirection is a world-space horizontal vector pointing from the
|
||||
// attacker toward this character — i.e. the direction the hit pushes
|
||||
// them. A zero vector disables directional sparks (isotropic burst).
|
||||
void applyDamage(float damageAmount, const Eigen::Vector3f& attackDirection = Eigen::Vector3f::Zero());
|
||||
// Movement/path introspection used for dynamic replanning.
|
||||
bool isMoving() const;
|
||||
const Eigen::Vector3f& getRequestedWalkTarget() const { return requestedWalkTarget; }
|
||||
Eigen::Vector3f getCurrentNavigationTarget() const;
|
||||
void forceReplan();
|
||||
|
||||
|
||||
// attackDirection is a world-space horizontal vector pointing from the
|
||||
// attacker toward this character — i.e. the direction the hit pushes
|
||||
// them. A zero vector disables directional sparks (isotropic burst).
|
||||
void applyDamage(float damageAmount, const Eigen::Vector3f& attackDirection = Eigen::Vector3f::Zero());
|
||||
|
||||
// Configures the per-character hit-spark emitter with the shared spark
|
||||
// texture. Safe to call once per character after construction.
|
||||
|
||||
223
src/Location.cpp
223
src/Location.cpp
@ -23,6 +23,23 @@ namespace ZL
|
||||
// on_npc_interact callback fires and the conversation begins.
|
||||
static constexpr float NPC_TALK_DISTANCE = 1.25f;
|
||||
|
||||
static float distancePointToSegmentXZ(const Eigen::Vector3f& p,
|
||||
const Eigen::Vector3f& a,
|
||||
const Eigen::Vector3f& b)
|
||||
{
|
||||
const Eigen::Vector2f p2(p.x(), p.z());
|
||||
const Eigen::Vector2f a2(a.x(), a.z());
|
||||
const Eigen::Vector2f b2(b.x(), b.z());
|
||||
const Eigen::Vector2f ab = b2 - a2;
|
||||
const float abLenSq = ab.squaredNorm();
|
||||
if (abLenSq <= 1e-8f) {
|
||||
return (p2 - a2).norm();
|
||||
}
|
||||
const float t = std::clamp((p2 - a2).dot(ab) / abLenSq, 0.0f, 1.0f);
|
||||
const Eigen::Vector2f closest = a2 + ab * t;
|
||||
return (p2 - closest).norm();
|
||||
}
|
||||
|
||||
Location::Location(Renderer& iRenderer, Inventory& iInventory)
|
||||
: renderer(iRenderer)
|
||||
, inventory(iInventory)
|
||||
@ -180,38 +197,51 @@ namespace ZL
|
||||
|
||||
void Location::setupNavigation(const std::string& navigationJsonPath)
|
||||
{
|
||||
std::vector<PathFinder::ObstacleMesh> obstacles;
|
||||
obstacles.reserve(gameObjects.size() + interactiveObjects.size());
|
||||
|
||||
for (const auto& item : gameObjects) {
|
||||
const LoadedGameObject& gameObj = item.second;
|
||||
obstacles.push_back({ &gameObj.mesh.data, Eigen::Vector3f::Zero() });
|
||||
}
|
||||
|
||||
for (const InteractiveObject& intObj : interactiveObjects) {
|
||||
if (!intObj.isActive) {
|
||||
continue;
|
||||
}
|
||||
obstacles.push_back({ &intObj.mesh.data, intObj.position });
|
||||
}
|
||||
|
||||
navigation.build(obstacles, navigationJsonPath, CONST_ZIP_FILE);
|
||||
// Static navigation blockers are defined in the navigation JSON as polygons.
|
||||
// NPC + player are handled as dynamic obstacles, so they are intentionally NOT in JSON.
