add bbox checks for pathfinding

This commit is contained in:
2025-01-21 10:02:54 +09:00
parent 6b8a220f39
commit 8ce1a2266f
7 changed files with 90 additions and 69 deletions
+38 -25
View File
@@ -83,11 +83,17 @@ export default class Pathfind {
if (radius > 0) {
for (const waypoint of waypoints) {
const collider = Entity.collider(waypoint[0], waypoint[1], radius)
const waypointAvailable = !colliders.some((it) => SATX.collideObject(collider, it))
if (waypointAvailable) {
filteredWaypoints.push(waypoint)
const bbox = Entity.bbox(waypoint[0], waypoint[1], radius) // TODO: duplicate bbox calculation logic for speed
const bboxCheckedObstacles = colliders.filter((it) => SATX.bboxCheck(bbox, it[0]))
if (bboxCheckedObstacles.length > 0) {
const collider = Entity.collider(waypoint[0], waypoint[1], radius)
const colliding = bboxCheckedObstacles.some((it) => it[1].some((c) => SATX.collideObject(collider, c)))
if (colliding) {
continue
}
}
filteredWaypoints.push(waypoint)
}
}
@@ -111,31 +117,38 @@ export default class Pathfind {
}
const key = Pathfind.floatKey4(mergedWaypoints[i], mergedWaypoints[i + 1], mergedWaypoints[j], mergedWaypoints[j + 1])
if (!checked.has(key)) {
checked.add(key)
checked.add(Pathfind.floatKey4(mergedWaypoints[j], mergedWaypoints[j + 1], mergedWaypoints[i], mergedWaypoints[i + 1]))
if (checked.has(key)) {
continue
}
// TODO: optimize tunnelCollider using bounding boxes
checked.add(key)
checked.add(Pathfind.floatKey4(mergedWaypoints[j], mergedWaypoints[j + 1], mergedWaypoints[i], mergedWaypoints[i + 1]))
const bbox = Entity.tunnelBbox(mergedWaypoints[i], mergedWaypoints[i + 1], mergedWaypoints[j], mergedWaypoints[j + 1], radius) // TODO: duplicate bbox calculation logic for speed
const bboxCheckedObstacles = colliders.filter((it) => SATX.bboxCheck(bbox, it[0]))
if (bboxCheckedObstacles.length > 0) {
const tunnel = Entity.tunnelCollider(mergedWaypoints[i], mergedWaypoints[i + 1], mergedWaypoints[j], mergedWaypoints[j + 1], radius)
if (!colliders.some((it) => SATX.collideObject(tunnel, it))) {
const node = new Float32Array(5)
node[0] = mergedWaypoints[i]
node[1] = mergedWaypoints[i + 1]
node[2] = mergedWaypoints[j]
node[3] = mergedWaypoints[j + 1]
node[4] = Math.hypot(mergedWaypoints[j] - mergedWaypoints[i], mergedWaypoints[j + 1] - mergedWaypoints[i + 1])
nodes.push(node)
const reverseNode = new Float32Array(5)
reverseNode[0] = mergedWaypoints[j]
reverseNode[1] = mergedWaypoints[j + 1]
reverseNode[2] = mergedWaypoints[i]
reverseNode[3] = mergedWaypoints[i + 1]
reverseNode[4] = node[4] // distance is the same, copying is less expensive
nodes.push(reverseNode)
const colliding = bboxCheckedObstacles.some((it) => it[1].some((c) => SATX.collideObject(tunnel, c)))
if (colliding) {
continue
}
}
const node = new Float32Array(5)
node[0] = mergedWaypoints[i]
node[1] = mergedWaypoints[i + 1]
node[2] = mergedWaypoints[j]
node[3] = mergedWaypoints[j + 1]
node[4] = Math.hypot(mergedWaypoints[j] - mergedWaypoints[i], mergedWaypoints[j + 1] - mergedWaypoints[i + 1])
nodes.push(node)
const reverseNode = new Float32Array(5)
reverseNode[0] = mergedWaypoints[j]
reverseNode[1] = mergedWaypoints[j + 1]
reverseNode[2] = mergedWaypoints[i]
reverseNode[3] = mergedWaypoints[i + 1]
reverseNode[4] = node[4] // distance is the same, copying is less expensive
nodes.push(reverseNode)
}
}