249 lines
9.2 KiB
GDScript
249 lines
9.2 KiB
GDScript
class_name NavigationGraph
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extends Node2D
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# godot does not support types on dictionaries, actual type is Dictionary[NavigationNode, Array[NavigationNode]]
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var navigation_nodes: Dictionary = {}
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# type is Dictionary[CNavigationPolygon, Array[NavigationNode]]
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var polygon_nodes: Dictionary = {}
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func all_nodes() -> Array[NavigationNode]:
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# i've had a problem where godot would not allow me to directly return navigation_nodes.keys()
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# because it wasn't able to cast the keys to Array[NavigationNode] directly because the type is not explicit
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# on the dictionary, so i had to do this workaround.
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var keys: Array = navigation_nodes.keys()
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var nodes: Array[NavigationNode] = []
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for key in keys:
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if key is NavigationNode:
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nodes.append(key)
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else:
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push_error("Key is not a NavigationNode: %s" % key)
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return nodes
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func get_connections(from: NavigationNode) -> Array[NavigationNode]:
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# the same problem as the all_nodes() function
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var connections: Array = navigation_nodes[from]
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var nodes: Array[NavigationNode] = []
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for connection in connections:
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if connection is NavigationNode:
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nodes.append(connection)
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else:
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push_error("Connection is not a NavigationNode: %s" % connection)
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return nodes
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func add_connection(from: NavigationNode, to: NavigationNode) -> void:
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if all_nodes().has(from):
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navigation_nodes[from].append(to)
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else:
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navigation_nodes[from] = [to]
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func add_node(x: float, y: float, merge_threshold: float = -1.0) -> NavigationNode:
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if merge_threshold > 0:
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var closest_node: NavigationNode = find_closest_node_with_threshold(Vector2(x, y), merge_threshold)
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if closest_node:
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closest_node.was_merged = true
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return closest_node
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var node: NavigationNode = NavigationNode.new()
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node.set_position(Vector2(x, y))
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navigation_nodes[node] = []
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return node
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func find_closest_node_with_threshold(position: Vector2, threshold: float) -> NavigationNode:
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var closest_node: NavigationNode = null
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var closest_distance: float = threshold
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for node in all_nodes():
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var distance: float = position.distance_to(node.position)
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if distance < closest_distance:
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closest_node = node
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closest_distance = distance
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return closest_node
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func remove_connection(from: NavigationNode, to: NavigationNode) -> void:
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if all_nodes().has(from):
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navigation_nodes[from].erase(to)
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func remove_node(node: NavigationNode) -> void:
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navigation_nodes.erase(node)
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for other_node in all_nodes():
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if other_node != node:
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remove_connection(other_node, node)
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for poly in all_polygons():
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if node in polygon_nodes[poly]:
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polygon_nodes[poly].erase(node)
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func all_polygons() -> Array[CNavigationPolygon]:
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var keys: Array = polygon_nodes.keys()
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var polygons: Array[CNavigationPolygon] = []
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for key in keys:
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if key is CNavigationPolygon:
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polygons.append(key)
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else:
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push_error("Key is not a NavigationPolygon: %s" % key)
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return polygons
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func get_nodes_in_polygon(poly: CNavigationPolygon) -> Array[NavigationNode]:
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var relevant_nodes: Array = polygon_nodes[poly]
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var nodes: Array[NavigationNode] = []
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for node in relevant_nodes:
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if node is NavigationNode:
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nodes.append(node)
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else:
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push_error("Node is not a NavigationNode: %s" % node)
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return nodes
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func erase_and_create_nodes_from_polygons(new_polys: Array[PackedVector2Array]) -> void:
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navigation_nodes.clear()
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polygon_nodes.clear()
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for poly in new_polys:
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if poly.size() == 0:
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continue
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var navpoly: CNavigationPolygon = CNavigationPolygon.new()
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poly = navpoly.set_polygon(poly)
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polygon_nodes[navpoly] = []
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polygon_nodes[navpoly] = []
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# create one in the center of each polygon that is kept no matter what
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var poly_center: Vector2 = navpoly.center()
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var center_node: NavigationNode = add_node(poly_center.x, poly_center.y, -1)
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center_node.was_merged = true
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polygon_nodes[navpoly].append(center_node)
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navpoly.center_node = center_node
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for i in range(len(poly) - 1):
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var center: Vector2 = (poly[i] + poly[i + 1]) / 2
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polygon_nodes[navpoly].append(add_node(center.x, center.y, 10))