|
||||
navigation.build({}, navigationJsonPath, CONST_ZIP_FILE);
|
||||
|
||||
#ifdef SHOW_PATH
|
||||
buildDebugNavMeshes();
|
||||
#endif
|
||||
|
||||
auto planner = [this](const Eigen::Vector3f& start, const Eigen::Vector3f& end) {
|
||||
return navigation.findPath(start, end);
|
||||
static constexpr float kDynamicObstacleInfluenceDist = 6.0f;
|
||||
|
||||
auto makePlanner = [this](const Character* self) {
|
||||
return [this, self](const Eigen::Vector3f& start, const Eigen::Vector3f& end) {
|
||||
std::vector<PathFinder::DynamicObstacle> dynamicObstacles;
|
||||
dynamicObstacles.reserve(npcs.size() + 1);
|
||||
|
||||
const auto addCharacter = [&](const Character* other) {
|
||||
if (!other || other == self) return;
|
||||
if (other->hp <= 0.f) return;
|
||||
|
||||
if (distancePointToSegmentXZ(other->position, start, end) > kDynamicObstacleInfluenceDist) {
|
||||
return;
|
||||
}
|
||||
|
||||
PathFinder::DynamicObstacle obs;
|
||||
obs.position = Eigen::Vector3f(other->position.x(), navigation.getFloorY(), other->position.z());
|
||||
obs.radius = (std::max)(0.0f, other->collisionRadius);
|
||||
dynamicObstacles.push_back(obs);
|
||||
};
|
||||
|
||||
addCharacter(player.get());
|
||||
for (const auto& npc : npcs) {
|
||||
addCharacter(npc.get());
|
||||
}
|
||||
|
||||
return navigation.findPath(start, end, dynamicObstacles);
|
||||
};
|
||||
};
|
||||
|
||||
if (player) {
|
||||
player->setPathPlanner(planner);
|
||||
player->setPathPlanner(makePlanner(player.get()));
|
||||
}
|
||||
|
||||
for (auto& npc : npcs) {
|
||||
if (npc) {
|
||||
npc->setPathPlanner(planner);
|
||||
npc->setPathPlanner(makePlanner(npc.get()));
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -640,6 +670,156 @@ namespace ZL
|
||||
return navigation.setAreaAvailable(areaName, available);
|
||||
}
|
||||
|
||||
void Location::resolveCharacterCollisions()
|
||||
{
|
||||
std::vector<Character*> characters;
|
||||
characters.reserve(npcs.size() + 1);
|
||||
|
||||
if (player) {
|
||||
characters.push_back(player.get());
|
||||
}
|
||||
for (auto& npc : npcs) {
|
||||
if (npc) {
|
||||
characters.push_back(npc.get());
|
||||
}
|
||||
}
|
||||
|
||||
if (characters.size() < 2) {
|
||||
return;
|
||||
}
|
||||
|
||||
static constexpr int kIterations = 3;
|
||||
static constexpr float kMinSeparationEps = 1e-4f;
|
||||
|
||||
for (int iter = 0; iter < kIterations; ++iter) {
|
||||
for (size_t i = 0; i < characters.size(); ++i) {
|
||||
for (size_t j = i + 1; j < characters.size(); ++j) {
|
||||
Character* a = characters[i];
|
||||
Character* b = characters[j];
|
||||
if (!a || !b) continue;
|
||||
if (a->hp <= 0.f || b->hp <= 0.f) continue;
|
||||
|
||||
const float minDist = a->collisionRadius + b->collisionRadius;
|
||||
if (minDist <= 0.f) continue;
|
||||
|
||||
const Eigen::Vector2f pa(a->position.x(), a->position.z());
|
||||
const Eigen::Vector2f pb(b->position.x(), b->position.z());
|
||||
const Eigen::Vector2f delta = pb - pa;
|
||||
const float dist = delta.norm();
|
||||
|
||||
if (dist >= minDist) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Eigen::Vector2f normal(1.f, 0.f);
|
||||
if (dist > kMinSeparationEps) {
|
||||
normal = delta / dist;
|
||||
}
|
||||
|
||||
const float penetration = (minDist - dist);
|
||||
const float push = penetration * 0.5f;
|
||||
|
||||
Eigen::Vector3f newA = a->position;
|
||||
Eigen::Vector3f newB = b->position;
|
||||
newA.x() -= normal.x() * push;
|
||||
newA.z() -= normal.y() * push;
|
||||
newA.y() = 0.f;
|
||||
newB.x() += normal.x() * push;
|
||||
newB.z() += normal.y() * push;
