0ad/source/simulation2/helpers/PathGoal.cpp

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/* Copyright (C) 2025 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/>.
*/
#include "precompiled.h"
#include "PathGoal.h"
#include "lib/code_annotation.h"
#include "maths/MathUtil.h"
#include "simulation2/helpers/Geometry.h"
#include "simulation2/helpers/Pathfinding.h"
#include <algorithm>
static bool NavcellContainsCircle(int i, int j, fixed x, fixed z, fixed r, bool inside)
{
// Accept any navcell (i,j) that contains a point which is inside[/outside]
// (or on the edge of) the circle
// Get world-space bounds of navcell
entity_pos_t x0 = entity_pos_t::FromInt(i).Multiply(Pathfinding::NAVCELL_SIZE);
entity_pos_t z0 = entity_pos_t::FromInt(j).Multiply(Pathfinding::NAVCELL_SIZE);
entity_pos_t x1 = x0 + Pathfinding::NAVCELL_SIZE;
entity_pos_t z1 = z0 + Pathfinding::NAVCELL_SIZE;
if (inside)
{
// Get the point inside the navcell closest to (x,z)
entity_pos_t nx = Clamp(x, x0, x1);
entity_pos_t nz = Clamp(z, z0, z1);
// Check if that point is inside the circle
return (CFixedVector2D(nx, nz) - CFixedVector2D(x, z)).CompareLength(r) <= 0;
}
else
{
// If any corner of the navcell is outside the circle, return true.
// Otherwise, since the circle is convex, there cannot be any other point
// in the navcell that is outside the circle.
return (
(CFixedVector2D(x0, z0) - CFixedVector2D(x, z)).CompareLength(r) >= 0
|| (CFixedVector2D(x1, z0) - CFixedVector2D(x, z)).CompareLength(r) >= 0
|| (CFixedVector2D(x0, z1) - CFixedVector2D(x, z)).CompareLength(r) >= 0
|| (CFixedVector2D(x1, z1) - CFixedVector2D(x, z)).CompareLength(r) >= 0
);
}
}
static bool NavcellContainsSquare(int i, int j,
fixed x, fixed z, CFixedVector2D u, CFixedVector2D v, fixed hw, fixed hh,
bool inside)
{
// Accept any navcell (i,j) that contains a point which is inside[/outside]
// (or on the edge of) the square
// Get world-space bounds of navcell
entity_pos_t x0 = entity_pos_t::FromInt(i).Multiply(Pathfinding::NAVCELL_SIZE);
entity_pos_t z0 = entity_pos_t::FromInt(j).Multiply(Pathfinding::NAVCELL_SIZE);
entity_pos_t x1 = x0 + Pathfinding::NAVCELL_SIZE;
entity_pos_t z1 = z0 + Pathfinding::NAVCELL_SIZE;
if (inside)
{
// Get the point inside the navcell closest to (x,z)
entity_pos_t nx = Clamp(x, x0, x1);
entity_pos_t nz = Clamp(z, z0, z1);
// Check if that point is inside the circle
return Geometry::PointIsInSquare(CFixedVector2D(nx - x, nz - z), u, v, CFixedVector2D(hw, hh));
}
else
{
// If any corner of the navcell is outside the square, return true.
// Otherwise, since the square is convex, there cannot be any other point
// in the navcell that is outside the square.
