fix pathfinding nekimegyafalnak style
This commit is contained in:
+4
-2
@@ -13,12 +13,14 @@ camera.rotation.set((60 / 180) * Math.PI, 0, 0)
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const entityMaterial = new THREE.MeshToonMaterial({ color: 0xffffff })
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const terrainMaterial = new THREE.MeshToonMaterial({ color: 0xffd700 })
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const minimapCamera = new THREE.OrthographicCamera(-10, 10, 10, -10)
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// const minimapCamera = new THREE.OrthographicCamera(-10, 10, 10, -10)
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const minimapCamera = new THREE.OrthographicCamera(-6, 6, 6, -6)
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const minimapRenderer = new THREE.WebGLRenderer()
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minimapRenderer.setSize(600, 600)
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minimapRenderer.setAnimationLoop(minimapRender)
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minimapCamera.position.set(10, 10, 10)
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// minimapCamera.position.set(10, 10, 10)
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minimapCamera.position.set(6, 6, 6)
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const entities = {}
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const terrains = {}
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+28
-9
@@ -2,6 +2,7 @@ import { Vector2 } from 'three'
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import SAT from 'sat'
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import SATX from './satx.js'
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import Pathfind from './pathfind.js'
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import Terrain from './terrain.js'
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export default class Entity {
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id = crypto.randomUUID()
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@@ -94,15 +95,29 @@ export default class Entity {
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if (this.#path.length < 1 || !this.#path.at(-1).equals(fixedDest)) {
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console.time('pathfinding')
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// console.time('waypoints')
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const waypoints = this.waypoints().concat([this.position, fixedDest])
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// console.timeEnd('waypoints')
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// console.time('graph')
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console.time('waypoints')
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const start = SATX.vectorToFloat32Array(this.position)
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const goal = SATX.vectorToFloat32Array(fixedDest)
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const nonUniqueWaypoints = this.waypoints().map((w) => SATX.vectorToFloat32Array(w)).concat([start, goal])
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const waypoints = Pathfind.uniqueWaypoints(nonUniqueWaypoints)
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console.timeEnd('waypoints')
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console.time('graph')
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const graph = Pathfind.buildGraph(waypoints, collidables, this.radius)
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// console.timeEnd('graph')
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// console.time('path')
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this.#path = Pathfind.shortestPath(graph, this.position, fixedDest)
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// console.timeEnd('path')
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// console.log(Pathfind.formatFloat32Array(graph, 5, true))
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// const tunnels = []
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// for (let i = 0; i < graph.length; i += 5) {
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// tunnels.push(SATX.entityTunnel(graph[i], graph[i + 1], graph[i + 2], graph[i + 3], 1))
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// }
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// tunnels.map((t) => SATX.satPolygonToVectors(t)).forEach((t) => this.#game.add_terrain(new Terrain(t)))
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// this.#dest = null
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console.timeEnd('graph')
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console.time('path')
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this.#path = Pathfind.shortestPath(graph, start, goal).map((waypoint) => new Vector2(waypoint[0], waypoint[1]))
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console.log(this.#path)
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console.timeEnd('path')
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console.timeEnd('pathfinding')
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}
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@@ -140,6 +155,10 @@ export default class Entity {
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}
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waypoints() {
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return this.game?.unadjustedWaypoints.map(([waypoint, direction]) => waypoint.clone().add(direction.clone().multiplyScalar(this.radius))) ?? []
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const entityColliders = (this.game?.entities ?? []).filter((e) => e.id != this.id)
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const terrainColliders = (this.game?.terrains ?? [])
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const unadjustedWaypoints = entityColliders.concat(terrainColliders).map((e) => e.unadjustedWaypoints).flat()
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return unadjustedWaypoints.map(([waypoint, direction]) => waypoint.clone().add(direction.clone().multiplyScalar(this.radius))) ?? []
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}
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}
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+63
-51
@@ -46,66 +46,78 @@ app.listen(port, () => {
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entity1.radius = 50
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game.spawn_entity(entity1)
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const entity2 = new Entity()
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entity2.id = '2'
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entity2.teleport(110, 110)
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entity2.radius = 50
