Files
vRp.CD2g_test/utils/geometry/navmesh/navmesh.go
T
kercylan98 3e07449c87 🎨 注释优化
2023-06-20 11:17:23 +08:00

267 lines
9.8 KiB
Go

package navmesh
import (
"github.com/kercylan98/minotaur/utils/astar"
"github.com/kercylan98/minotaur/utils/generic"
"github.com/kercylan98/minotaur/utils/geometry"
"github.com/kercylan98/minotaur/utils/maths"
)
// NewNavMesh 创建一个新的导航网格,并返回一个指向该导航网格的指针。
//
// 参数:
// - shapes: 形状切片,类型为 []geometry.Shape[V],表示导航网格中的形状。
// - meshShrinkAmount: 网格缩小量,类型为 V,表示导航网格的缩小量。
//
// 返回值:
// - *NavMesh[V]: 指向创建的导航网格的指针。
//
// 注意事项:
// - 导航网格的形状可以是任何几何形状。
// - meshShrinkAmount 表示导航网格的缩小量,用于在形状之间创建链接时考虑形状的缩小效果。
// - 函数内部使用了泛型类型参数 V,可以根据需要指定形状的坐标类型。
// - 函数返回一个指向创建的导航网格的指针。
func NewNavMesh[V generic.SignedNumber](shapes []geometry.Shape[V], meshShrinkAmount V) *NavMesh[V] {
nm := &NavMesh[V]{
meshShapes: make([]*shape[V], len(shapes)),
meshShrinkAmount: meshShrinkAmount,
}
for i, shape := range shapes {
nm.meshShapes[i] = newShape(i, shape)
}
nm.generateLink()
return nm
}
type NavMesh[V generic.SignedNumber] struct {
meshShapes []*shape[V]
meshShrinkAmount V
}
// Neighbours 实现 astar.Graph 的接口,用于向 A* 算法提供相邻图形
func (slf *NavMesh[V]) Neighbours(node *shape[V]) []*shape[V] {
return node.links
}
// Find 用于在 NavMesh 中查找离给定点最近的形状,并返回距离、找到的点和找到的形状。
//
// 参数:
// - point: 给定的点,类型为 geometry.Point[V],表示一个 V 维度的点坐标。
// - maxDistance: 最大距离,类型为 V,表示查找的最大距离限制。
//
// 返回值:
// - distance: 距离,类型为 V,表示离给定点最近的形状的距离。
// - findPoint: 找到的点,类型为 geometry.Point[V],表示离给定点最近的点坐标。
// - findShape: 找到的形状,类型为 geometry.Shape[V],表示离给定点最近的形状。
//
// 注意事项:
// - 如果给定点在 NavMesh 中的某个形状内部或者在形状的边上,距离为 0,找到的形状为该形状,找到的点为给定点。
// - 如果给定点不在任何形状内部或者形状的边上,将计算给定点到每个形状的距离,并找到最近的形状和对应的点。
// - 距离的计算采用几何学中的投影点到形状的距离。
// - 函数返回离给定点最近的形状的距离、找到的点和找到的形状。
func (slf *NavMesh[V]) Find(point geometry.Point[V], maxDistance V) (distance V, findPoint geometry.Point[V], findShape geometry.Shape[V]) {
var minDistance = maxDistance
var closest *shape[V]
var pointOnClosest geometry.Point[V]
for _, meshShape := range slf.meshShapes {
if meshShape.Contains(point) || geometry.IsPointOnEdge(meshShape.Edges(), point) {
minDistance = 0
closest = meshShape
pointOnClosest = point
break
}
br := geometry.CalcBoundingRadius(meshShape.Shape)
distance := geometry.CalcDistance(geometry.DoublePointToCoordinate(
geometry.CalcRectangleCentroid(meshShape.Shape),
point,
))
if distance-br < minDistance {
point, distance := geometry.ProjectionPointToShape(point, meshShape.Shape)
if distance < minDistance {
minDistance = distance
closest = meshShape
pointOnClosest = point
}
}
}
return minDistance, pointOnClosest, closest.Shape
}
// FindPath 函数用于在 NavMesh 中查找从起点到终点的路径,并返回路径上的点序列。
//
// 参数:
// - start: 起点,类型为 geometry.Point[V],表示路径的起始点。
// - end: 终点,类型为 geometry.Point[V],表示路径的终点。
//
// 返回值:
// - result: 路径上的点序列,类型为 []geometry.Point[V]。
//
// 注意事项:
// - 函数首先根据起点和终点的位置,找到离它们最近的形状作为起点形状和终点形状。
// - 如果起点或终点不在任何形状内部,且 NavMesh 的 meshShrinkAmount 大于0,则会考虑缩小的形状。
// - 使用 A* 算法在 NavMesh 上搜索从起点形状到终点形状的最短路径。
// - 使用漏斗算法对路径进行优化,以得到最终的路径点序列。
func (slf *NavMesh[V]) FindPath(start, end geometry.Point[V]) (result []geometry.Point[V]) {
var startShape, endShape *shape[V]
var startDistance, endDistance = V(-1), V(-1)
for _, meshShape := range slf.meshShapes {
br := meshShape.BoundingRadius()
distance := geometry.CalcDistance(geometry.DoublePointToCoordinate(meshShape.Centroid(), start))
if (distance <= startDistance || startDistance == V(-1)) && distance <= br && meshShape.Contains(start) {
startShape = meshShape
startDistance = distance
}
distance = geometry.CalcDistance(geometry.DoublePointToCoordinate(meshShape.Centroid(), end))
if (distance <= endDistance || endDistance == V(-1)) && distance <= br && meshShape.Contains(end) {
endShape = meshShape
endDistance = distance
}
}
if endShape == nil && slf.meshShrinkAmount > V(0) {
for _, meshShape := range slf.meshShapes {
br := meshShape.BoundingRadius() + slf.meshShrinkAmount
distance := geometry.CalcDistance(geometry.DoublePointToCoordinate(meshShape.Centroid(), end))
if distance <= br {
_, projectionDistance := geometry.ProjectionPointToShape(end, meshShape.Shape)
