Added door detection based by ray casting

0.6.1
Andrei Kortunov 8 years ago
parent e9d0bf7c12
commit 37952c9a79

@ -10,6 +10,7 @@
#include "../mwworld/ptr.hpp" #include "../mwworld/ptr.hpp"
#include "../mwrender/rendermode.hpp" #include "../mwrender/rendermode.hpp"
#include "../mwphysics/physicssystem.hpp"
namespace osg namespace osg
{ {
@ -299,6 +300,9 @@ namespace MWBase
virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) = 0; virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) = 0;
///< cast a Ray and return true if there is an object in the ray path. ///< cast a Ray and return true if there is an object in the ray path.
virtual MWPhysics::PhysicsSystem::RayResult castRayTest (float x1, float y1, float z1, float x2, float y2, float z2) = 0;
///< cast a rendering ray and return ray result.
virtual bool toggleCollisionMode() = 0; virtual bool toggleCollisionMode() = 0;
///< Toggle collision mode for player. If disabled player object should ignore ///< Toggle collision mode for player. If disabled player object should ignore
/// collisions and gravity. /// collisions and gravity.

@ -176,7 +176,9 @@ void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float dur
if (!mObstacleCheck.check(actor, duration)) return; if (!mObstacleCheck.check(actor, duration)) return;
// first check if obstacle is a door // first check if obstacle is a door
MWWorld::Ptr door = getNearbyDoor(actor); // NOTE: checks interior cells only static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
MWWorld::Ptr door = getNearbyDoor(actor, distance);
if (door != MWWorld::Ptr()) if (door != MWWorld::Ptr())
{ {
// note: AiWander currently does not open doors // note: AiWander currently does not open doors

@ -440,11 +440,14 @@ namespace MWMechanics
{ {
// Check if an idle actor is too close to a door - if so start walking // Check if an idle actor is too close to a door - if so start walking
storage.mDoorCheckDuration += duration; storage.mDoorCheckDuration += duration;
static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
if (storage.mDoorCheckDuration >= DOOR_CHECK_INTERVAL) if (storage.mDoorCheckDuration >= DOOR_CHECK_INTERVAL)
{ {
storage.mDoorCheckDuration = 0; // restart timer storage.mDoorCheckDuration = 0; // restart timer
if (mDistance && // actor is not intended to be stationary if (mDistance && // actor is not intended to be stationary
proximityToDoor(actor, MIN_DIST_TO_DOOR_SQUARED*1.6f*1.6f)) // NOTE: checks interior cells only proximityToDoor(actor, distance*1.6f))
{ {
storage.setState(Wander_MoveNow); storage.setState(Wander_MoveNow);
storage.mTrimCurrentNode = false; // just in case storage.mTrimCurrentNode = false; // just in case
@ -516,10 +519,12 @@ namespace MWMechanics
void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration, ESM::Position& pos) void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration, ESM::Position& pos)
{ {
static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
if (mObstacleCheck.isEvading()) if (mObstacleCheck.isEvading())
{ {
// first check if we're walking into a door // first check if we're walking into a door
if (proximityToDoor(actor)) // NOTE: checks interior cells only if (proximityToDoor(actor, distance))
{ {
// remove allowed points then select another random destination // remove allowed points then select another random destination
storage.mTrimCurrentNode = true; storage.mTrimCurrentNode = true;