|
||||
newB.y() = 0.f;
|
||||
|
||||
if (navigation.isReady()) {
|
||||
const bool aOk = navigation.isWalkable(newA);
|
||||
const bool bOk = navigation.isWalkable(newB);
|
||||
|
||||
if (aOk && bOk) {
|
||||
a->position = newA;
|
||||
b->position = newB;
|
||||
}
|
||||
else if (aOk && !bOk) {
|
||||
a->position = newA;
|
||||
}
|
||||
else if (!aOk && bOk) {
|
||||
b->position = newB;
|
||||
}
|
||||
}
|
||||
else {
|
||||
a->position = newA;
|
||||
b->position = newB;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Location::updateDynamicReplans(int64_t deltaMs)
|
||||
{
|
||||
static constexpr float kMovedEps = 0.05f;
|
||||
static constexpr float kReplanTriggerDist = 1.1f;
|
||||
static constexpr int64_t kReplanCooldownMs = 300;
|
||||
|
||||
for (auto it = replanCooldownRemainingMs.begin(); it != replanCooldownRemainingMs.end();) {
|
||||
it->second -= deltaMs;
|
||||
if (it->second <= 0) {
|
||||
it = replanCooldownRemainingMs.erase(it);
|
||||
}
|
||||
else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<Character*> characters;
|
||||
characters.reserve(npcs.size() + 1);
|
||||
if (player) characters.push_back(player.get());
|
||||
for (auto& npc : npcs) if (npc) characters.push_back(npc.get());
|
||||
|
||||
std::vector<Character*> movers;
|
||||
movers.reserve(characters.size());
|
||||
for (Character* c : characters) {
|
||||
if (!c) continue;
|
||||
auto it = lastCharacterPositions.find(c);
|
||||
if (it == lastCharacterPositions.end()) {
|
||||
lastCharacterPositions[c] = c->position;
|
||||
continue;
|
||||
}
|
||||
|
||||
const Eigen::Vector3f prev = it->second;
|
||||
const float moved = (c->position - prev).norm();
|
||||
it->second = c->position;
|
||||
|
||||
if (moved > kMovedEps) {
|
||||
movers.push_back(c);
|
||||
}
|
||||
}
|
||||
|
||||
if (movers.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (Character* mover : movers) {
|
||||
if (!mover) continue;
|
||||
|
||||
for (Character* walker : characters) {
|
||||
if (!walker || walker == mover) continue;
|
||||
if (walker->hp <= 0.f) continue;
|
||||
if (!walker->isMoving()) continue;
|
||||
|
||||
if (replanCooldownRemainingMs.find(walker) != replanCooldownRemainingMs.end()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const Eigen::Vector3f nextTarget = walker->getCurrentNavigationTarget();
|
||||
const float distToSegment = distancePointToSegmentXZ(mover->position, walker->position, nextTarget);
|
||||
if (distToSegment > kReplanTriggerDist) {
|
||||
continue;
|
||||
}
|
||||
|
||||
walker->forceReplan();
|
||||
replanCooldownRemainingMs[walker] = kReplanCooldownMs;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Location::update(int64_t delta)
|
||||
{
|
||||
if (player) {
|
||||
@ -651,6 +831,9 @@ namespace ZL
|
||||
npc->update(delta);
|
||||
}
|
||||
|
||||
resolveCharacterCollisions();
|
||||
updateDynamicReplans(delta);
|
||||
|
||||
// Check if player reached target interactive object
|
||||
if (targetInteractiveObject && player) {
|
||||
float distToObject = (player->position - targetInteractiveObject->position).norm();
|
||||
|
||||
@ -13,6 +13,8 @@
|
||||
#include "dialogue/DialogueSystem.h"
|
||||
#include "SparkEmitter.h"
|
||||
#include <functional>
|
||||
#include <cstdint>
|
||||
#include <unordered_map>
|
||||
namespace ZL
|
||||
{
|
||||
|
||||
@ -112,6 +114,13 @@ namespace ZL
|
||||
protected:
|
||||
Renderer& renderer;
|
||||
Inventory& inventory;
|
||||
|
||||
private:
|
||||
void resolveCharacterCollisions();
|
||||
void updateDynamicReplans(int64_t deltaMs);
|
||||
|
||||
