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[Navigation 2D] Fix sign of cross product
Regression from splitting the servers. Also replaces the method for
getting the triangle area.
(cherry picked from commit f8d72ba783
)
This commit is contained in:
parent
0f17c184e4
commit
b963cf15ef
4 changed files with 77 additions and 6 deletions
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@ -40,7 +40,7 @@
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using namespace Nav2D;
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using namespace Nav2D;
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#define THREE_POINTS_CROSS_PRODUCT(m_a, m_b, m_c) (((m_c) - (m_a)).cross((m_b) - (m_a)))
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#define THREE_POINTS_CROSS_PRODUCT(m_a, m_b, m_c) (-((m_c) - (m_a)).cross((m_b) - (m_a)))
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bool NavMeshQueries2D::emit_callback(const Callable &p_callback) {
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bool NavMeshQueries2D::emit_callback(const Callable &p_callback) {
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ERR_FAIL_COND_V(!p_callback.is_valid(), false);
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ERR_FAIL_COND_V(!p_callback.is_valid(), false);
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@ -897,7 +897,7 @@ ClosestPointQueryResult NavMeshQueries2D::map_iteration_get_closest_point_info(c
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const LocalVector<Ref<NavRegionIteration2D>> ®ions = p_map_iteration.region_iterations;
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const LocalVector<Ref<NavRegionIteration2D>> ®ions = p_map_iteration.region_iterations;
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for (const Ref<NavRegionIteration2D> ®ion : regions) {
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for (const Ref<NavRegionIteration2D> ®ion : regions) {
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for (const Polygon &polygon : region->get_navmesh_polygons()) {
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for (const Polygon &polygon : region->get_navmesh_polygons()) {
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real_t cross = (polygon.vertices[1] - polygon.vertices[0]).cross(polygon.vertices[2] - polygon.vertices[0]);
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real_t cross = -(polygon.vertices[1] - polygon.vertices[0]).cross(polygon.vertices[2] - polygon.vertices[0]);
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Vector2 closest_on_polygon;
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Vector2 closest_on_polygon;
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real_t closest = FLT_MAX;
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real_t closest = FLT_MAX;
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bool inside = true;
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bool inside = true;
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@ -905,7 +905,7 @@ ClosestPointQueryResult NavMeshQueries2D::map_iteration_get_closest_point_info(c
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for (uint32_t point_id = 0; point_id < polygon.vertices.size(); ++point_id) {
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for (uint32_t point_id = 0; point_id < polygon.vertices.size(); ++point_id) {
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Vector2 edge = polygon.vertices[point_id] - previous;
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Vector2 edge = polygon.vertices[point_id] - previous;
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Vector2 to_point = p_point - previous;
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Vector2 to_point = p_point - previous;
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real_t edge_to_point_cross = edge.cross(to_point);
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real_t edge_to_point_cross = -edge.cross(to_point);
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bool clockwise = (edge_to_point_cross * cross) > 0;
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bool clockwise = (edge_to_point_cross * cross) > 0;
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// If we are not clockwise, the point will never be inside the polygon and so the closest point will be on an edge.
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// If we are not clockwise, the point will never be inside the polygon and so the closest point will be on an edge.
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if (!clockwise) {
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if (!clockwise) {
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@ -1029,7 +1029,7 @@ ClosestPointQueryResult NavMeshQueries2D::polygons_get_closest_point_info(const
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// TODO: Check for further 2D improvements.
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// TODO: Check for further 2D improvements.
