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openmw-tes3mp/apps/openmw/mwmechanics/pathfinding.hpp

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#ifndef GAME_MWMECHANICS_PATHFINDING_H
#define GAME_MWMECHANICS_PATHFINDING_H
#include <components/esm/loadpgrd.hpp>
#include <list>
#include <OgreMath.h>
namespace MWWorld
{
class CellStore;
}
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namespace MWMechanics
{
class PathFinder
{
public:
PathFinder();
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static float sgn(Ogre::Radian a)
{
if(a.valueRadians() > 0)
return 1.0;
return -1.0;
}
static float sgn(float a)
{
if(a > 0)
return 1.0;
return -1.0;
}
void clearPath();
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void buildPathgridGraph(const ESM::Pathgrid* pathGrid);
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void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
const MWWorld::CellStore* cell, bool allowShortcuts = true);
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bool checkPathCompleted(float x, float y, float z);
///< \Returns true if the last point of the path has been reached.
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bool checkWaypoint(float x, float y, float z);
///< \Returns true if a way point was reached
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float getZAngleToNext(float x, float y) const;
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float getDistToNext(float x, float y, float z);
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bool isPathConstructed() const
{
return mIsPathConstructed;
}
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int getPathSize() const
{
return mPath.size();
}
std::list<ESM::Pathgrid::Point> getPath() const
{
return mPath;
}
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//When first point of newly created path is the nearest to actor point, then
//the cituation can occure when this point is undesirable (if the 2nd point of new path == the 1st point of old path)
//This functions deletes that point.
void syncStart(const std::list<ESM::Pathgrid::Point> &path);
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void addPointToPath(ESM::Pathgrid::Point &point)
{
mPath.push_back(point);
}
private:
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struct Edge
{
int destination;
float cost;
};
struct Node
{
int label;
std::vector<Edge> edges;
int parent;//used in pathfinding
};
std::vector<float> mGScore;
std::vector<float> mFScore;
std::list<ESM::Pathgrid::Point> aStarSearch(const ESM::Pathgrid* pathGrid,int start,int goal,float xCell = 0, float yCell = 0);
void cleanUpAStar();
std::vector<Node> mGraph;
bool mIsPathConstructed;
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std::list<ESM::Pathgrid::Point> mPath;
bool mIsGraphConstructed;
const MWWorld::CellStore* mCell;
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};
}
#endif