Merge branch 'Bug1317MakeExtraWaypoints' into Bug2726

c++11
dteviot 10 years ago
commit 40a925ad37

@ -14,7 +14,9 @@
#if defined(_WIN32)
// For OutputDebugString
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
// makes __argc and __argv available on windows
#include <cstdlib>

@ -1,5 +1,7 @@
#include "aiwander.hpp"
#include <cfloat>
#include <components/misc/rng.hpp>
#include <components/esm/aisequence.hpp>
@ -214,7 +216,7 @@ namespace MWMechanics
// Are we there yet?
bool& chooseAction = storage.mChooseAction;
if(walking &&
storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], 64.f))
storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1]))
{
stopWalking(actor, storage);
moveNow = false;
@ -498,14 +500,8 @@ namespace MWMechanics
{
assert(mAllowedNodes.size());
unsigned int randNode = Misc::Rng::rollDice(mAllowedNodes.size());
// NOTE: initially constructed with local (i.e. cell) co-ordinates
// convert dest to use world co-ordinates
ESM::Pathgrid::Point dest(mAllowedNodes[randNode]);
if (currentCell->getCell()->isExterior())
{
dest.mX += currentCell->getCell()->mData.mX * ESM::Land::REAL_SIZE;
dest.mY += currentCell->getCell()->mData.mY * ESM::Land::REAL_SIZE;
}
ToWorldCoordinates(dest, currentCell->getCell());
// actor position is already in world co-ordinates
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
@ -537,6 +533,15 @@ namespace MWMechanics
return false; // AiWander package not yet completed
}
void AiWander::ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell)
{
if (cell->isExterior())
{
point.mX += cell->mData.mX * ESM::Land::REAL_SIZE;
point.mY += cell->mData.mY * ESM::Land::REAL_SIZE;
}
}
void AiWander::trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes,
const PathFinder& pathfinder)
{
@ -643,12 +648,7 @@ namespace MWMechanics
// apply a slight offset to prevent overcrowding
dest.mX += static_cast<int>(Misc::Rng::rollProbability() * 128 - 64);
dest.mY += static_cast<int>(Misc::Rng::rollProbability() * 128 - 64);
if (actor.getCell()->isExterior())
{
dest.mX += actor.getCell()->getCell()->mData.mX * ESM::Land::REAL_SIZE;
dest.mY += actor.getCell()->getCell()->mData.mY * ESM::Land::REAL_SIZE;
}
ToWorldCoordinates(dest, actor.getCell()->getCell());
MWBase::Environment::get().getWorld()->moveObject(actor, static_cast<float>(dest.mX),
static_cast<float>(dest.mY), static_cast<float>(dest.mZ));
@ -684,46 +684,90 @@ namespace MWMechanics
// ... pathgrids don't usually include water, so swimmers ignore them
if (mDistance && !actor.getClass().isPureWaterCreature(actor))
{
float cellXOffset = 0;
float cellYOffset = 0;
// get NPC's position in local (i.e. cell) co-ordinates
osg::Vec3f npcPos(mInitialActorPosition);
if(cell->isExterior())
{
cellXOffset = static_cast<float>(cell->mData.mX * ESM::Land::REAL_SIZE);
cellYOffset = static_cast<float>(cell->mData.mY * ESM::Land::REAL_SIZE);
npcPos[0] = npcPos[0] - static_cast<float>(cell->mData.mX * ESM::Land::REAL_SIZE);
npcPos[1] = npcPos[1] - static_cast<float>(cell->mData.mY * ESM::Land::REAL_SIZE);
}
// convert npcPos to local (i.e. cell) co-ordinates
osg::Vec3f npcPos(mInitialActorPosition);
npcPos[0] = npcPos[0] - cellXOffset;
npcPos[1] = npcPos[1] - cellYOffset;
// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
// NOTE: mPoints and mAllowedNodes are in local co-ordinates
int pointIndex = 0;
for(unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++)
{
osg::Vec3f nodePos(PathFinder::MakeOsgVec3(pathgrid->mPoints[counter]));
if((npcPos - nodePos).length2() <= mDistance * mDistance)
{
mAllowedNodes.push_back(pathgrid->mPoints[counter]);
pointIndex = counter;
}
}
if (mAllowedNodes.size() == 1)
{
AddNonPathGridAllowedPoints(npcPos, pathgrid, pointIndex);
}
if(!mAllowedNodes.empty())
{
osg::Vec3f firstNodePos(PathFinder::MakeOsgVec3(mAllowedNodes[0]));
float closestNode = (npcPos - firstNodePos).length2();
unsigned int index = 0;
for(unsigned int counterThree = 1; counterThree < mAllowedNodes.size(); counterThree++)
{
osg::Vec3f nodePos(PathFinder::MakeOsgVec3(mAllowedNodes[counterThree]));
float tempDist = (npcPos - nodePos).length2();
if(tempDist < closestNode)
index = counterThree;
}
mCurrentNode = mAllowedNodes[index];
mAllowedNodes.erase(mAllowedNodes.begin() + index);
SetCurrentNodeToClosestAllowedNode(npcPos);
}
mStoredAvailableNodes = true; // set only if successful in finding allowed nodes
}
}
// When only one path grid point in wander distance,
// additional points for NPC to wander to are:
// 1. NPC's initial location
// 2. Partway along the path between the point and its connected points.
void AiWander::AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid * pathGrid, int pointIndex)
{
mAllowedNodes.push_back(PathFinder::MakePathgridPoint(npcPos));
for (std::vector<ESM::Pathgrid::Edge>::const_iterator it = pathGrid->mEdges.begin(); it != pathGrid->mEdges.end(); ++it)
{
if (it->mV0 == pointIndex)
{
AddPointBetweenPathGridPoints(pathGrid->mPoints[it->mV0], pathGrid->mPoints[it->mV1]);
}
}
}
void AiWander::AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end)
{
osg::Vec3f vectorStart = PathFinder::MakeOsgVec3(start);
osg::Vec3f delta = PathFinder::MakeOsgVec3(end) - vectorStart;
float length = delta.length();
delta.normalize();
// destination must be far enough away that NPC will need to move to get there.
const int threshold = PathFinder::PathTolerance * 2;
int distance = std::max(mDistance / 2, threshold);
// must not travel more than 1/2 way between waypoints,
// otherwise, NPC goes to far endpoint then comes back. Looks weird.
distance = std::min(distance, static_cast<int>(length / 2));
delta *= distance;
mAllowedNodes.push_back(PathFinder::MakePathgridPoint(vectorStart + delta));
}
void AiWander::SetCurrentNodeToClosestAllowedNode(osg::Vec3f npcPos)
{
float distanceToClosestNode = FLT_MAX;
unsigned int index = 0;
for (unsigned int counterThree = 0; counterThree < mAllowedNodes.size(); counterThree++)
{
osg::Vec3f nodePos(PathFinder::MakeOsgVec3(mAllowedNodes[counterThree]));
float tempDist = (npcPos - nodePos).length2();
if (tempDist < distanceToClosestNode)
{
index = counterThree;
distanceToClosestNode = tempDist;
}
}
mCurrentNode = mAllowedNodes[index];
mAllowedNodes.erase(mAllowedNodes.begin() + index);
}
void AiWander::writeState(ESM::AiSequence::AiSequence &sequence) const
{
std::auto_ptr<ESM::AiSequence::AiWander> wander(new ESM::AiSequence::AiWander());

