Files
FlaxEngine/Source/Engine/Navigation/NavMeshRuntime.cpp

677 lines
21 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "NavMeshRuntime.h"
#include "NavigationSettings.h"
#include "NavMesh.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Random.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Threading/Threading.h"
#include <ThirdParty/recastnavigation/DetourNavMesh.h>
#include <ThirdParty/recastnavigation/DetourNavMeshQuery.h>
#include <ThirdParty/recastnavigation/RecastAlloc.h>
#define MAX_NODES 2048
#define USE_DATA_LINK 0
#define USE_NAV_MESH_ALLOC 1
// TODO: try not using USE_NAV_MESH_ALLOC
namespace
{
FORCE_INLINE void InitFilter(dtQueryFilter& filter)
{
Platform::MemoryCopy(filter.m_areaCost, NavMeshRuntime::NavAreasCosts, sizeof(NavMeshRuntime::NavAreasCosts));
static_assert(sizeof(dtQueryFilter::m_areaCost) == sizeof(NavMeshRuntime::NavAreasCosts), "Invalid navmesh area cost list.");
}
}
NavMeshRuntime::NavMeshRuntime(const NavMeshProperties& properties)
: ScriptingObject(SpawnParams(Guid::New(), NavMeshRuntime::TypeInitializer))
, Properties(properties)
{
_navMesh = nullptr;
_navMeshQuery = dtAllocNavMeshQuery();
_tileSize = 0;
}
NavMeshRuntime::~NavMeshRuntime()
{
Dispose();
dtFreeNavMeshQuery(_navMeshQuery);
}
int32 NavMeshRuntime::GetTilesCapacity() const
{
return _navMesh ? _navMesh->getMaxTiles() : 0;
}
bool NavMeshRuntime::FindDistanceToWall(const Vector3& startPosition, NavMeshHit& hitInfo, float maxDistance) const
{
ScopeLock lock(Locker);
const auto query = GetNavMeshQuery();
if (!query || !_navMesh)
return false;
dtQueryFilter filter;
InitFilter(filter);
Float3 extent = Properties.DefaultQueryExtent;
Float3 startPositionNavMesh;
Float3::Transform(startPosition, Properties.Rotation, startPositionNavMesh);
dtPolyRef startPoly = 0;
if (!dtStatusSucceed(query->findNearestPoly(&startPositionNavMesh.X, &extent.X, &filter, &startPoly, nullptr)))
return false;
Float3 hitPosition, hitNormal;
if (!dtStatusSucceed(query->findDistanceToWall(startPoly, &startPositionNavMesh.X, maxDistance, &filter, &hitInfo.Distance, &hitPosition.X, &hitNormal.X)))
return false;
Quaternion invRotation;
Quaternion::Invert(Properties.Rotation, invRotation);
Vector3::Transform(hitPosition, invRotation, hitInfo.Position);
Vector3::Transform(hitNormal, invRotation, hitInfo.Normal);
return true;
}
bool NavMeshRuntime::FindPath(const Vector3& startPosition, const Vector3& endPosition, Array<Vector3, HeapAllocation>& resultPath, NavMeshPathFlags& resultFlags) const
{
resultPath.Clear();
resultFlags = NavMeshPathFlags::None;
ScopeLock lock(Locker);
const auto query = GetNavMeshQuery();
if (!query || !_navMesh)
return false;
dtQueryFilter filter;
InitFilter(filter);
Float3 extent = Properties.DefaultQueryExtent;
Float3 startPositionNavMesh, endPositionNavMesh;
Float3::Transform(startPosition, Properties.Rotation, startPositionNavMesh);
Float3::Transform(endPosition, Properties.Rotation, endPositionNavMesh);
dtPolyRef startPoly = 0;
if (!dtStatusSucceed(query->findNearestPoly(&startPositionNavMesh.X, &extent.X, &filter, &startPoly, nullptr)))
return false;
dtPolyRef endPoly = 0;
if (!dtStatusSucceed(query->findNearestPoly(&endPositionNavMesh.X, &extent.X, &filter, &endPoly, nullptr)))
return false;
dtPolyRef path[NAV_MESH_PATH_MAX_SIZE];
int32 pathSize;
const auto findPathStatus = query->findPath(startPoly, endPoly, &startPositionNavMesh.X, &endPositionNavMesh.X, &filter, path, &pathSize, NAV_MESH_PATH_MAX_SIZE);
if (dtStatusFailed(findPathStatus))
{
return false;
}
Quaternion invRotation;
Quaternion::Invert(Properties.Rotation, invRotation);
if (pathSize == 1 && dtStatusDetail(findPathStatus, DT_PARTIAL_RESULT))
{
resultFlags |= NavMeshPathFlags::PartialPath;
// TODO: skip adding 2nd end point if it's not reachable (use navmesh raycast check? or physics check? or local Z distance check?)
