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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
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#include <deque>
#include <cassert>
#include <components/esm/defs.hpp>
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#include <components/esm/loadpgrd.hpp>
namespace MWWorld
{
class CellStore;
}
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namespace MWMechanics
{
class PathgridGraph;
inline float distance(const osg::Vec3f& lhs, const osg::Vec3f& rhs)
{
return (lhs - rhs).length();
}
inline float getZAngleToDir(const osg::Vec3f& dir)
{
return std::atan2(dir.x(), dir.y());
}
inline float getXAngleToDir(const osg::Vec3f& dir)
{
float dirLen = dir.length();
return (dirLen != 0) ? -std::asin(dir.z() / dirLen) : 0;
}
inline float getZAngleToPoint(const osg::Vec3f& origin, const osg::Vec3f& dest)
{
return getZAngleToDir(dest - origin);
}
inline float getXAngleToPoint(const osg::Vec3f& origin, const osg::Vec3f& dest)
{
return getXAngleToDir(dest - origin);
}
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const float PATHFIND_Z_REACH = 50.0f;
//static const float sMaxSlope = 49.0f; // duplicate as in physicssystem
// distance after which actor (failed previously to shortcut) will try again
const float PATHFIND_SHORTCUT_RETRY_DIST = 300.0f;
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const float DEFAULT_TOLERANCE = 32.0f;
// 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 osg::Vec3f& from, const osg::Vec3f& to, float offsetXY);
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class PathFinder
{
public:
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PathFinder()
: mConstructed(false)
, mCell(nullptr)
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{
}
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void clearPath()
{
mConstructed = false;
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mPath.clear();
mCell = nullptr;
}
void buildPath(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
const MWWorld::CellStore* cell, const PathgridGraph& pathgridGraph);
/// Remove front point if exist and within tolerance
void update(const osg::Vec3f& position, const float tolerance = DEFAULT_TOLERANCE);
bool checkPathCompleted() const
{
return mConstructed && mPath.empty();
}
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/// In radians
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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
{
return mConstructed && !mPath.empty();
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}
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std::size_t getPathSize() const
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{
return mPath.size();
}
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const std::deque<osg::Vec3f>& getPath() const
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{
return mPath;
}
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const MWWorld::CellStore* getPathCell() const
{
return mCell;
}
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/** 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.
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This is undesirable 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.
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*/
void buildSyncedPath(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
const MWWorld::CellStore* cell, const PathgridGraph& pathgridGraph);
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void addPointToPath(const osg::Vec3f& point)
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{
mConstructed = true;
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mPath.push_back(point);
}
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/// utility function to convert a osg::Vec3f to a Pathgrid::Point
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static ESM::Pathgrid::Point makePathgridPoint(const osg::Vec3f& v)
{
return ESM::Pathgrid::Point(static_cast<int>(v[0]), static_cast<int>(v[1]), static_cast<int>(v[2]));
}
/// utility function to convert an ESM::Position to a Pathgrid::Point
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static ESM::Pathgrid::Point makePathgridPoint(const ESM::Position& p)
{
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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static osg::Vec3f makeOsgVec3(const ESM::Pathgrid::Point& p)
{
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return osg::Vec3f(static_cast<float>(p.mX), static_cast<float>(p.mY), static_cast<float>(p.mZ));
}
// Slightly cheaper version for comparisons.
// Caller needs to be careful for very short distances (i.e. less than 1)
// or when accumuating the results i.e. (a + b)^2 != a^2 + b^2
//
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static float distanceSquared(ESM::Pathgrid::Point point, const osg::Vec3f& pos)
{
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return (MWMechanics::PathFinder::makeOsgVec3(point) - pos).length2();
}
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// Return the closest pathgrid point index from the specified position
// coordinates. NOTE: Does not check if there is a sensible way to get there
// (e.g. a cliff in front).
//
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// NOTE: pos is expected to be in local coordinates, as is grid->mPoints
//
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static int getClosestPoint(const ESM::Pathgrid* grid, const osg::Vec3f& pos)
{
assert(grid && !grid->mPoints.empty());
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float distanceBetween = distanceSquared(grid->mPoints[0], pos);
int closestIndex = 0;
// TODO: if this full scan causes performance problems mapping pathgrid
// points to a quadtree may help
for(unsigned int counter = 1; counter < grid->mPoints.size(); counter++)
{
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float potentialDistBetween = distanceSquared(grid->mPoints[counter], pos);
if(potentialDistBetween < distanceBetween)
{
distanceBetween = potentialDistBetween;
closestIndex = counter;
}
}
return closestIndex;
}
private:
bool mConstructed;
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std::deque<osg::Vec3f> mPath;
const MWWorld::CellStore* mCell;
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};
}
#endif