return (
!Geometry::PointIsInSquare(CFixedVector2D(x0 - x, z0 - z), u, v, CFixedVector2D(hw, hh))
|| !Geometry::PointIsInSquare(CFixedVector2D(x1 - x, z0 - z), u, v, CFixedVector2D(hw, hh))
|| !Geometry::PointIsInSquare(CFixedVector2D(x0 - x, z1 - z), u, v, CFixedVector2D(hw, hh))
|| !Geometry::PointIsInSquare(CFixedVector2D(x1 - x, z1 - z), u, v, CFixedVector2D(hw, hh))
);
}
}
bool PathGoal::NavcellContainsGoal(int i, int j) const
{
switch (type)
{
case POINT:
{
// Only accept a single navcell
int gi = (x >> Pathfinding::NAVCELL_SIZE_LOG2).ToInt_RoundToNegInfinity();
int gj = (z >> Pathfinding::NAVCELL_SIZE_LOG2).ToInt_RoundToNegInfinity();
return gi == i && gj == j;
}
case CIRCLE:
return NavcellContainsCircle(i, j, x, z, hw, true);
case INVERTED_CIRCLE:
return NavcellContainsCircle(i, j, x, z, hw, false);
case SQUARE:
return NavcellContainsSquare(i, j, x, z, u, v, hw, hh, true);
case INVERTED_SQUARE:
return NavcellContainsSquare(i, j, x, z, u, v, hw, hh, false);
NODEFAULT;
}
}
bool PathGoal::NavcellRectContainsGoal(int i0, int j0, int i1, int j1, int* gi, int* gj) const
{
// Get min/max to simplify range checks
int imin = std::min(i0, i1);
int imax = std::max(i0, i1);
int jmin = std::min(j0, j1);
int jmax = std::max(j0, j1);
// Direction to iterate from (i0,j0) towards (i1,j1)
int di = i1 < i0 ? -1 : +1;
int dj = j1 < j0 ? -1 : +1;
switch (type)
{
case POINT:
{
// Calculate the navcell that contains the point goal
int i = (x >> Pathfinding::NAVCELL_SIZE_LOG2).ToInt_RoundToNegInfinity();
int j = (z >> Pathfinding::NAVCELL_SIZE_LOG2).ToInt_RoundToNegInfinity();
// If that goal navcell is in the given range, return it
if (imin <= i && i <= imax && jmin <= j && j <= jmax)
{
if (gi)
*gi = i;
if (gj)
*gj = j;
return true;
}
return false;
}
case CIRCLE:
{
// Loop over all navcells in the given range (starting at (i0,j0) since
// this function is meant to find the goal navcell nearest to there
// assuming jmin==jmax || imin==imax),
// and check whether any point in each navcell is within the goal circle.
// (TODO: this is pretty inefficient.)
for (int j = j0; jmin <= j && j <= jmax; j += dj)
{
for (int i = i0; imin <= i && i <= imax; i += di)
{
if (NavcellContainsCircle(i, j, x, z, hw, true))
{
if (gi)
*gi = i;
if (gj)
*gj = j;
return true;
}
}
}
return false;
}
case INVERTED_CIRCLE:
{
// Loop over all navcells in the given range (starting at (i0,j0) since
// this function is meant to find the goal navcell nearest to there
// assuming jmin==jmax || imin==imax),
// and check whether any point in each navcell is outside the goal circle.
// (TODO: this is pretty inefficient.)
for (int j = j0; jmin <= j && j <= jmax; j += dj)
{
for (int i = i0; imin <= i && i <= imax; i += di)
{
if (NavcellContainsCircle(i, j, x, z, hw, false))
{
if (gi)
*gi = i;
if (gj)
*gj = j;
return true;
}
}
}
return false;
}
case SQUARE:
{
// Loop over all navcells in the given range (starting at (i0,j0) since
// this function is meant to find the goal navcell nearest to there
// assuming jmin==jmax || imin==imax),
// and check whether any point in each navcell is within the goal square.
// (TODO: this is pretty inefficient.)
for (int j = j0; jmin <= j && j <= jmax; j += dj)
{
for (int i = i0; imin <= i && i <= imax; i += di)
{
if (NavcellContainsSquare(i, j, x, z, u, v, hw, hh, true))
{
if (gi)
*gi = i;
if (gj)
*gj = j;
return true;
}
}
}
return false;
}
case INVERTED_SQUARE:
{
// Loop over all navcells in the given range (starting at (i0,j0) since
// this function is meant to find the goal navcell nearest to there
// assuming jmin==jmax || imin==imax),
// and check whether any point in each navcell is outside the goal square.