resultPath.Resize(2);
resultPath[0] = startPosition;
query->closestPointOnPolyBoundary(startPoly, &endPositionNavMesh.X, &endPositionNavMesh.X);
resultPath[1] = endPositionNavMesh;
Vector3::Transform(resultPath[1], invRotation, resultPath[1]);
}
else
{
int pathPointsCount = 0;
Float3 pathPoints[NAV_MESH_PATH_MAX_SIZE];
const auto findStraightPathStatus = query->findStraightPath(&startPositionNavMesh.X, &endPositionNavMesh.X, path, pathSize, (float*)&pathPoints, nullptr, nullptr, &pathPointsCount, NAV_MESH_PATH_MAX_SIZE, DT_STRAIGHTPATH_AREA_CROSSINGS);
if (dtStatusFailed(findStraightPathStatus))
{
return false;
}
resultPath.Resize(pathPointsCount);
for (int32 i = 0; i < pathPointsCount; i++)
{
Vector3::Transform(pathPoints[i], invRotation, resultPath[i]);
}
}
return true;
}
bool NavMeshRuntime::TestPath(const Vector3& startPosition, const Vector3& endPosition) const
{
ScopeLock lock(Locker);
const auto query = GetNavMeshQuery();
if (!query || !_navMesh)
return false;
dtQueryFilter filter;
InitFilter(filter);
Float3 extent = Properties.DefaultQueryExtent;
Float3 startPositionNavMesh, endPositionNavMesh;
Float3::Transform(startPosition, Properties.Rotation, startPositionNavMesh);
Float3::Transform(endPosition, Properties.Rotation, endPositionNavMesh);
dtPolyRef startPoly = 0;
if (!dtStatusSucceed(query->findNearestPoly(&startPositionNavMesh.X, &extent.X, &filter, &startPoly, nullptr)))
return false;
dtPolyRef endPoly = 0;
if (!dtStatusSucceed(query->findNearestPoly(&endPositionNavMesh.X, &extent.X, &filter, &endPoly, nullptr)))
return false;
dtPolyRef path[NAV_MESH_PATH_MAX_SIZE];
int32 pathSize;
const auto findPathStatus = query->findPath(startPoly, endPoly, &startPositionNavMesh.X, &endPositionNavMesh.X, &filter, path, &pathSize, NAV_MESH_PATH_MAX_SIZE);
if (dtStatusFailed(findPathStatus))
return false;
if (dtStatusDetail(findPathStatus, DT_PARTIAL_RESULT))
return false;
return true;
}
bool NavMeshRuntime::FindClosestPoint(const Vector3& point, Vector3& result) const
{
ScopeLock lock(Locker);
const auto query = GetNavMeshQuery();
if (!query || !_navMesh)
return false;
dtQueryFilter filter;
InitFilter(filter);
Float3 extent = Properties.DefaultQueryExtent;
Float3 pointNavMesh;
Float3::Transform(point, Properties.Rotation, pointNavMesh);
dtPolyRef startPoly = 0;
Float3 nearestPt;
if (!dtStatusSucceed(query->findNearestPoly(&pointNavMesh.X, &extent.X, &filter, &startPoly, &nearestPt.X)))
return false;
Quaternion invRotation;
Quaternion::Invert(Properties.Rotation, invRotation);
Vector3::Transform(nearestPt, invRotation, result);
return true;
}
bool NavMeshRuntime::FindRandomPoint(Vector3& result) const
{
ScopeLock lock(Locker);
const auto query = GetNavMeshQuery();
if (!query || !_navMesh)
return false;
dtQueryFilter filter;
InitFilter(filter);
dtPolyRef randomPoly = 0;
Float3 randomPt;
if (!dtStatusSucceed(query->findRandomPoint(&filter, Random::Rand, &randomPoly, &randomPt.X)))
return false;
