forked from teamnwah/openmw-tes3coop
124 lines
4.4 KiB
C++
124 lines
4.4 KiB
C++
#ifndef GAME_MWMECHANICS_PATHFINDING_H
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#define GAME_MWMECHANICS_PATHFINDING_H
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#include <components/esm/defs.hpp>
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#include <components/esm/loadpgrd.hpp>
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#include <list>
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#include <OgreMath.h>
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#include <OgreVector3.h>
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namespace MWWorld
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{
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class CellStore;
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}
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namespace MWMechanics
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{
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float distance(ESM::Pathgrid::Point point, float x, float y, float z);
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float distance(ESM::Pathgrid::Point a, ESM::Pathgrid::Point b);
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float getZAngleToDir(const Ogre::Vector3& dir);
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float getXAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f);
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float getZAngleToPoint(const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest);
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float getXAngleToPoint(const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest);
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const float PATHFIND_Z_REACH = 50.0f;
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//static const float sMaxSlope = 49.0f; // duplicate as in physicssystem
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// distance at which actor pays more attention to decide whether to shortcut or stick to pathgrid
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const float PATHFIND_CAUTION_DIST = 500.0f;
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// distance after which actor (failed previously to shortcut) will try again
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const float PATHFIND_SHORTCUT_RETRY_DIST = 300.0f;
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// cast up-down ray with some offset from actor position to check for pits/obstacles on the way to target;
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// magnitude of pits/obstacles is defined by PATHFIND_Z_REACH
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bool checkWayIsClear(const Ogre::Vector3& from, const Ogre::Vector3& to, float offsetXY);
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class PathFinder
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{
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public:
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PathFinder();
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static float sgn(Ogre::Radian a)
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{
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if(a.valueRadians() > 0)
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return 1.0;
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return -1.0;
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}
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static int sgn(int a)
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{
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if(a > 0)
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return 1;
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return -1;
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}
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void clearPath();
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void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
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const MWWorld::CellStore* cell);
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bool checkPathCompleted(float x, float y, float tolerance=32.f);
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///< \Returns true if we are within \a tolerance units of the last path point.
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float getZAngleToNext(float x, float y) const;
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float getXAngleToNext(float x, float y, float z) const;
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bool isPathConstructed() const
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{
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return !mPath.empty();
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}
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int getPathSize() const
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{
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return mPath.size();
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}
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const std::list<ESM::Pathgrid::Point>& getPath() const
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{
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return mPath;
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}
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/** Synchronize new path with old one to avoid visiting 1 waypoint 2 times
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@note
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BuildPath() takes closest PathGrid point to NPC as first point of path.
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This is undesireable if NPC has just passed a Pathgrid point, as this
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makes the 2nd point of the new path == the 1st point of old path.
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Which results in NPC "running in a circle" back to the just passed waypoint.
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*/
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void buildSyncedPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
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const MWWorld::CellStore* cell);
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void addPointToPath(const ESM::Pathgrid::Point &point)
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{
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mPath.push_back(point);
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}
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/// utility function to convert a Ogre::Vector3 to a Pathgrid::Point
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static ESM::Pathgrid::Point MakePathgridPoint(const Ogre::Vector3& v)
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{
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return ESM::Pathgrid::Point(static_cast<int>(v[0]), static_cast<int>(v[1]), static_cast<int>(v[2]));
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}
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/// utility function to convert an ESM::Position to a Pathgrid::Point
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static ESM::Pathgrid::Point MakePathgridPoint(const ESM::Position& p)
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{
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return ESM::Pathgrid::Point(static_cast<int>(p.pos[0]), static_cast<int>(p.pos[1]), static_cast<int>(p.pos[2]));
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}
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/// utility function to convert a Pathgrid::Point to a Ogre::Vector3
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static Ogre::Vector3 MakeOgreVector3(const ESM::Pathgrid::Point& p)
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{
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return Ogre::Vector3(static_cast<Ogre::Real>(p.mX), static_cast<Ogre::Real>(p.mY), static_cast<Ogre::Real>(p.mZ));
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}
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private:
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std::list<ESM::Pathgrid::Point> mPath;
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const ESM::Pathgrid *mPathgrid;
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const MWWorld::CellStore* mCell;
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};
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}
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#endif
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