Merge pull request #97928 from kiroxas/navImprovement

Improve `NavMeshQueries3D::polygons_get_closest_point_info` performance
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Rémi Verschelde 2024-12-02 15:50:11 +01:00
commit 7f3a8d0b1b
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@ -657,15 +657,65 @@ gd::ClosestPointQueryResult NavMeshQueries3D::polygons_get_closest_point_info(co
real_t closest_point_distance_squared = FLT_MAX;
for (const gd::Polygon &polygon : p_polygons) {
for (size_t point_id = 2; point_id < polygon.points.size(); point_id += 1) {
const Face3 face(polygon.points[0].pos, polygon.points[point_id - 1].pos, polygon.points[point_id].pos);
const Vector3 closest_point_on_face = face.get_closest_point_to(p_point);
const real_t distance_squared_to_point = closest_point_on_face.distance_squared_to(p_point);
if (distance_squared_to_point < closest_point_distance_squared) {
result.point = closest_point_on_face;
result.normal = face.get_plane().normal;
Vector3 plane_normal = (polygon.points[1].pos - polygon.points[0].pos).cross(polygon.points[2].pos - polygon.points[0].pos);
Vector3 closest_on_polygon;
real_t closest = FLT_MAX;
bool inside = true;
Vector3 previous = polygon.points[polygon.points.size() - 1].pos;
for (size_t point_id = 0; point_id < polygon.points.size(); ++point_id) {
Vector3 edge = polygon.points[point_id].pos - previous;
Vector3 to_point = p_point - previous;
Vector3 edge_to_point_pormal = edge.cross(to_point);
bool clockwise = edge_to_point_pormal.dot(plane_normal) > 0;
// If we are not clockwise, the point will never be inside the polygon and so the closest point will be on an edge.
if (!clockwise) {
inside = false;
real_t point_projected_on_edge = edge.dot(to_point);
real_t edge_square = edge.length_squared();
if (point_projected_on_edge > edge_square) {
real_t distance = polygon.points[point_id].pos.distance_squared_to(p_point);
if (distance < closest) {
closest_on_polygon = polygon.points[point_id].pos;
closest = distance;
}
} else if (point_projected_on_edge < 0.f) {
real_t distance = previous.distance_squared_to(p_point);
if (distance < closest) {
closest_on_polygon = previous;
closest = distance;
}
} else {
// If we project on this edge, this will be the closest point.
real_t percent = point_projected_on_edge / edge_square;
closest_on_polygon = previous + percent * edge;
break;
}
}
previous = polygon.points[point_id].pos;
}
if (inside) {
Vector3 plane_normalized = plane_normal.normalized();
real_t distance = plane_normalized.dot(p_point - polygon.points[0].pos);
real_t distance_squared = distance * distance;
if (distance_squared < closest_point_distance_squared) {
closest_point_distance_squared = distance_squared;
result.point = p_point - plane_normalized * distance;
result.normal = plane_normal;
result.owner = polygon.owner->get_self();
if (Math::is_zero_approx(distance)) {
break;
}
}
} else {
real_t distance = closest_on_polygon.distance_squared_to(p_point);
if (distance < closest_point_distance_squared) {
closest_point_distance_squared = distance;
result.point = closest_on_polygon;
result.normal = plane_normal;
result.owner = polygon.owner->get_self();
closest_point_distance_squared = distance_squared_to_point;
}
}
}