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game.spawn_entity(entity2)
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// const entity2 = new Entity()
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// entity2.id = '2'
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// entity2.teleport(110, 110)
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// entity2.radius = 50
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// game.spawn_entity(entity2)
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const horseshoe = new Terrain([
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const triangle = new Terrain([
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{ x: 400, y: 200 },
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{ x: 600, y: 200 },
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{ x: 700, y: 300 },
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{ x: 650, y: 600 },
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{ x: 400, y: 600 },
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{ x: 400, y: 450 },
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{ x: 600, y: 500 },
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{ x: 600, y: 300 },
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{ x: 400, y: 300 },
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])
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horseshoe.id = 'horseshoe'
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game.add_terrain(horseshoe)
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triangle.id = 'triangle'
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game.add_terrain(triangle)
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const stopsign = new Terrain([
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{ x: 800, y: 800 },
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{ x: 900, y: 900 },
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{ x: 900, y: 1000 },
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{ x: 800, y: 1100 },
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{ x: 800, y: 1100 },
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{ x: 700, y: 1100 },
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{ x: 600, y: 1000 },
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{ x: 600, y: 900 },
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{ x: 700, y: 800 },
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])
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stopsign.id = 'stopsign'
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game.add_terrain(stopsign)
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// const horseshoe = new Terrain([
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// { x: 400, y: 200 },
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// { x: 600, y: 200 },
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// { x: 700, y: 300 },
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// { x: 650, y: 600 },
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// { x: 400, y: 600 },
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// { x: 400, y: 450 },
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// { x: 600, y: 500 },
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// { x: 600, y: 300 },
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// { x: 400, y: 300 },
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// ])
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// horseshoe.id = 'horseshoe'
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// game.add_terrain(horseshoe)
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const box = new Terrain([
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{ x: 1200, y: 700 },
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{ x: 1200, y: 800 },
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{ x: 1300, y: 800 },
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{ x: 1300, y: 700 },
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])
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box.id = 'box'
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game.add_terrain(box)
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// const stopsign = new Terrain([
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// { x: 800, y: 800 },
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// { x: 900, y: 900 },
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// { x: 900, y: 1000 },
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// { x: 800, y: 1100 },
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// { x: 800, y: 1100 },
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// { x: 700, y: 1100 },
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// { x: 600, y: 1000 },
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// { x: 600, y: 900 },
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// { x: 700, y: 800 },
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// ])
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// stopsign.id = 'stopsign'
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// game.add_terrain(stopsign)
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const diamond = new Terrain([
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{ x: 1000, y: 300 },
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{ x: 1100, y: 400 },
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{ x: 1000, y: 500 },
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{ x: 900, y: 400 },
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])
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diamond.id = 'diamond'
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game.add_terrain(diamond)
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// const box = new Terrain([
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// { x: 1200, y: 700 },
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// { x: 1200, y: 800 },
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// { x: 1300, y: 800 },
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// { x: 1300, y: 700 },
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// ])
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// box.id = 'box'
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// game.add_terrain(box)
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const pole = new Terrain([
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{ x: 400, y: 1000 },
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{ x: 410, y: 1000 },
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{ x: 410, y: 1010 },
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{ x: 400, y: 1010 },
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])
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pole.id = 'pole'
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game.add_terrain(pole)
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// const diamond = new Terrain([
