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-rw-r--r--modules/navigation/nav_map.cpp14
1 files changed, 13 insertions, 1 deletions
diff --git a/modules/navigation/nav_map.cpp b/modules/navigation/nav_map.cpp
index 745c227fe5..737ccaf3cd 100644
--- a/modules/navigation/nav_map.cpp
+++ b/modules/navigation/nav_map.cpp
@@ -431,6 +431,17 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
if (p_optimize) {
// Set the apex poly/point to the end point
gd::NavigationPoly *apex_poly = &navigation_polys[least_cost_id];
+
+ Vector3 back_pathway[2] = { apex_poly->back_navigation_edge_pathway_start, apex_poly->back_navigation_edge_pathway_end };
+ const Vector3 back_edge_closest_point = Geometry3D::get_closest_point_to_segment(end_point, back_pathway);
+ if (end_point.is_equal_approx(back_edge_closest_point)) {
+ // The end point is basically on top of the last crossed edge, funneling around the corners would at best do nothing.
+ // At worst it would add an unwanted path point before the last point due to precision issues so skip to the next polygon.
+ if (apex_poly->back_navigation_poly_id != -1) {
+ apex_poly = &navigation_polys[apex_poly->back_navigation_poly_id];
+ }
+ }
+
Vector3 apex_point = end_point;
gd::NavigationPoly *left_poly = apex_poly;
@@ -1049,7 +1060,8 @@ void NavMap::sync() {
}
// Update the update ID.
- map_update_id = (map_update_id + 1) % 9999999;
+ // Some code treats 0 as a failure case, so we avoid returning 0.
+ map_update_id = map_update_id % 9999999 + 1;
}
// Do we have modified obstacle positions?