Quaternion invRotation;
Quaternion::Invert(Properties.Rotation, invRotation);
Vector3::Transform(randomPt, invRotation, result);
return true;
}
bool NavMeshRuntime::FindRandomPointAroundCircle(const Vector3& center, float radius, Vector3& result) const
{
ScopeLock lock(Locker);
const auto query = GetNavMeshQuery();
if (!query || !_navMesh)
return false;
dtQueryFilter filter;
InitFilter(filter);
Float3 extent(radius);
Float3 centerNavMesh;
Float3::Transform(center, Properties.Rotation, centerNavMesh);
dtPolyRef centerPoly = 0;
if (!dtStatusSucceed(query->findNearestPoly(&centerNavMesh.X, &extent.X, &filter, &centerPoly, nullptr)))
return false;
dtPolyRef randomPoly = 0;
Float3 randomPt;
if (!dtStatusSucceed(query->findRandomPointAroundCircle(centerPoly, &centerNavMesh.X, radius, &filter, Random::Rand, &randomPoly, &randomPt.X)))
return false;
Quaternion invRotation;
Quaternion::Invert(Properties.Rotation, invRotation);
Vector3::Transform(randomPt, invRotation, result);
return true;
}
bool NavMeshRuntime::RayCast(const Vector3& startPosition, const Vector3& endPosition, NavMeshHit& hitInfo) const
{
ScopeLock lock(Locker);
const auto query = GetNavMeshQuery();
if (!query || !_navMesh)
return false;
dtQueryFilter filter;
InitFilter(filter);
Float3 extent = Properties.DefaultQueryExtent;
Float3 startPositionNavMesh, endPositionNavMesh;
Float3::Transform(startPosition, Properties.Rotation, startPositionNavMesh);
Float3::Transform(endPosition, Properties.Rotation, endPositionNavMesh);
dtPolyRef startPoly = 0;
if (!dtStatusSucceed(query->findNearestPoly(&startPositionNavMesh.X, &extent.X, &filter, &startPoly, nullptr)))
return false;
dtRaycastHit hit;
hit.path = nullptr;
hit.maxPath = 0;
const bool result = dtStatusSucceed(query->raycast(startPoly, &startPositionNavMesh.X, &endPositionNavMesh.X, &filter, 0, &hit));
if (hit.t >= MAX_float)
{
hitInfo.Position = endPosition;
hitInfo.Distance = 0;
}
else
{
hitInfo.Position = startPosition + (endPosition - startPosition) * hit.t;
hitInfo.Distance = hit.t;
}
hitInfo.Normal = *(Float3*)&hit.hitNormal;
return result;
}
void NavMeshRuntime::SetTileSize(float tileSize)
{
ScopeLock lock(Locker);
// Skip if the same or invalid
if (Math::NearEqual(_tileSize, tileSize) || tileSize < 1)
return;
// Dispose the existing mesh (its invalid)
if (_navMesh)
{
Dispose();
}
_tileSize = tileSize;
}
void NavMeshRuntime::EnsureCapacity(int32 tilesToAddCount)
{
ScopeLock lock(Locker);
const int32 newTilesCount = _tiles.Count() + tilesToAddCount;
const int32 capacity = GetTilesCapacity();
if (newTilesCount <= capacity)
return;
PROFILE_CPU_NAMED("NavMeshRuntime.EnsureCapacity");
// Navmesh tiles capacity growing rule
int32 newCapacity = capacity ? capacity : 32;
while (newCapacity < newTilesCount)
newCapacity = Math::RoundUpToPowerOf2(newCapacity + 1);
LOG(Info, "Resizing navmesh {2} from {0} to {1} tiles capacity", capacity, newCapacity, Properties.Name);
// Ensure to have size assigned