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// { x: 1000, y: 300 },
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// { x: 1100, y: 400 },
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// { x: 1000, y: 500 },
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// { x: 900, y: 400 },
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// ])
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// diamond.id = 'diamond'
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// game.add_terrain(diamond)
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// const pole = new Terrain([
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// { x: 400, y: 1000 },
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// { x: 410, y: 1000 },
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// { x: 410, y: 1010 },
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// { x: 400, y: 1010 },
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// ])
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// pole.id = 'pole'
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// game.add_terrain(pole)
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entity1.moveAction(1000, 500)
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// setTimeout(() => entity1.moveAction(100, 400), 10)
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game.start()
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})
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+136
-27
@@ -1,12 +1,42 @@
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import Entity from "./entity.js"
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import PriorityQueue from "./priority-queue.js"
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import SATX from "./satx.js"
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import { Path, Vector2 } from 'three'
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import Entity from './entity.js'
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import PriorityQueue from './priority-queue.js'
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import SATX from './satx.js'
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export default class Pathfind {
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static precision = 0.001
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static multiplier = 1000 // (1 / this.precision)
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static key(pos) {
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return `${pos.x},${pos.y}`
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}
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static floatKey4(a, b, c, d) {
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return Math.floor(a * Pathfind.multiplier) +
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Math.floor(b * Pathfind.multiplier) * Pathfind.multiplier +
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Math.floor(c * Pathfind.multiplier) * Pathfind.multiplier ** 2 +
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Math.floor(d * Pathfind.multiplier) * Pathfind.multiplier ** 3
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}
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static floatKey2(a, b) {
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return Math.floor(a * Pathfind.multiplier) +
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Math.floor(b * Pathfind.multiplier) * Pathfind.multiplier
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}
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static uniqueWaypoints(waypoints) {
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const included = new Set()
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const uniqueWaypoints = []
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for (const waypoint of waypoints) {
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const key = Pathfind.floatKey2(waypoint[0], waypoint[1])
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if (!included.has(key)) {
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included.add(key)
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uniqueWaypoints.push(waypoint)
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}
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}
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return uniqueWaypoints
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}
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static shortestPath(graph, start, goal) {
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const queue = new PriorityQueue((a, b) => a[1] < b[1])
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const visited = new Map()
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@@ -17,19 +47,26 @@ export default class Pathfind {
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const [path, cost] = queue.pop()
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const waypoint = path.at(-1)
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if (waypoint.equals(goal)) {
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if (Math.abs(waypoint[0] - goal[0]) < Pathfind.precision && Math.abs(waypoint[1] - goal[1]) < Pathfind.precision) {
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path.shift()
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return path
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}
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const waypointKey = this.key(waypoint)
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const waypointKey = Pathfind.floatKey2(waypoint)
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if (!visited.has(waypointKey) || visited.get(waypointKey) > cost) {
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visited.set(waypointKey, cost)
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for (const { to, distance } of graph.filter(e => e.from.equals(waypoint))) {
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const toKey = this.key(to)
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if (!visited.has(toKey) || visited.get(toKey) > cost + distance) {
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queue.push([[...path, to], cost + distance])
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for (let i = 0; i < graph.length; i += 5) {
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if (Math.abs(waypoint[0] - graph[i]) < Pathfind.precision && Math.abs(waypoint[1] - graph[i + 1]) < Pathfind.precision) {
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continue
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}
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const nextKey = `${graph[i + 2]},${graph[i + 3]}`
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if (!visited.has(nextKey) || visited.get(nextKey) > cost + graph[i + 4]) {
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const next = new Float32Array(2)