std::unordered_map<Character*, Eigen::Vector3f> lastCharacterPositions;
|
||||
std::unordered_map<Character*, int64_t> replanCooldownRemainingMs;
|
||||
};
|
||||
|
||||
} // namespace ZL
|
||||
@ -38,6 +38,52 @@ namespace {
|
||||
|
||||
return polygon;
|
||||
}
|
||||
|
||||
float distancePointToSegment2D(const Eigen::Vector2f& p,
|
||||
const Eigen::Vector2f& a,
|
||||
const Eigen::Vector2f& b)
|
||||
{
|
||||
const Eigen::Vector2f ab = b - a;
|
||||
const float abLenSq = ab.squaredNorm();
|
||||
if (abLenSq <= 1e-8f) {
|
||||
return (p - a).norm();
|
||||
}
|
||||
float t = (p - a).dot(ab) / abLenSq;
|
||||
t = (std::max)(0.0f, (std::min)(1.0f, t));
|
||||
const Eigen::Vector2f proj = a + t * ab;
|
||||
return (p - proj).norm();
|
||||
}
|
||||
|
||||
Eigen::Vector2f closestPointOnSegment2D(const Eigen::Vector2f& p,
|
||||
const Eigen::Vector2f& a,
|
||||
const Eigen::Vector2f& b)
|
||||
{
|
||||
const Eigen::Vector2f ab = b - a;
|
||||
const float abLenSq = ab.squaredNorm();
|
||||
if (abLenSq <= 1e-8f) {
|
||||
return a;
|
||||
}
|
||||
|
||||
float t = (p - a).dot(ab) / abLenSq;
|
||||
t = (std::max)(0.0f, (std::min)(1.0f, t));
|
||||
return a + t * ab;
|
||||
}
|
||||
|
||||
float distancePointToPolygonEdges(const Eigen::Vector2f& p,
|
||||
const std::vector<Eigen::Vector2f>& polygon)
|
||||
{
|
||||
if (polygon.size() < 2) {
|
||||
return (std::numeric_limits<float>::max)();
|
||||
}
|
||||
|
||||
float best = (std::numeric_limits<float>::max)();
|
||||
for (size_t i = 0; i < polygon.size(); ++i) {
|
||||
const Eigen::Vector2f& a = polygon[i];
|
||||
const Eigen::Vector2f& b = polygon[(i + 1) % polygon.size()];
|
||||
best = (std::min)(best, distancePointToSegment2D(p, a, b));
|
||||
}
|
||||
return best;
|
||||
}
|
||||
}
|
||||
|
||||
void PathFinder::build(const std::vector<ObstacleMesh>& obstacleMeshes,
|
||||
@ -74,8 +120,8 @@ 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 +167,7 @@ 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 +175,7 @@ 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 +206,161 @@ 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 +406,7 @@ 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)
|
||||
@ -215,7 +415,9 @@ void PathFinder::loadConfig(const std::string& configPath, const std::string& zi
|
||||
agentRadius = 0.45f;
|
||||
floorY = 0.0f;
|
||||
objectPadding = 0.25f;
|
||||
boundaryPadding = 0.0f;
|
||||
areas.clear();
|
||||
obstaclePolygons.clear();
|
||||
|
||||
try {
|
||||
std::string content;
|
||||
@ -236,6 +438,7 @@ void PathFinder::loadConfig(const std::string& configPath, const std::string& zi
|
||||
agentRadius = root.value("agentRadius", agentRadius);
|
||||
floorY = root.value("floorY", floorY);
|
||||
objectPadding = root.value("objectPadding", objectPadding);
|
||||
boundaryPadding = root.value("boundaryPadding", boundaryPadding);
|
||||
|
||||
if (!root.contains("areas") || !root["areas"].is_array()) {
|
||||
std::cerr << "[nav] Navigation config has no 'areas' array: " << configPath << "\n";
|
||||
@ -259,6 +462,18 @@ void PathFinder::loadConfig(const std::string& configPath, const std::string& zi
|
||||
|
||||
areas.push_back(area);
|
||||
}
|
||||
|
||||
if (root.contains("obstacles") && root["obstacles"].is_array()) {
|
||||
for (const auto& item : root["obstacles"]) {
|
||||
ObstaclePolygon obstacle;
|
||||
obstacle.name = item.value("name", "");
|
||||
obstacle.polygon = readPolygon(item);
|
||||
if (obstacle.polygon.size() < 3) {
|
||||
continue;
|
||||
}
|
||||
obstaclePolygons.push_back(std::move(obstacle));
|
||||
}