ASSERT(_tileSize != 0);
// Prepare parameters
dtNavMeshParams params;
params.orig[0] = 0.0f;
params.orig[1] = 0.0f;
params.orig[2] = 0.0f;
params.tileWidth = _tileSize;
params.tileHeight = _tileSize;
params.maxTiles = newCapacity;
const int32 tilesBits = (int32)Math::Log2((float)Math::RoundUpToPowerOf2(params.maxTiles));
params.maxPolys = 1 << (22 - tilesBits);
// Initialize nav mesh
if (!_navMesh)
_navMesh = dtAllocNavMesh();
if (dtStatusFailed(_navMesh->init(&params)))
{
LOG(Error, "Navmesh {0} init failed", Properties.Name);
return;
}
if (dtStatusFailed(_navMeshQuery->init(_navMesh, MAX_NODES)))
{
LOG(Error, "Navmesh query {0} init failed", Properties.Name);
}
// Prepare tiles container
_tiles.EnsureCapacity(newCapacity);
// Restore previous tiles
for (auto& tile : _tiles)
{
const int32 dataSize = tile.Data.Length();
#if USE_NAV_MESH_ALLOC
const auto flags = DT_TILE_FREE_DATA;
const auto data = (byte*)dtAlloc(dataSize, DT_ALLOC_PERM);
Platform::MemoryCopy(data, tile.Data.Get(), dataSize);
#else
const auto flags = 0;
const auto data = tile.Data.Get();
#endif
const auto result = _navMesh->addTile(data, dataSize, flags, 0, nullptr);
if (dtStatusFailed(result))
{
LOG(Warning, "Could not add tile ({2}x{3}, layer {4}) to navmesh {0} (error: {1})", Properties.Name, result & ~DT_FAILURE, tile.X, tile.Y, tile.Layer);
}
}
}
void NavMeshRuntime::AddTiles(NavMesh* navMesh)
{
ASSERT(navMesh);
if (navMesh->Data.Tiles.IsEmpty())
return;
auto& data = navMesh->Data;
PROFILE_CPU_NAMED("NavMeshRuntime.AddTiles");
ScopeLock lock(Locker);
// Validate data (must match navmesh) or init navmesh to match the tiles options
if (_navMesh)
{
if (Math::NotNearEqual(data.TileSize, _tileSize))
{
LOG(Warning, "Cannot add navigation scene tiles to the navmesh {2}. Navmesh tile size: {0}, input tiles size: {1}", _tileSize, data.TileSize, Properties.Name);
return;
}
}
else
{
_tileSize = data.TileSize;
}
// Ensure to have space for new tiles
EnsureCapacity(data.Tiles.Count());
// Add new tiles
for (auto& tileData : data.Tiles)
{
AddTileInternal(navMesh, tileData);
}
}
void NavMeshRuntime::AddTile(NavMesh* navMesh, NavMeshTileData& tileData)
{
ASSERT(navMesh);
auto& data = navMesh->Data;
PROFILE_CPU_NAMED("NavMeshRuntime.AddTile");
ScopeLock lock(Locker);
// Validate data (must match navmesh) or init navmesh to match the tiles options
if (_navMesh)
{
if (Math::NotNearEqual(data.TileSize, _tileSize))
{
LOG(Warning, "Cannot add navigation scene tile to the navmesh {2}. Navmesh tile size: {0}, input tile size: {1}", _tileSize, data.TileSize, Properties.Name);
return;
}
}
else
{
_tileSize = data.TileSize;
}
// Ensure to have space for new tile
EnsureCapacity(1);
// Add new tile
AddTileInternal(navMesh, tileData);
}
bool IsTileFromScene(const NavMeshRuntime* navMesh, const NavMeshTile& tile, void* customData)
{
return tile.NavMesh == (NavMesh*)customData;
}
void NavMeshRuntime::RemoveTiles(NavMesh* navMesh)
{