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next[0] = graph[i + 2]
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next[1] = graph[i + 3]
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queue.push([[...path, next], cost + graph[i + 4]])
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}
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}
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}
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@@ -38,36 +75,108 @@ export default class Pathfind {
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return []
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}
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static buildGraph(waypoints = [], colliders = [], radius = 0) {
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const graph = []
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const calculated = new Set()
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static buildGraph(waypoints = [], colliders = [], radius = 0, mergeNodes = true) {
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const filteredWaypoints = []
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const checked = new Set()
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for (const from of waypoints) {
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for (const to of waypoints) {
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if (from.equals(to)) {
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if (radius > 0) {
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for (const waypoint of waypoints) {
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const collider = Entity.collider(waypoint[0], waypoint[1], radius)
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const waypointAvailable = !SATX.collideObjects(collider, colliders)
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if (waypointAvailable) {
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filteredWaypoints.push(waypoint)
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}
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}
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}
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const mergedWaypoints = new Float32Array(filteredWaypoints.length * 2)
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let mergedWaypointsIndex = 0
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for (const waypoint of filteredWaypoints) {
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mergedWaypoints[mergedWaypointsIndex] = waypoint[0]
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mergedWaypoints[mergedWaypointsIndex + 1] = waypoint[1]
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mergedWaypointsIndex += 2
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}
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const nodes = []
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for (let i = 0; i < mergedWaypoints.length; i += 2) {
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for (let j = 0; j < mergedWaypoints.length; j += 2) {
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if (i == j) {
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continue
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}
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const key = `${from.x},${from.y};${to.x},${to.y}`
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if (!calculated.has(key)) {
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calculated.add(key)
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calculated.add(`${to.x},${to.y};${from.x},${from.y}`)
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if (Math.abs(mergedWaypoints[i] - mergedWaypoints[j]) < Pathfind.precision && Math.abs(mergedWaypoints[i + 1] - mergedWaypoints[j + 1]) < Pathfind.precision) {
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continue
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}
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const tunnel = SATX.entityTunnel(from, to, radius)
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const collider = Entity.collider(from.x, from.y, radius)
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const key = Pathfind.floatKey4(mergedWaypoints[i], mergedWaypoints[i + 1], mergedWaypoints[j], mergedWaypoints[j + 1])
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if (!checked.has(key)) {
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checked.add(key)
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checked.add(Pathfind.floatKey4(mergedWaypoints[j], mergedWaypoints[j + 1], mergedWaypoints[i], mergedWaypoints[i + 1]))
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const tunnelClear = !SATX.collideObjects(tunnel, colliders)
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const waypointAvailable = !SATX.collideObjects(collider, colliders)
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const tunnel = SATX.entityTunnel(mergedWaypoints[i], mergedWaypoints[i + 1], mergedWaypoints[j], mergedWaypoints[j + 1], radius)
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if (waypointAvailable && tunnelClear) {
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const distance = from.distanceTo(to)
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graph.push({ from, to, distance })
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graph.push({ from: to, to: from, distance })
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if (!SATX.collideObjects(tunnel, colliders)) {
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const node = new Float32Array(5)
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node[0] = mergedWaypoints[i]
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node[1] = mergedWaypoints[i + 1]
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node[2] = mergedWaypoints[j]
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node[3] = mergedWaypoints[j + 1]
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node[4] = Math.hypot(mergedWaypoints[j] - mergedWaypoints[i], mergedWaypoints[j + 1] - mergedWaypoints[i + 1])
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nodes.push(node)
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const reverseNode = new Float32Array(5)
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reverseNode[0] = mergedWaypoints[j]
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reverseNode[1] = mergedWaypoints[j + 1]
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reverseNode[2] = mergedWaypoints[i]
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reverseNode[3] = mergedWaypoints[i + 1]
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reverseNode[4] = node[4] // distance is the same, copying is less expensive
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nodes.push(reverseNode)
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}
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}
