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/* Copyright (C) 2012 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 PriorityQueueHeap<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,
ICmpPathfinder::pass_class_t 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 * (int)TERRAIN_TILE_SIZE) - r, fixed::FromInt(j * (int)TERRAIN_TILE_SIZE) - r);
CFixedVector2D v1 = CFixedVector2D(fixed::FromInt((i+1) * (int)TERRAIN_TILE_SIZE) + r, fixed::FromInt((j+1) * (int)TERRAIN_TILE_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 * (int)TERRAIN_TILE_SIZE) - r, fixed::FromInt(j * (int)TERRAIN_TILE_SIZE) - r);
v1 = CFixedVector2D(fixed::FromInt((i+1) * (int)TERRAIN_TILE_SIZE) + r, fixed::FromInt(j * (int)TERRAIN_TILE_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) * (int)TERRAIN_TILE_SIZE) + r, fixed::FromInt((j+1) * (int)TERRAIN_TILE_SIZE) + r);
v1 = CFixedVector2D(fixed::FromInt(i * (int)TERRAIN_TILE_SIZE) - r, fixed::FromInt((j+1) * (int)TERRAIN_TILE_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 * (int)TERRAIN_TILE_SIZE) - r, fixed::FromInt((j+1) * (int)TERRAIN_TILE_SIZE) + r);
v1 = CFixedVector2D(fixed::FromInt(i * (int)TERRAIN_TILE_SIZE) - r, fixed::FromInt(j * (int)TERRAIN_TILE_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) * (int)TERRAIN_TILE_SIZE) + r, fixed::FromInt(j * (int)TERRAIN_TILE_SIZE) - r);
v1 = CFixedVector2D(fixed::FromInt((i+1) * (int)TERRAIN_TILE_SIZE) + r, fixed::FromInt((j+1) * (int)TERRAIN_TILE_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, pass_class_t passClass, Path& path)
{
UpdateGrid(); // TODO: only need to bother updating if the terrain changed
PROFILE3("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 = atan2f(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(GetSystemEntity());
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
}
ENSURE(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) & 0xF;
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) & 0xF;
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,
pass_class_t passClass)
{
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
if (!cmpObstructionManager)
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;
}
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