if projectionDistance <= slf.meshShrinkAmount && projectionDistance < endDistance {
endShape = meshShape
endDistance = projectionDistance
}
}
}
}
if endShape == nil {
return
}
if startShape == nil && slf.meshShrinkAmount > 0 {
for _, meshShape := range slf.meshShapes {
br := meshShape.BoundingRadius() + slf.meshShrinkAmount
distance := geometry.CalcDistance(geometry.DoublePointToCoordinate(meshShape.Centroid(), start))
if distance <= br {
_, projectionDistance := geometry.ProjectionPointToShape(start, meshShape.Shape)
if projectionDistance <= slf.meshShrinkAmount && projectionDistance < startDistance {
startShape = meshShape
startDistance = projectionDistance
}
}
}
}
if startShape == nil {
return
}
if startShape == endShape {
return append(result, start, end)
}
path := astar.Find[*shape[V], V](slf, startShape, endShape, func(a, b *shape[V]) V {
return geometry.CalcDistance(geometry.DoublePointToCoordinate(a.centroid, b.centroid))
}, func(a, b *shape[V]) V {
return geometry.CalcDistance(geometry.DoublePointToCoordinate(a.centroid, b.centroid))
})
if len(path) == 0 {
return
}
path = append([]*shape[V]{startShape}, path...)
funnel := new(funnel[V])
funnel.pushSingle(start)
for i := 0; i < len(path)-1; i++ {
current := path[i]
next := path[i+1]
var portal geometry.Line[V]
var find bool
for i := 0; i < len(current.links); i++ {
if current.links[i].id == next.id {
portal = current.portals[i]
find = true
}
}
if !find {
panic("not found portal")
}
funnel.push(portal.GetStart(), portal.GetEnd())
}
funnel.pushSingle(end)
funnel.stringPull()
var lastPoint geometry.Point[V]
for i, point := range funnel.path {
var np = point.Copy()
if i == 0 || !np.Equal(lastPoint) {
result = append(result, np)
}
lastPoint = np
}
return result
}
func (slf *NavMesh[V]) generateLink() {
refer := len(slf.meshShapes)
for i := 0; i < refer; i++ {
shapePkg := slf.meshShapes[i]
shapeCentroid := shapePkg.Centroid()
shapeBoundingRadius := shapePkg.BoundingRadius()
shapeEdges := shapePkg.Edges()
for t := i + 1; t < len(slf.meshShapes); t++ {
targetShapePkg := slf.meshShapes[t]
targetShapeCentroid := targetShapePkg.Centroid()
targetShapeBoundingRadius := targetShapePkg.BoundingRadius()
centroidDistance := geometry.CalcDistance(geometry.DoublePointToCoordinate(shapeCentroid, targetShapeCentroid))
if centroidDistance > shapeBoundingRadius+targetShapeBoundingRadius {
continue
}
for _, shapeEdge := range shapeEdges {
for _, targetEdge := range targetShapePkg.Edges() {
if !geometry.CalcLineIsCollinear(shapeEdge, targetEdge, V(maths.GetDefaultTolerance())) {
continue
}
var overlapLine, overlap = geometry.CalcLineIsOverlap(shapeEdge, targetEdge)
if !overlap {
continue
}
shapePkg.links = append(shapePkg.links, targetShapePkg)
targetShapePkg.links = append(targetShapePkg.links, shapePkg)
edgeAngle := geometry.CalcAngle(geometry.DoublePointToCoordinate(shapeCentroid, shapeEdge.GetStart()))
a1 := geometry.CalcAngle(geometry.DoublePointToCoordinate(shapeCentroid, overlapLine.GetStart()))
a2 := geometry.CalcAngle(geometry.DoublePointToCoordinate(shapeCentroid, overlapLine.GetEnd()))
a3 := geometry.CalcAngleDifference(edgeAngle, a1)
a4 := geometry.CalcAngleDifference(edgeAngle, a2)
if a3 < a4 {
shapePkg.portals = append(shapePkg.portals, geometry.NewLine(overlapLine.GetStart(), overlapLine.GetEnd()))
} else {
shapePkg.portals = append(shapePkg.portals, geometry.NewLine(overlapLine.GetEnd(), overlapLine.GetStart()))
}
edgeAngle = geometry.CalcAngle(geometry.DoublePointToCoordinate(targetShapeCentroid, targetEdge.GetStart()))
a1 = geometry.CalcAngle(geometry.DoublePointToCoordinate(targetShapeCentroid, overlapLine.GetStart()))
a2 = geometry.CalcAngle(geometry.DoublePointToCoordinate(targetShapeCentroid, overlapLine.GetEnd()))
a3 = geometry.CalcAngleDifference(edgeAngle, a1)
a4 = geometry.CalcAngleDifference(edgeAngle, a2)
if a3 < a4 {
targetShapePkg.portals = append(targetShapePkg.portals, geometry.NewLine(overlapLine.GetStart(), overlapLine.GetEnd()))
} else {
targetShapePkg.portals = append(targetShapePkg.portals, geometry.NewLine(overlapLine.GetEnd(), overlapLine.GetStart()))
}
}
}
}
}
}