AStar: Make get_closest_point() deterministic for equidistant points

Closes godotengine/godot-docs#3667.
Supersedes #39405.
This commit is contained in:
Rémi Verschelde
2020-06-09 10:26:21 +02:00
parent 201d5a7fc5
commit 187ba4c5a8
3 changed files with 13 additions and 7 deletions

View File

@@ -280,10 +280,16 @@ int AStar::get_closest_point(const Vector3 &p_point, bool p_include_disabled) co
continue; // Disabled points should not be considered.
}
// Keep the closest point's ID, and in case of multiple closest IDs,
// the smallest one (makes it deterministic).
real_t d = p_point.distance_squared_to((*it.value)->pos);
if (closest_id < 0 || d < closest_dist) {
int id = *(it.key);
if (d <= closest_dist) {
if (d == closest_dist && id > closest_id) { // Keep lowest ID.
continue;
}
closest_dist = d;
closest_id = *(it.key);
closest_id = id;
}
}
@@ -291,7 +297,6 @@ int AStar::get_closest_point(const Vector3 &p_point, bool p_include_disabled) co
}
Vector3 AStar::get_closest_position_in_segment(const Vector3 &p_point) const {
bool found = false;
real_t closest_dist = 1e20;
Vector3 closest_point;
@@ -311,10 +316,9 @@ Vector3 AStar::get_closest_position_in_segment(const Vector3 &p_point) const {
Vector3 p = Geometry3D::get_closest_point_to_segment(p_point, segment);
real_t d = p_point.distance_squared_to(p);
if (!found || d < closest_dist) {
if (d < closest_dist) {
closest_point = p;
closest_dist = d;
found = true;
}
}