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
std::cerr << "[nav] Failed to load config '" << configPath << "': " << e.what() << "\n";
|
||||
}
|
||||
@ -266,6 +481,7 @@ void PathFinder::loadConfig(const std::string& configPath, const std::string& zi
|
||||
cellSize = (std::max)(cellSize, 0.1f);
|
||||
agentRadius = (std::max)(agentRadius, 0.0f);
|
||||
objectPadding = (std::max)(objectPadding, 0.0f);
|
||||
boundaryPadding = (std::max)(boundaryPadding, 0.0f);
|
||||
}
|
||||
|
||||
void PathFinder::resetGridBounds()
|
||||
@ -304,6 +520,12 @@ void PathFinder::resetGridBounds()
|
||||
}
|
||||
}
|
||||
|
||||
for (const ObstaclePolygon& obstacle : obstaclePolygons) {
|
||||
for (const Eigen::Vector2f& point : obstacle.polygon) {
|
||||
includePoint(point.x(), point.y());
|
||||
}
|
||||
}
|
||||
|
||||
const float padding = cellSize * 2.0f + agentRadius + objectPadding;
|
||||
minX -= padding;
|
||||
minZ -= padding;
|
||||
@ -319,20 +541,75 @@ void PathFinder::rebuildWalkableGrid()
|
||||
walkable.assign(static_cast<size_t>(gridWidth * gridDepth), 0);
|
||||
markAvailableAreasWalkable();
|
||||
markObstacleMeshesBlocked();
|
||||
markObstaclePolygonsBlocked();
|
||||
}
|
||||
|
||||
void PathFinder::markAvailableAreasWalkable()
|
||||
{
|
||||
const auto insideAvailableArea = [this](const Eigen::Vector2f& point) {
|
||||
for (const NavigationArea& area : areas) {
|
||||
if (!area.available) {
|
||||
continue;
|
||||
}
|
||||
if (pointInPolygon(point.x(), point.y(), area.polygon)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
};
|
||||
|
||||
const auto externalBoundaryDistance = [this, &insideAvailableArea](const Eigen::Vector2f& point) {
|
||||
if (boundaryPadding <= 0.0f) {
|
||||
return (std::numeric_limits<float>::max)();
|
||||
}
|
||||
|
||||
const float sampleOffset = (std::max)(cellSize * 0.25f, 0.05f);
|
||||
float best = (std::numeric_limits<float>::max)();
|
||||
|
||||
for (const NavigationArea& area : areas) {
|
||||
if (!area.available || area.polygon.size() < 2) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < area.polygon.size(); ++i) {
|
||||
const Eigen::Vector2f& a = area.polygon[i];
|
||||
const Eigen::Vector2f& b = area.polygon[(i + 1) % area.polygon.size()];
|
||||
const Eigen::Vector2f edge = b - a;
|
||||
if (edge.squaredNorm() <= 1e-8f) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const Eigen::Vector2f closest = closestPointOnSegment2D(point, a, b);
|
||||
Eigen::Vector2f normal(-edge.y(), edge.x());
|
||||
normal.normalize();
|
||||
|
||||
const bool sideAInside = insideAvailableArea(closest + normal * sampleOffset);
|
||||
const bool sideBInside = insideAvailableArea(closest - normal * sampleOffset);
|
||||
if (sideAInside && sideBInside) {
|
||||
continue;
|
||||
}
|
||||
|
||||
best = (std::min)(best, distancePointToSegment2D(point, a, b));
|
||||
}
|
||||
}
|
||||
|
||||
return best;
|
||||
};
|
||||
|
||||
for (int z = 0; z < gridDepth; ++z) {
|
||||
for (int x = 0; x < gridWidth; ++x) {
|
||||
const Cell cell{ x, z };
|
||||
const Eigen::Vector3f center = cellCenter(cell);
|
||||
const Eigen::Vector2f point(center.x(), center.z());
|
||||
|
||||
for (const NavigationArea& area : areas) {
|
||||
if (!area.available) {
|
||||
continue;
|
||||
}
|
||||
if (pointInPolygon(center.x(), center.z(), area.polygon)) {
|
||||
if (boundaryPadding > 0.0f && externalBoundaryDistance(point) < boundaryPadding) {
|
||||
continue;
|
||||
}
|
||||
walkable[static_cast<size_t>(indexOf(cell))] = 1;
|
||||
break;
|
||||
}
|
||||
@ -341,8 +618,51 @@ void PathFinder::markAvailableAreasWalkable()
