#ifndef GAME_MWMECHANICS_PATHFINDING_H #define GAME_MWMECHANICS_PATHFINDING_H #include #include #include #include #include namespace MWWorld { class CellStore; } namespace MWMechanics { float distance(ESM::Pathgrid::Point point, float x, float y, float z); float distance(ESM::Pathgrid::Point a, ESM::Pathgrid::Point b); float getZAngleToDir(const Ogre::Vector3& dir); float getXAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f); float getZAngleToPoint(const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest); float getXAngleToPoint(const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest); const float PATHFIND_Z_REACH = 50.0f; //static const float sMaxSlope = 49.0f; // duplicate as in physicssystem // distance at which actor pays more attention to decide whether to shortcut or stick to pathgrid const float PATHFIND_CAUTION_DIST = 500.0f; // distance after which actor (failed previously to shortcut) will try again const float PATHFIND_SHORTCUT_RETRY_DIST = 300.0f; // cast up-down ray with some offset from actor position to check for pits/obstacles on the way to target; // magnitude of pits/obstacles is defined by PATHFIND_Z_REACH bool checkWayIsClear(const Ogre::Vector3& from, const Ogre::Vector3& to, float offsetXY); class PathFinder { public: PathFinder(); static float sgn(Ogre::Radian a) { if(a.valueRadians() > 0) return 1.0; return -1.0; } static int sgn(int a) { if(a > 0) return 1; return -1; } void clearPath(); void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::CellStore* cell); bool checkPathCompleted(float x, float y, float tolerance=32.f); ///< \Returns true if we are within \a tolerance units of the last path point. float getZAngleToNext(float x, float y) const; float getXAngleToNext(float x, float y, float z) const; bool isPathConstructed() const { return !mPath.empty(); } int getPathSize() const { return mPath.size(); } const std::list& getPath() const { return mPath; } /** Synchronize new path with old one to avoid visiting 1 waypoint 2 times @note BuildPath() takes closest PathGrid point to NPC as first point of path. This is undesireable if NPC has just passed a Pathgrid point, as this makes the 2nd point of the new path == the 1st point of old path. Which results in NPC "running in a circle" back to the just passed waypoint. */ void buildSyncedPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::CellStore* cell); void addPointToPath(const ESM::Pathgrid::Point &point) { mPath.push_back(point); } /// utility function to convert a Ogre::Vector3 to a Pathgrid::Point static ESM::Pathgrid::Point MakePathgridPoint(const Ogre::Vector3& v) { return ESM::Pathgrid::Point(static_cast(v[0]), static_cast(v[1]), static_cast(v[2])); } /// utility function to convert an ESM::Position to a Pathgrid::Point static ESM::Pathgrid::Point MakePathgridPoint(const ESM::Position& p) { return ESM::Pathgrid::Point(static_cast(p.pos[0]), static_cast(p.pos[1]), static_cast(p.pos[2])); } /// utility function to convert a Pathgrid::Point to a Ogre::Vector3 static Ogre::Vector3 MakeOgreVector3(const ESM::Pathgrid::Point& p) { return Ogre::Vector3(static_cast(p.mX), static_cast(p.mY), static_cast(p.mZ)); } private: std::list mPath; const ESM::Pathgrid *mPathgrid; const MWWorld::CellStore* mCell; }; } #endif