@ -118,6 +118,15 @@ namespace MWMechanics
GroupIndex_MaxIdle = 9
};
/// convert point from local (i.e. cell) to world co-ordinates
void ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell);
void SetCurrentNodeToClosestAllowedNode(osg::Vec3f npcPos);
void AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid * pathGrid, int pointIndex);
void AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end);
/// lookup table for converting idleSelect value to groupName
static const std::string sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1];
};

@ -19,6 +19,8 @@ namespace MWMechanics
public:
PathFinder();
static const int PathTolerance = 32;
static float sgn(float val)
{
if(val > 0)
@ -35,7 +37,7 @@ namespace MWMechanics
void clearPath();
bool checkPathCompleted(float x, float y, float tolerance=32.f);
bool checkPathCompleted(float x, float y, float tolerance = PathTolerance);
///< \Returns true if we are within \a tolerance units of the last path point.
/// In degrees

@ -313,27 +313,27 @@ namespace MWMechanics
return path; // for some reason couldn't build a path
// reconstruct path to return, using world co-ordinates
float xCell = 0;
float yCell = 0;
int xCell = 0;
int yCell = 0;
if (mIsExterior)
{
xCell = static_cast<float>(mPathgrid->mData.mX * ESM::Land::REAL_SIZE);
yCell = static_cast<float>(mPathgrid->mData.mY * ESM::Land::REAL_SIZE);
xCell = mPathgrid->mData.mX * ESM::Land::REAL_SIZE;
yCell = mPathgrid->mData.mY * ESM::Land::REAL_SIZE;
}
while(graphParent[current] != -1)
{
ESM::Pathgrid::Point pt = mPathgrid->mPoints[current];
pt.mX += static_cast<int>(xCell);
pt.mY += static_cast<int>(yCell);
pt.mX += xCell;
pt.mY += yCell;
path.push_front(pt);
current = graphParent[current];
}
// add first node to path explicitly
ESM::Pathgrid::Point pt = mPathgrid->mPoints[start];
pt.mX += static_cast<int>(xCell);
pt.mY += static_cast<int>(yCell);
pt.mX += xCell;
pt.mY += yCell;
path.push_front(pt);
return path;
}

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