// (TODO: this is pretty inefficient.)
for (int j = j0; jmin <= j && j <= jmax; j += dj)
{
for (int i = i0; imin <= i && i <= imax; i += di)
{
if (NavcellContainsSquare(i, j, x, z, u, v, hw, hh, false))
{
if (gi)
*gi = i;
if (gj)
*gj = j;
return true;
}
}
}
return false;
}
NODEFAULT;
}
}
bool PathGoal::RectContainsGoal(entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1) const
{
switch (type)
{
case POINT:
return x0 <= x && x <= x1 && z0 <= z && z <= z1;
case CIRCLE:
{
entity_pos_t nx = Clamp(x, x0, x1);
entity_pos_t nz = Clamp(z, z0, z1);
return (CFixedVector2D(nx, nz) - CFixedVector2D(x, z)).CompareLength(hw) <= 0;
}
case INVERTED_CIRCLE:
{
return (
(CFixedVector2D(x0, z0) - CFixedVector2D(x, z)).CompareLength(hw) >= 0
|| (CFixedVector2D(x1, z0) - CFixedVector2D(x, z)).CompareLength(hw) >= 0
|| (CFixedVector2D(x0, z1) - CFixedVector2D(x, z)).CompareLength(hw) >= 0
|| (CFixedVector2D(x1, z1) - CFixedVector2D(x, z)).CompareLength(hw) >= 0
);
}
case SQUARE:
{
entity_pos_t nx = Clamp(x, x0, x1);
entity_pos_t nz = Clamp(z, z0, z1);
return Geometry::PointIsInSquare(CFixedVector2D(nx - x, nz - z), u, v, CFixedVector2D(hw, hh));
}
case INVERTED_SQUARE:
{
return (
!Geometry::PointIsInSquare(CFixedVector2D(x0 - x, z0 - z), u, v, CFixedVector2D(hw, hh))
|| !Geometry::PointIsInSquare(CFixedVector2D(x1 - x, z0 - z), u, v, CFixedVector2D(hw, hh))
|| !Geometry::PointIsInSquare(CFixedVector2D(x0 - x, z1 - z), u, v, CFixedVector2D(hw, hh))
|| !Geometry::PointIsInSquare(CFixedVector2D(x1 - x, z1 - z), u, v, CFixedVector2D(hw, hh))
);
}
NODEFAULT;
}
}
fixed PathGoal::DistanceToPoint(CFixedVector2D pos) const
{
CFixedVector2D d(pos.X - x, pos.Y - z);
switch (type)
{
case POINT:
return d.Length();
case CIRCLE:
return d.CompareLength(hw) <= 0 ? fixed::Zero() : d.Length() - hw;
case INVERTED_CIRCLE:
return d.CompareLength(hw) >= 0 ? fixed::Zero() : hw - d.Length();
case SQUARE:
{
CFixedVector2D halfSize(hw, hh);
return Geometry::PointIsInSquare(d, u, v, halfSize) ?
fixed::Zero() : Geometry::DistanceToSquare(d, u, v, halfSize);
}
case INVERTED_SQUARE:
{
CFixedVector2D halfSize(hw, hh);
return !Geometry::PointIsInSquare(d, u, v, halfSize) ?
fixed::Zero() : Geometry::DistanceToSquare(d, u, v, halfSize);
}
NODEFAULT;
}
}
CFixedVector2D PathGoal::NearestPointOnGoal(CFixedVector2D pos) const
{
CFixedVector2D g(x, z);
switch (type)
{
case POINT:
return g;
case CIRCLE:
{
CFixedVector2D d(pos.X - x, pos.Y - z);
if (d.CompareLength(hw) <= 0)
return pos;
d.Normalize(hw);
return g + d;
}
case INVERTED_CIRCLE:
{
CFixedVector2D d(pos.X - x, pos.Y - z);
if (d.CompareLength(hw) >= 0)
return pos;
if (d.IsZero())
d = CFixedVector2D(fixed::FromInt(1), fixed::Zero()); // some arbitrary direction
d.Normalize(hw);
return g + d;
}
case SQUARE:
{
CFixedVector2D halfSize(hw, hh);
CFixedVector2D d(pos.X - x, pos.Y - z);
return Geometry::PointIsInSquare(d, u, v, halfSize) ?
pos : g + Geometry::NearestPointOnSquare(d, u, v, halfSize);
}
case INVERTED_SQUARE:
{
CFixedVector2D halfSize(hw, hh);
CFixedVector2D d(pos.X - x, pos.Y - z);
return !Geometry::PointIsInSquare(d, u, v, halfSize) ?
pos : g + Geometry::NearestPointOnSquare(d, u, v, halfSize);
}
NODEFAULT;
}
}