RemoveTiles(IsTileFromScene, navMesh);
}
void NavMeshRuntime::RemoveTile(int32 x, int32 y, int32 layer)
{
ScopeLock lock(Locker);
if (!_navMesh)
return;
PROFILE_CPU_NAMED("NavMeshRuntime.RemoveTile");
const auto tileRef = _navMesh->getTileRefAt(x, y, layer);
if (tileRef == 0)
return;
if (dtStatusFailed(_navMesh->removeTile(tileRef, nullptr, nullptr)))
{
LOG(Warning, "Failed to remove tile ({1}x{2}, layer {3}) from navmesh {0}", Properties.Name, x, y, layer);
}
for (int32 i = 0; i < _tiles.Count(); i++)
{
auto& tile = _tiles[i];
if (tile.X == x && tile.Y == y && tile.Layer == layer)
{
_tiles.RemoveAt(i);
break;
}
}
}
void NavMeshRuntime::RemoveTiles(bool (*prediction)(const NavMeshRuntime* navMesh, const NavMeshTile& tile, void* customData), void* userData)
{
ScopeLock lock(Locker);
ASSERT(prediction);
if (!_navMesh)
return;
PROFILE_CPU_NAMED("NavMeshRuntime.RemoveTiles");
for (int32 i = 0; i < _tiles.Count(); i++)
{
auto& tile = _tiles[i];
if (prediction(this, tile, userData))
{
const auto tileRef = _navMesh->getTileRefAt(tile.X, tile.Y, tile.Layer);
if (tileRef == 0)
{
LOG(Warning, "Missing navmesh {3} tile at {0}x{1}, layer: {2}", tile.X, tile.Y, tile.Layer, Properties.Name);
}
else
{
if (dtStatusFailed(_navMesh->removeTile(tileRef, nullptr, nullptr)))
{
LOG(Warning, "Failed to remove tile ({1}x{2}, layer {3}) from navmesh {0}", Properties.Name, tile.X, tile.Y, tile.Layer);
}
}
_tiles.RemoveAt(i--);
}
}
}
#if COMPILE_WITH_DEBUG_DRAW
#include "Engine/Debug/DebugDraw.h"
#include "Engine/Core/Math/Matrix.h"
void DrawPoly(NavMeshRuntime* navMesh, const Matrix& navMeshToWorld, const dtMeshTile& tile, const dtPoly& poly)
{
const unsigned int ip = (unsigned int)(&poly - tile.polys);
const dtPolyDetail& pd = tile.detailMeshes[ip];
const Color& areaColor = NavMeshRuntime::NavAreasColors[poly.getArea()];
const Color color = Color::Lerp(navMesh->Properties.Color, areaColor, areaColor.A);
const float drawOffsetY = 10.0f + ((float)GetHash(color) / (float)MAX_uint32) * 10.0f; // Apply some offset to prevent Z-fighting for different navmeshes
const Color fillColor = color * 0.5f;
const Color edgesColor = Color::FromHSV(color.ToHSV() + Float3(20.0f, 0, -0.1f), color.A);
for (int i = 0; i < pd.triCount; i++)
{
Float3 v[3];
const unsigned char* t = &tile.detailTris[(pd.triBase + i) * 4];
for (int k = 0; k < 3; k++)
{
if (t[k] < poly.vertCount)
{
v[k] = *(Float3*)&tile.verts[poly.verts[t[k]] * 3];
}
else
{
v[k] = *(Float3*)&tile.detailVerts[(pd.vertBase + t[k] - poly.vertCount) * 3];
}
}
v[0].Y += drawOffsetY;
v[1].Y += drawOffsetY;
v[2].Y += drawOffsetY;
Float3::Transform(v[0], navMeshToWorld, v[0]);
Float3::Transform(v[1], navMeshToWorld, v[1]);
Float3::Transform(v[2], navMeshToWorld, v[2]);
DEBUG_DRAW_TRIANGLE(v[0], v[1], v[2], fillColor, 0, true);
}
for (int k = 0; k < pd.triCount; k++)
{
const unsigned char* t = &tile.detailTris[(pd.triBase + k) * 4];
Float3 v[3];
for (int m = 0; m < 3; m++)
{
if (t[m] < poly.vertCount)
