/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <engine/ai/navmesh.hpp>
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#include <engine/geom/closest-point.hpp>
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#include <engine/geom/coordinates.hpp>
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#include <engine/math/quaternion.hpp>
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#include <iterator>
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#include <engine/debug/log.hpp>
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namespace ai {
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navmesh_traversal traverse_navmesh(const geom::brep_mesh& mesh, geom::brep_face* face, geom::ray<float, 3> ray, float distance)
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{
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// Get vertex positions and face normals
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const auto& vertex_positions = mesh.vertices().attributes().at<math::fvec3>("position");
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const auto& face_normals = mesh.faces().attributes().at<math::fvec3>("normal");
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// Init traversal result
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navmesh_traversal traversal;
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traversal.edge = nullptr;
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geom::triangle_region region;
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auto target_point = ray.extrapolate(distance);
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math::fvec3 closest_point;
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math::fvec3 traversal_direction = ray.direction;
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geom::brep_edge* previous_closest_edge{};
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do
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{
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// Get vertex positions of face
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auto loop_it = face->loops().begin();
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const auto& a = vertex_positions[loop_it->vertex()->index()];
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const auto& b = vertex_positions[(++loop_it)->vertex()->index()];
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const auto& c = vertex_positions[(++loop_it)->vertex()->index()];
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// Find closest point on face to target point
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std::tie(closest_point, region) = geom::closest_point(a, b, c, target_point);
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// If point is on the face
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if (geom::is_face_region(region))
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{
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// Traversal complete
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break;
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}
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geom::brep_loop* closest_loop;
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// If point is on an edge
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if (geom::is_edge_region(region))
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{
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// Get index of the edge
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const auto edge_index = geom::edge_index(region);
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// Get pointer to the edge's loop
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auto loop_it = face->loops().begin();
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std::advance(loop_it, edge_index);
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closest_loop = *loop_it;
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// If edge is a boundary edge
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if (closest_loop->edge()->loops().size() == 1)
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{
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// Abort traversal
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traversal.edge = closest_loop->edge();
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break;
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}
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}
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else
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{
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// Point is on a vertex, get index of vertex on which point lies
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const auto vertex_index = geom::vertex_index(region);
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// Get pointer to loop originating at the vertex
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auto loop_it = face->loops().begin();
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std::advance(loop_it, vertex_index);
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geom::brep_loop* loop = *loop_it;
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// If previous loop edge is a boundary edge
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if (loop->previous()->edge()->loops().size() == 1)
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{
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// If current loop edge is also a boundary edge
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if (loop->edge()->loops().size() == 1)
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{
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// Abort traversal
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traversal.edge = loop->edge();
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break;
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}
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// Select current loop
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closest_loop = loop;
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}
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// If current loop edge is a boundary edge
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else if (loop->edge()->loops().size() == 1)
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{
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// Select previous loop
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closest_loop = loop->previous();
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}
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else
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// Neither loop edge is a boundary edge
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{
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// Calculate direction of current loop edge
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const auto current_direction = math::normalize
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(
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vertex_positions[loop->next()->vertex()->index()] -
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vertex_positions[loop->vertex()->index()]
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);
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// Calculate direction of previous loop edge
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const auto previous_direction = math::normalize
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(
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vertex_positions[loop->vertex()->index()] -
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vertex_positions[loop->previous()->vertex()->index()]
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);
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// Select loop with minimal angle between edge and traversal direction
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if (std::abs(math::dot(traversal_direction, current_direction)) <
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std::abs(math::dot(traversal_direction, previous_direction)))
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{
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closest_loop = loop;
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}
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else
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{
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closest_loop = loop->previous();
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}
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}
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}
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// Get edge of closest loop
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geom::brep_edge* closest_edge = closest_loop->edge();
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// If closest edge is previous closest edge
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if (closest_edge == previous_closest_edge)
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{
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// Abort traversal
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traversal.edge = closest_edge;
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break;
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}
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// Remember closest edge to prevent infinite loops
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previous_closest_edge = closest_edge;
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// Find a loop and face that shares the closest edge
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geom::brep_loop* symmetric_loop = closest_edge->loops().front();
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if (symmetric_loop == closest_loop)
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{
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symmetric_loop = closest_edge->loops().back();
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}
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geom::brep_face* symmetric_face = symmetric_loop->face();
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// Find quaternion representing rotation from normal of first face to normal of second face
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const auto& n0 = face_normals[face->index()];
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const auto& n1 = face_normals[symmetric_face->index()];
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const auto rotation = math::rotation(n0, n1);
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// Rotate target point
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target_point = rotation * (target_point - closest_point) + closest_point;
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// Rotate traversal direction
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traversal_direction = rotation * traversal_direction;
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// Move to next face
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face = symmetric_face;
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}
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while (true);
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traversal.face = face;
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traversal.target_point = target_point;
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traversal.closest_point = closest_point;
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auto loop_it = face->loops().begin();
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const auto& a = vertex_positions[loop_it->vertex()->index()];
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const auto& b = vertex_positions[(++loop_it)->vertex()->index()];
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const auto& c = vertex_positions[(++loop_it)->vertex()->index()];
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traversal.barycentric = geom::cartesian_to_barycentric(traversal.closest_point, a, b, c);
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return traversal;
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}
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} // namespace ai
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