@ -1,8 +1,11 @@
#include "obstacle.hpp" #include "obstacle.hpp"
#include <osg/Group>
#include <components/esm/loadcell.hpp> #include <components/esm/loadcell.hpp>
#include "../mwbase/world.hpp" #include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp" #include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp" #include "../mwworld/cellstore.hpp"
@ -23,51 +26,34 @@ namespace MWMechanics
{ -1.0f, -1.0f } // move to side and backwards { -1.0f, -1.0f } // move to side and backwards
}; };
// Proximity check function for interior doors. Given that most interior cells bool proximityToDoor(const MWWorld::Ptr& actor, float minDist)
// do not have many doors performance shouldn't be too much of an issue.
//
// Limitation: there can be false detections, and does not test whether the
// actor is facing the door.
bool proximityToDoor(const MWWorld::Ptr& actor, float minSqr)
{ {
if(getNearbyDoor(actor, minSqr)!=MWWorld::Ptr()) if(getNearbyDoor(actor, minDist)!=MWWorld::Ptr())
return true; return true;
else else
return false; return false;
} }
MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minSqr) MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist)
{ {
MWWorld::CellStore *cell = actor.getCell(); osg::Vec3f origin = MWBase::Environment::get().getWorld()->getActorHeadTransform(actor).getTrans();
osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0))
* osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1));
if(cell->getCell()->isExterior()) osg::Vec3f direction = orient * osg::Vec3f(0,1,0);
return MWWorld::Ptr(); // check interior cells only osg::Vec3f dest = origin + direction * minDist;
// Check all the doors in this cell
const MWWorld::CellRefList<ESM::Door>& doors = cell->getReadOnlyDoors();
const MWWorld::CellRefList<ESM::Door>::List& refList = doors.mList;
MWWorld::CellRefList<ESM::Door>::List::const_iterator it = refList.begin();
osg::Vec3f pos(actor.getRefData().getPosition().asVec3()); osg::Vec3f pos(actor.getRefData().getPosition().asVec3());
MWPhysics::PhysicsSystem::RayResult result = MWBase::Environment::get().getWorld()->castRayTest(pos.x(), pos.y(), pos.z(), dest.x(), dest.y(), dest.z());
/// TODO: How to check whether the actor is facing a door? Below code is for if (!result.mHit || result.mHitObject.isEmpty())
/// the player, perhaps it can be adapted. return MWWorld::Ptr(); // none found
//MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->getFacedObject();
//if(!ptr.isEmpty())
//std::cout << "faced door " << ptr.getClass().getName(ptr) << std::endl;
/// TODO: The in-game observation of rot[2] value seems to be the if (result.mHitObject.getClass().getTypeName() == typeid(ESM::Door).name() && !result.mHitObject.getCellRef().getTeleport())
/// opposite of the code in World::activateDoor() ::confused:: return result.mHitObject;
for (; it != refList.end(); ++it)
{ return MWWorld::Ptr();
const MWWorld::LiveCellRef<ESM::Door>& ref = *it;
if((pos - ref.mData.getPosition().asVec3()).length2() < minSqr
&& ref.mData.getPosition().rot[2] == ref.mRef.getPosition().rot[2])
{
// FIXME cast
return MWWorld::Ptr(&const_cast<MWWorld::LiveCellRef<ESM::Door> &>(ref), actor.getCell()); // found, stop searching
}
}
return MWWorld::Ptr(); // none found
} }
ObstacleCheck::ObstacleCheck(): ObstacleCheck::ObstacleCheck():

@ -10,19 +10,14 @@ namespace MWMechanics
{ {
struct Movement; struct Movement;
/// NOTE: determined empirically based on in-game behaviour
static const float MIN_DIST_TO_DOOR_SQUARED = 128*128;
static const int NUM_EVADE_DIRECTIONS = 4; static const int NUM_EVADE_DIRECTIONS = 4;
/// tests actor's proximity to a closed door by default /// tests actor's proximity to a closed door by default
bool proximityToDoor(const MWWorld::Ptr& actor, bool proximityToDoor(const MWWorld::Ptr& actor, float minDist);
float minSqr = MIN_DIST_TO_DOOR_SQUARED);
/// Returns door pointer within range. No guarantee is given as to which one /// Returns door pointer within range. No guarantee is given as to which one
/** \return Pointer to the door, or NULL if none exists **/ /** \return Pointer to the door, or NULL if none exists **/
MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist);
float minSqr = MIN_DIST_TO_DOOR_SQUARED);
class ObstacleCheck class ObstacleCheck
{ {

@ -1451,11 +1451,16 @@ namespace MWWorld
} }
bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2) bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2)
{
MWPhysics::PhysicsSystem::RayResult result = castRayTest(x1, y1, z1, x2, y2, z2);
return result.mHit;
}
MWPhysics::PhysicsSystem::RayResult World::castRayTest (float x1, float y1, float z1, float x2, float y2, float z2)
{ {
osg::Vec3f a(x1,y1,z1); osg::Vec3f a(x1,y1,z1);
osg::Vec3f b(x2,y2,z2); osg::Vec3f b(x2,y2,z2);
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), MWPhysics::CollisionType_World|MWPhysics::CollisionType_Door); return mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), MWPhysics::CollisionType_World|MWPhysics::CollisionType_Door);
return result.mHit;
} }
void World::processDoors(float duration) void World::processDoors(float duration)

@ -407,6 +407,9 @@ namespace MWWorld
virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2); virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2);
///< cast a Ray and return true if there is an object in the ray path. ///< cast a Ray and return true if there is an object in the ray path.
virtual MWPhysics::PhysicsSystem::RayResult castRayTest (float x1, float y1, float z1, float x2, float y2, float z2);
///< cast a rendering ray and return ray result.
virtual bool toggleCollisionMode(); virtual bool toggleCollisionMode();
///< Toggle collision mode for player. If disabled player object should ignore ///< Toggle collision mode for player. If disabled player object should ignore
/// collisions and gravity. /// collisions and gravity.

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