v[m] = *(Float3*)&tile.verts[poly.verts[t[m]] * 3];
else
v[m] = *(Float3*)&tile.detailVerts[(pd.vertBase + (t[m] - poly.vertCount)) * 3];
}
v[0].Y += drawOffsetY;
v[1].Y += drawOffsetY;
v[2].Y += drawOffsetY;
Float3::Transform(v[0], navMeshToWorld, v[0]);
Float3::Transform(v[1], navMeshToWorld, v[1]);
Float3::Transform(v[2], navMeshToWorld, v[2]);
for (int m = 0, n = 2; m < 3; n = m++)
{
// Skip inner detail edges
if (((t[3] >> (n * 2)) & 0x3) == 0)
continue;
DEBUG_DRAW_LINE(v[n], v[m], edgesColor, 0, true);
}
}
}
void NavMeshRuntime::DebugDraw()
{
ScopeLock lock(Locker);
const dtNavMesh* dtNavMesh = GetNavMesh();
const int tilesCount = dtNavMesh ? dtNavMesh->getMaxTiles() : 0;
if (tilesCount == 0)
return;
Matrix worldToNavMesh, navMeshToWorld;
Matrix::RotationQuaternion(Properties.Rotation, worldToNavMesh);
Matrix::Invert(worldToNavMesh, navMeshToWorld);
for (int tileIndex = 0; tileIndex < tilesCount; tileIndex++)
{
const dtMeshTile* tile = dtNavMesh->getTile(tileIndex);
if (!tile->header)
continue;
//DebugDraw::DrawWireBox(*(BoundingBox*)&tile->header->bmin[0], Color::CadetBlue);
for (int i = 0; i < tile->header->polyCount; i++)
{
const dtPoly* poly = &tile->polys[i];
if (poly->getType() != DT_POLYTYPE_GROUND)
continue;
DrawPoly(this, navMeshToWorld, *tile, *poly);
}
}
}
#endif
void NavMeshRuntime::Dispose()
{
if (_navMesh)
{
dtFreeNavMesh(_navMesh);
_navMesh = nullptr;
}
_tiles.Resize(0);
}
void NavMeshRuntime::AddTileInternal(NavMesh* navMesh, NavMeshTileData& tileData)
{
// Check if that tile has been added to navmesh
NavMeshTile* tile = nullptr;
const auto tileRef = _navMesh->getTileRefAt(tileData.PosX, tileData.PosY, tileData.Layer);
if (tileRef)
{
// Remove any existing tile at that location
if (dtStatusFailed(_navMesh->removeTile(tileRef, nullptr, nullptr)))
{
LOG(Warning, "Failed to remove tile from navmesh {0}", Properties.Name);
}
// Reuse tile data container
for (int32 i = 0; i < _tiles.Count(); i++)
{
auto& e = _tiles[i];
if (e.X == tileData.PosX && e.Y == tileData.PosY && e.Layer == tileData.Layer)
{
tile = &e;
break;
}
}
}
if (!tile)
{
// Add tile
tile = &_tiles.AddOne();
}
// Copy tile properties
tile->NavMesh = navMesh;
tile->X = tileData.PosX;
tile->Y = tileData.PosY;
tile->Layer = tileData.Layer;
#if USE_DATA_LINK
tile->Data.Link(tileData.Data);
#else
tile->Data.Copy(tileData.Data);
#endif
// Add tile to navmesh
const int32 dataSize = tile->Data.Length();
#if USE_NAV_MESH_ALLOC
const auto flags = DT_TILE_FREE_DATA;
const auto data = (byte*)dtAlloc(dataSize, DT_ALLOC_PERM);
Platform::MemoryCopy(data, tile->Data.Get(), dataSize);
#else
const auto flags = 0;
const auto data = tile->Data.Get();
#endif
const auto result = _navMesh->addTile(data, dataSize, flags, 0, nullptr);
if (dtStatusFailed(result))
{
LOG(Warning, "Could not add tile ({2}x{3}, layer {4}) to navmesh {0} (error: {1})", Properties.Name, result & ~DT_FAILURE, tileData.PosX, tileData.PosY, tileData.Layer);
}
}