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}
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}
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if (!mergeNodes) {
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return nodes
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}
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const graph = new Float32Array(nodes.length * 5)
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let graphIndex = 0
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for (const node of nodes) {
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graph[graphIndex] = node[0]
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graph[graphIndex + 1] = node[1]
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graph[graphIndex + 2] = node[2]
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graph[graphIndex + 3] = node[3]
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graph[graphIndex + 4] = node[4]
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graphIndex += 5
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}
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return graph
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}
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static formatFloat32Array(array, columns = 2, text = false) {
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const formatted = []
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let columnWidth = 0
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for (let i = 0; i < array.length; i += columns) {
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const row = []
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for (let j = i; j < i + columns; j++) {
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if (text) {
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row.push(`${array[j]}`)
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if (`${array[j]}`.length > columnWidth) {
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columnWidth = `${array[j]}`.length
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}
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}
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else {
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row.push(array[j])
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}
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}
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formatted.push(row)
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}
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if (text) {
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return formatted.map((row) => row.map((v) => v.padEnd(columnWidth, ' ')).join(' | ')).join('\n')
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}
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return formatted
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}
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}
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+33
-17
@@ -49,24 +49,24 @@ export default class SATX {
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return 1 / Math.cos(Math.PI / numberOfVertices)
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}
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static entityTunnel(from, to, radius = 0) {
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static entityTunnel(fromX, fromY, toX, toY, radius = 0) {
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if (radius <= 0) {
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return this.line(from, to)
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return this.line(fromX, fromY, toX, toY)
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}
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const length = to.clone().sub(from)
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const halfWidth = length.clone().normalize().multiplyScalar(radius).rotateAround(new Vector2(), Math.PI / 2)
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const width = halfWidth.clone().multiplyScalar(2)
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const sides = new Float32Array(5)
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sides[0] = toX - fromX
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sides[1] = toY - fromY
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sides[4] = Math.hypot(sides[0], sides[1])
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sides[2] = (sides[1] / sides[4]) * -radius // optimization: negation and swapping rotates
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sides[3] = (sides[0] / sides[4]) * radius
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const origin = from.clone().sub(halfWidth)
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const satPoints = [
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new SAT.Vector(...origin.toArray()),
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new SAT.Vector(...from.clone().sub(halfWidth).add(length).sub(origin).toArray()),
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||||
new SAT.Vector(...from.clone().sub(halfWidth).add(length.clone().add(width)).sub(origin).toArray()),
|
||||
new SAT.Vector(...from.clone().sub(halfWidth).add(width).sub(origin).toArray()),
|
||||
]
|
||||
|
||||
return new SAT.Polygon(satPoints[0], [new SAT.Vector(), ...satPoints.slice(1)])
|
||||
return new SAT.Polygon(new SAT.Vector(fromX - sides[2], fromY - sides[3]), [
|
||||
new SAT.Vector(),
|
||||
new SAT.Vector(sides[0], sides[1]),
|
||||
new SAT.Vector(sides[0] + (2 * sides[2]), sides[1] + (2 * sides[3])),
|
||||
new SAT.Vector(2 * sides[2], 2 * sides[3]),
|
||||
])
|
||||
}
|
||||
|
||||
static fixCollisions(entityPosition, colliders, radius = 0) {
|
||||
@@ -83,12 +83,28 @@ export default class SATX {
|
||||
return position
|
||||
}
|
||||
|
||||
static line(from, to) {
|
||||
return new SAT.Polygon(new SAT.Vector(...from.toArray()), [new SAT.Vector(), new SAT.Vector(...to.clone().sub(from).toArray())])
|
||||
static line(fromX, fromY, toX, toY) {
|
||||
return new SAT.Polygon(new SAT.Vector(fromX, fromY), [new SAT.Vector(), new SAT.Vector(toX - fromX, toY - fromY)])
|
||||
}
|
||||
|
||||
static polygonToThreeVector2(polygon) {
|
||||
static satPolygonToVectors(polygon) {
|
||||
const position = new Vector2(polygon.pos.x, polygon.pos.y)
|
||||
return polygon.points.map((p) => new Vector2(p.x, p.y).add(position))
|
||||
}
|
||||
|
||||
static vectorToFloat32Array(vector) {
|
||||
const array = new Float32Array(2)
|
||||
array[0] = vector.x
|
||||
array[1] = vector.y
|
||||
|
||||
return array
|
||||
}
|
||||
|
||||
static float32ArrayToVector(array) {
|
||||
return new Vector2(array[0], array[1])
|
||||
}
|
||||
|
||||
static float32ArrayWithIndexToVector(array, index) {
|
||||
return new Vector2(array[index], array[index + 1])
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user