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var quater: Vector2 = (poly[i] + center) / 2
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polygon_nodes[navpoly].append(add_node(quater.x, quater.y, 10))
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var three_quater: Vector2 = (center + poly[i + 1]) / 2
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polygon_nodes[navpoly].append(add_node(three_quater.x, three_quater.y, 10))
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# clear any that were not merged
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for node in all_nodes():
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if not node.was_merged:
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remove_node(node)
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# connect all within a polygon
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for poly in all_polygons():
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var nodes_in_polygon: Array[NavigationNode] = get_nodes_in_polygon(poly)
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for i in range(len(nodes_in_polygon)):
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for j in range(len(nodes_in_polygon)):
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if i != j:
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add_connection(nodes_in_polygon[i], nodes_in_polygon[j])
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func _draw() -> void:
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for from in all_nodes():
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for to in get_connections(from):
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draw_line(from.position, to.position, Color.RED, 1, false)
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draw_circle(from.position, 5, Color.RED)
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for poly in all_polygons():
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draw_colored_polygon(poly.polygon, Color(0.5, 0.4, 0.9, 0.3))
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draw_polyline(poly.polygon, Color.WHITE, 1, true)
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func determine_next_position(current_position: Vector2, target_position: Vector2) -> Vector2:
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# find both polygons
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var current_polygon: CNavigationPolygon = null
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var target_polygon: CNavigationPolygon = null
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for poly in all_polygons():
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if Geometry2D.is_point_in_polygon(current_position, poly.polygon):
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current_polygon = poly
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if Geometry2D.is_point_in_polygon(target_position, poly.polygon):
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target_polygon = poly
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# if the current position is not in any polygon, find the closest node and navigate to it
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if not current_polygon:
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var closest_node: NavigationNode = find_closest_node_with_threshold(current_position, 100000)
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return closest_node.position
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if not current_polygon or not target_polygon:
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return current_position
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# check if the polygons are the same, if so, just return the target position
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if current_polygon == target_polygon:
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return target_position
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# the target position is simple, just take the center of the target polygon since we just need any point
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# in the polygon to roughly navigate to it, the alternate algorithm above will take care of the rest
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var end_node: NavigationNode = target_polygon.center_node
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var path: Array[NavigationNode] = dijkstra(start_node, end_node)
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# If a path is found, return the position of the next node in the path
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if path.size() > 1:
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return path[1].position # Next node in the path
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elif path.size() == 1:
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return target_position # Directly reachable
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else:
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# No path found; return current position
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return current_position
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func array_contains_node(arr: Array, node: NavigationNode) -> bool:
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for item in arr:
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if item == node:
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return true
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return false
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func dijkstra(start_node: NavigationNode, end_node: NavigationNode) -> Array[NavigationNode]:
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var open_set: Array[NavigationNode] = []
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var closed_set: Array[NavigationNode] = []
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var distances: Dictionary = {}
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var previous_nodes: Dictionary = {}
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distances[start_node] = 0
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open_set.append(start_node)
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while open_set.size() > 0:
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# Find the node with the smallest tentative distance
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var current_node: NavigationNode = open_set[0]
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var current_distance: float = distances[current_node]
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for node in open_set:
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if distances[node] < current_distance:
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current_node = node
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current_distance = distances[node]
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# If the end node is reached, reconstruct the path
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if current_node == end_node:
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var path: Array[NavigationNode] = []
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var node: NavigationNode = end_node
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while node != null:
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path.insert(0, node)
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node = previous_nodes.get(node, null)
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return path
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open_set.erase(current_node)
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closed_set.append(current_node)
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# Examine neighbors of the current node
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var neighbors = get_connections(current_node)
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for neighbor in neighbors:
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if array_contains_node(closed_set, neighbor):
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continue
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var tentative_distance: float = distances[current_node] + current_node.position.distance_to(neighbor.position)
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if not array_contains_node(open_set, neighbor) or tentative_distance < distances.get(neighbor, INF):
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distances[neighbor] = tentative_distance
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previous_nodes[neighbor] = current_node
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if not array_contains_node(open_set, neighbor):
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open_set.append(neighbor)
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# No path found; return an empty array
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return []
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