/* Copyright (C) 2015 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 . */ #include "precompiled.h" #include "PathGoal.h" #include "graphics/Terrain.h" #include "Pathfinding.h" 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 { switch (type) { case POINT: return (pos - CFixedVector2D(x, z)).Length(); case CIRCLE: case INVERTED_CIRCLE: return ((pos - CFixedVector2D(x, z)).Length() - hw).Absolute(); case SQUARE: case INVERTED_SQUARE: { CFixedVector2D halfSize(hw, hh); CFixedVector2D d(pos.X - x, pos.Y - z); return 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: case INVERTED_CIRCLE: { CFixedVector2D d = pos - g; if (d.IsZero()) d = CFixedVector2D(fixed::FromInt(1), fixed::Zero()); // some arbitrary direction d.Normalize(hw); return g + d; } case SQUARE: case INVERTED_SQUARE: { CFixedVector2D halfSize(hw, hh); CFixedVector2D d = pos - g; return g + Geometry::NearestPointOnSquare(d, u, v, halfSize); } NODEFAULT; } }