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for (const Polygon &polygon : p_polygons) {
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for (const Polygon &polygon : p_polygons) {
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real_t cross = (polygon.vertices[1] - polygon.vertices[0]).cross(polygon.vertices[2] - polygon.vertices[0]);
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real_t cross = -(polygon.vertices[1] - polygon.vertices[0]).cross(polygon.vertices[2] - polygon.vertices[0]);
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Vector2 closest_on_polygon;
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Vector2 closest_on_polygon;
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real_t closest = FLT_MAX;
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real_t closest = FLT_MAX;
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bool inside = true;
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bool inside = true;
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@ -1037,7 +1037,7 @@ ClosestPointQueryResult NavMeshQueries2D::polygons_get_closest_point_info(const
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for (uint32_t point_id = 0; point_id < polygon.vertices.size(); ++point_id) {
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for (uint32_t point_id = 0; point_id < polygon.vertices.size(); ++point_id) {
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Vector2 edge = polygon.vertices[point_id] - previous;
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Vector2 edge = polygon.vertices[point_id] - previous;
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Vector2 to_point = p_point - previous;
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Vector2 to_point = p_point - previous;
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real_t edge_to_point_cross = edge.cross(to_point);
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real_t edge_to_point_cross = -edge.cross(to_point);
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bool clockwise = (edge_to_point_cross * cross) > 0;
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bool clockwise = (edge_to_point_cross * cross) > 0;
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// If we are not clockwise, the point will never be inside the polygon and so the closest point will be on an edge.
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// If we are not clockwise, the point will never be inside the polygon and so the closest point will be on an edge.
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if (!clockwise) {
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if (!clockwise) {
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@ -36,7 +36,7 @@ struct Triangle2 {
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Vector2 vertex[3];
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Vector2 vertex[3];
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real_t get_area() const {
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real_t get_area() const {
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return Math::sqrt((vertex[0] - vertex[1]).cross(vertex[0] - vertex[2])) * 0.5f;
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return Math::abs((vertex[0] - vertex[1]).cross(vertex[0] - vertex[2])) * 0.5f;
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}
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}
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Vector2 get_random_point_inside() const;
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Vector2 get_random_point_inside() const;
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70
tests/servers/test_triangle2.h
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70
tests/servers/test_triangle2.h
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@ -0,0 +1,70 @@
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/**************************************************************************/
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/* test_triangle2.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "modules/navigation_2d/triangle2.h"
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#include "tests/test_macros.h"
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namespace TestTriangle2 {
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TEST_SUITE("[Triangle2]") {
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TEST_CASE("[Triangle2] Test get_area") {
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const Vector2 p0(5.0, 5.0);
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const Vector2 p1(6.0, 7.0);
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const Vector2 p2(7.0, 6.0);
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CHECK_EQ(Triangle2(p0, p1, p2).get_area(), doctest::Approx(1.5));
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CHECK_EQ(Triangle2(p0, p2, p1).get_area(), doctest::Approx(1.5));
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CHECK_EQ(Triangle2(p0, p2, p2).get_area(), doctest::Approx(0.0));
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CHECK_EQ(Triangle2(p0, p1, p1).get_area(), doctest::Approx(0.0));
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}
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TEST_CASE("[Triangle2] Test get_closest_point_to") {
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const Vector2 p0(5.0, 5.0);
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const Vector2 p1(6.0, 7.0);
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const Vector2 p2(7.0, 6.0);
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const Vector2 p3(0.0, 0.0);
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const Vector2 p4(6.0, 6.5);
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const Triangle2 t(p0, p1, p2);
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CHECK(t.get_closest_point_to(p0).is_equal_approx(p0));
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CHECK(t.get_closest_point_to(p1).is_equal_approx(p1));
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CHECK(t.get_closest_point_to(p2).is_equal_approx(p2));
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CHECK(t.get_closest_point_to(p3).is_equal_approx(p0));
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CHECK(t.get_closest_point_to(p4).is_equal_approx(p4));
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}
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}
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} // namespace TestTriangle2
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@ -190,6 +190,7 @@
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#include "tests/scene/test_navigation_obstacle_2d.h"
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#include "tests/scene/test_navigation_obstacle_2d.h"
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#include "tests/scene/test_navigation_region_2d.h"
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#include "tests/scene/test_navigation_region_2d.h"
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#include "tests/servers/test_navigation_server_2d.h"
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#include "tests/servers/test_navigation_server_2d.h"
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#include "tests/servers/test_triangle2.h"
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#endif // MODULE_NAVIGATION_2D_ENABLED
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#endif // MODULE_NAVIGATION_2D_ENABLED
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#ifdef MODULE_NAVIGATION_3D_ENABLED
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#ifdef MODULE_NAVIGATION_3D_ENABLED
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