|
||||
}
|
||||
}
|
||||
|
||||
void PathFinder::markObstaclePolygonsBlocked()
|
||||
{
|
||||
if (obstaclePolygons.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
const float padding = agentRadius + objectPadding;
|
||||
|
||||
for (int z = 0; z < gridDepth; ++z) {
|
||||
for (int x = 0; x < gridWidth; ++x) {
|
||||
const Cell cell{ x, z };
|
||||
const int idx = indexOf(cell);
|
||||
if (idx < 0 || idx >= static_cast<int>(walkable.size())) {
|
||||
continue;
|
||||
}
|
||||
if (!walkable[static_cast<size_t>(idx)]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const Eigen::Vector3f center3 = cellCenter(cell);
|
||||
const Eigen::Vector2f center(center3.x(), center3.z());
|
||||
|
||||
for (const ObstaclePolygon& obstacle : obstaclePolygons) {
|
||||
if (pointInPolygon(center.x(), center.y(), obstacle.polygon)) {
|
||||
walkable[static_cast<size_t>(idx)] = 0;
|
||||
break;
|
||||
}
|
||||
if (padding > 0.0f &&
|
||||
distancePointToPolygonEdges(center, obstacle.polygon) <= padding) {
|
||||
walkable[static_cast<size_t>(idx)] = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PathFinder::markObstacleMeshesBlocked()
|
||||
{
|
||||
if (!obstaclePolygons.empty()) {
|
||||
// Prefer JSON-defined obstacle polygons over mesh-derived blockers.
|
||||
// Mesh blockers tend to over-block (e.g. tree crowns) and are harder to author/tune.
|
||||
return;
|
||||
}
|
||||
|
||||
const float padding = agentRadius + objectPadding;
|
||||
|
||||
for (const ObstacleMesh& obstacle : obstacles) {
|
||||
@ -406,7 +726,16 @@ 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 +744,11 @@ 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 +758,7 @@ 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 +772,7 @@ 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 +784,11 @@ 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 +799,7 @@ 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 +808,11 @@ 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 +824,7 @@ 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;
|
||||
}
|
||||
|
||||
|
||||
@ -14,6 +14,16 @@ public:
|
||||
Eigen::Vector3f offset = Eigen::Vector3f::Zero();
|
||||
};
|
||||
|
||||
struct ObstaclePolygon {
|
||||
std::string name;
|
||||
std::vector<Eigen::Vector2f> polygon;
|
||||
};
|
||||
|
||||
struct DynamicObstacle {
|
||||
Eigen::Vector3f position = Eigen::Vector3f::Zero();
|
||||
float radius = 0.0f;
|
||||
};
|
||||
|
||||
struct Cell {
|
||||
int x = 0;
|
||||
int z = 0;
|
||||
@ -32,6 +42,10 @@ 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;
|
||||
@ -44,6 +58,7 @@ private:
|
||||
float agentRadius = 0.45f;
|
||||
float floorY = 0.0f;
|
||||
float objectPadding = 0.25f;
|
||||
float boundaryPadding = 0.0f;
|
||||
|
||||
float minX = 0.0f;
|
||||
float minZ = 0.0f;
|
||||
@ -54,6 +69,7 @@ private:
|
||||
std::string loadedConfigPath;
|
||||
std::string loadedZipPath;
|
||||
std::vector<ObstacleMesh> obstacles;
|
||||
std::vector<ObstaclePolygon> obstaclePolygons;
|
||||
std::vector<unsigned char> walkable;
|
||||
std::vector<NavigationArea> areas;
|
||||
|
||||
@ -62,6 +78,7 @@ private:
|
||||
void rebuildWalkableGrid();
|
||||
void markAvailableAreasWalkable();
|
||||
void markObstacleMeshesBlocked();
|
||||
void markObstaclePolygonsBlocked();
|
||||
|
||||
bool worldToCell(const Eigen::Vector3f& point, Cell& out) const;
|
||||
Eigen::Vector3f cellCenter(const Cell& cell) const;
|
||||
@ -74,6 +91,11 @@ 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
|
||||
|
||||
Loading…
Reference in New Issue
Block a user