pathfinding with navigation meshes · january 05, 2015 master intelligent adaptive systems...
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January 05, 2015
Master Intelligent Adaptive Systems
Pathfinding with NavMeshes
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Pathfinding with Navigation Meshes
Filipe Ghesla Silvestrim
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Outline
Path Finding (From 2D to 3D) Navigation Meshes
Introduction Geometry Search Graph
NavMesh Path-finding Movement Approaches Geometry Automation Discussion Conclusion
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“A path is a list of instructions for getting from one location to another”Jeff Huang, Computer Science Department at Brown
Pathfinding
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LegendStartTargetObstacle
Moving from point A to point B
Pathfinding | 2D
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LegendStartTargetObstacle
Pathfinding | 2D Grid
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LegendStartTargetObstacle
Pathfinding | A* Example
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LegendStartTargetObstacle
Pathfinding | And what if 3D?
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LegendStartTargetObstacle
Pathfinding | 3D Mesh Representation
How to apply pathfinding on it?
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Pathfinding with NavMeshes
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LegendStartTargetObstacle
Pathfinding | Waypoints
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LegendStartTargetObstacle
Pathfinding | NavMesh Geometry
What do you see here?
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“ The core pathfinding algorithm is only a small piece of the puzzle,
and it’s actually not the most important.”Paul Tozour, AI Game Programming Wisdom
Pathfinding
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NavMeshes | Introduction
• Convex polygons that describe the “walkable” surface • Can encode relevant information • Static Geometry • Optimise the underlying search space
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NavMeshes | Understanding the geometry
http://en.wikipedia.org/wiki/Polygon_mesh#mediaviewer/File:Mesh_overview.svg
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NavMeshes | Geometric Notations
• Non Solid Edges• Non Solid Vertices• NavTri Edges
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NavMeshes | Search Graph
• Virtual world is represented as a graph • Transcribes the 3D Space representation to a Graph • Nav Mesh Nodes • Enables us to use well knows 2D pathfinding algorithms
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NavMeshes | Graph Example
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NavMeshes | Graph Example
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NavMeshes | Path Finding in a Graph
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NavMeshes | A*
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NavMeshes | Movement
EdgesVerticesPoly Center
• How to travel between node? (A.K.A. where to step?!)
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NavMeshes | Poly Center
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NavMeshes | Vertices
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NavMeshes | Edges
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NavMeshes | Movement Smoothing
We do have a Path described as 3D “waypoints” but is it enough to provide a believable movement?
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NavMeshes | Line of Sight
int pnpoly(int nvert, float *vertx, float *verty, float testx, float testy) {
int i, j, c = 0; for (i = 0, j = nvert-1; i < nvert; j = i++) { if ( ((verty[i]>testy) != (verty[j]>testy)) &&
(testx < (vertx[j]-vertx[i]) * (testy-verty[i]) / (verty[j]-verty[i]) + vertx[i]) ) c = !c; } return c; //http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html}
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NavMeshes | Reactive Path Following
Michael Booth, Valve
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NavMeshes | Reactive Path Following// Rough example of the path update function.// From https://gamingme.wordpress.com/tag/reactive-path-following/void Bot::PathUpdate(f32 m_fDeltaTime){ // unless the bot got too far from the path, we don't have to compute it // again. In this case, the realism of the algorithm helps performance! // Of course we also have to find a path if we don't have one yet. if (!HasPath() || (DistanceFromPath() > m_fMaxPathDistance)) { m_lPathNodes = AStar::FindPath( m_pWorld->GetNavigationMesh(), m_vPosition, m_vTarget); m_iCurrentNode = 0; } // looking for the best node to track. Notice that the next node is local, // the decision is made every frame. Node* pNextNode = m_lPathNodes[m_iCurrentNode]; for (s32 i = m_iCurrentNode; i < m_lPathNodes.GetSize(); ++i) { if (IsFacing(m_lPathNodes[i]) && IsClearPath(m_lPathNodes[i])) { pNextNode = m_lPathNodes[i]; } } // assuming some complex heuristic might take place to decide which // priority each system gets, we don't update the member variables // directly. Instead, make requests informing the current system RequestMovement( ComputePathTranslation(m_fDeltaTime), ComputePathSteering(pNextNode, m_fDeltaTime), PATH_FOLLOWING);}
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NavMeshes | Reactive Path Following
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NavMeshes | Iterative Constraint Rays
John C. O'Neill
1. Set edgeCurrent equal to the path solution from the current triangle to the destination triangle. 2. If edgeCurrent has one or more solid vertices, define the initial containment rays as normalised vectors from the
starting point to each of the solid vertices. 3. If only one vertex is solid on edgeCurrent, negate the alternate constraint ray and bias the direction toward
edgeCurrent. This prevents cosine evaluations of 180-degree angles. 4. If no vertices are solid on the current edge, the containment rays are left empty and this initialisation step is deferred
until the first solid vertices are encountered in subsequent iterations.
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NavMeshes | Iterative Constraint Rays
3 Iterations
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NavMeshes | Simple Stupid Funnel Algorithm
Mikko Mononen
1. Check if the left and right vertices are inside the current funnel; 2. If the new left endpoint is outside the funnel, the funnel is not update (E-F) 3. If the new left end point is over right funnel edge (F), we add the right funnel as a corner in the path and place the apex of the
funnel at the right funnel point location and restart the algorithm from there (G).
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NavMeshes | Simple Stupid Funnel Algorithm
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NavMeshes | Automatic Creation
• Build a NavMesh from virtual world geometry • Optimal convex partition by Tozour • Steps:
• Merging Neighbour Nodes • 3 -> 2 Merging • Culling Trivial Nods • Recursive Subdivision • Re-Merging
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NavMeshes | Optimality
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NavMeshes | Polygon Subdivision Algorithm
• By Fredrik Farnstrom (Rockstar)
1. Partition the geometry into a ground mesh and obstruction mesh (Figure 1) 2. Merge polygons within each mesh to reduce the data set 3. Fuse together overlapping ground polygons 4. Subdivide the ground mesh with its own extrusion and merge 5. Extrude the obstruction mesh 6. Subdivide the ground mesh with the obstruction mesh and merge (Figure 2) 7. Find connections between ground mesh polygons 8. Remove parts of the mesh that are disconnected from the rest of the mesh
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NavMeshes | Polygon Subdivision Algorithm
Figure 1
Figure 2
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NavMeshes | POD (Points of discussion)
• Global Vs. Local Motion • Static Avoidance Vs. Reactive(Dynamic) NavMesh • Dynamic Avoidance • Multiple NavMesh Vs. One Big NavMesh • Finding the search node.
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NavMeshes | Advantages and Disadvantages
• Add information to the path• Support for multi layered environments• Virtual Worlds• Special Regions encoded• Automatic Generation
• Not really useful for real world scenarios• Mesh generation• Fine tuning needed to avoid corner cases• Dynamic environments• Wrongly designed NavMesh
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NavMeshes | Conclusion
• 3D Movement can be made without further complexity • We are able to re-use familiar 2D algorithms with this approach • Reduces the complexity of search space • Enables moment freedom • Must be built by hand or generated from previous world data
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NavMeshes | Questions
Thank you very much!
Any further questions?
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[1] Y. Cui and G. Qin,“Intelligent path planning in 3d scene,”International Conference on Computer Application and System Modelling, 2010.
[2] M. A. DeLoura, Ed., Game Programming Gems. Charles River Media, 2000, vol. 1. [3] L. Fischer and L. Nedel, “Semi-automatic navigation on 3d triangle meshes using bvp based path-
planning,” SIBGRAPI Conference on Graphics, Patterns and Images, 2011. [4] S. Golodetz, “Automatic navigation mesh generation in configuration space.” [5] M. Kallmann, “Navigation queries from triangular meshes,” MIG, vol. LNCS, no. 6459, pp. 230–241, 2010. [6] H. Kim, K. Yu, and J. Kim, “Reducing the search space for pathfinding in navigation meshes by using
visibility tests,” Journal of Electrical Engineering and Technology, vol. 6, no. 6, p. 867 873, 2011. [7] J. C. O’Neill, “Efficient navigation mesh implementation,” Journal of Game Development, vol. 939, no. 9,
pp. 71–90, March 2004. [8] S. Rabin, Ed., AI Game Programming Wisdom. Charles River Media, 2006, vol. 3.[9] W. van Toll, A. F. C. IV, and R. Geraerts, “Navigation meshes for realistic multi-layered environments,”
IEEE/RSJ International Conference on Intelligent Robots and Systems, 2011. [10] Tozour, Paul, “Building a Near-Optimal Navigation Mesh”, AI Game Programming Wisdom, Ed. Steve
Rabin, Charles River Media, 2002[11] F. Farnstrom, “Improving on Near-Optimality: More Techniques for Building Navigation Meshes”, AI
Game Programming Wisdom 3, Ed. Steve Rabin, Charles River Media, 2006
NavMeshes | References