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https://github.com/TES3MP/openmw-tes3mp.git
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Build path by navigator
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d02beae5a8
commit
661da42bd2
5 changed files with 72 additions and 62 deletions
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@ -148,7 +148,9 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f&
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{
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if (wasShortcutting || doesPathNeedRecalc(dest, actor.getCell())) // if need to rebuild path
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{
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mPathFinder.buildSyncedPath(start, dest, actor.getCell(), getPathGridGraph(actor.getCell()));
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const auto playerHalfExtents = world->getHalfExtents(world->getPlayerPtr());
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mPathFinder.buildPath(start, dest, actor.getCell(), getPathGridGraph(actor.getCell()),
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playerHalfExtents, getNavigatorFlags(actor));
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mRotateOnTheRunChecks = 3;
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// give priority to go directly on target if there is minimal opportunity
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@ -50,7 +50,8 @@ namespace MWMechanics
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AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat):
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mDistance(distance), mDuration(duration), mRemainingDuration(duration), mTimeOfDay(timeOfDay), mIdle(idle),
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mRepeat(repeat), mStoredInitialActorPosition(false), mInitialActorPosition(osg::Vec3f(0, 0, 0)), mHasDestination(false), mDestination(osg::Vec3f(0, 0, 0))
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mRepeat(repeat), mStoredInitialActorPosition(false), mInitialActorPosition(osg::Vec3f(0, 0, 0)),
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mHasDestination(false), mDestination(osg::Vec3f(0, 0, 0)), mUsePathgrid(false)
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{
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mIdle.resize(8, 0);
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init();
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@ -151,8 +152,18 @@ namespace MWMechanics
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// rebuild a path to it
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if (!mPathFinder.isPathConstructed() && mHasDestination)
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{
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mPathFinder.buildSyncedPath(pos.asVec3(), mDestination, actor.getCell(),
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getPathGridGraph(actor.getCell()));
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if (mUsePathgrid)
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{
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mPathFinder.buildPathByPathgrid(pos.asVec3(), mDestination, actor.getCell(),
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getPathGridGraph(actor.getCell()));
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}
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else
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{
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const auto world = MWBase::Environment::get().getWorld();
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const auto playerHalfExtents = world->getHalfExtents(world->getPlayerPtr());
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mPathFinder.buildPath(pos.asVec3(), mDestination, actor.getCell(), getPathGridGraph(actor.getCell()),
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playerHalfExtents, getNavigatorFlags(actor));
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}
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if (mPathFinder.isPathConstructed())
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storage.setState(AiWanderStorage::Wander_Walking);
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@ -310,14 +321,17 @@ namespace MWMechanics
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if ((!isWaterCreature && !destinationIsAtWater(actor, mDestination)) ||
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(isWaterCreature && !destinationThroughGround(currentPosition, mDestination)))
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{
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mPathFinder.buildSyncedPath(currentPosition, destinationPosition, actor.getCell(),
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getPathGridGraph(actor.getCell()));
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const auto world = MWBase::Environment::get().getWorld();;
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const auto playerHalfExtents = world->getHalfExtents(world->getPlayerPtr());
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mPathFinder.buildPath(currentPosition, destinationPosition, actor.getCell(),
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getPathGridGraph(actor.getCell()), playerHalfExtents, getNavigatorFlags(actor));
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mPathFinder.addPointToPath(destinationPosition);
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if (mPathFinder.isPathConstructed())
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{
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storage.setState(AiWanderStorage::Wander_Walking, true);
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mHasDestination = true;
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mUsePathgrid = false;
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}
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return;
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}
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@ -595,12 +609,13 @@ namespace MWMechanics
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// don't take shortcuts for wandering
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const auto destVec3f = PathFinder::makeOsgVec3(dest);
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mPathFinder.buildSyncedPath(start, destVec3f, actor.getCell(), getPathGridGraph(actor.getCell()));
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mPathFinder.buildPathByPathgrid(start, destVec3f, actor.getCell(), getPathGridGraph(actor.getCell()));
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if (mPathFinder.isPathConstructed())
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{
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mDestination = destVec3f;
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mHasDestination = true;
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mUsePathgrid = true;
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// Remove this node as an option and add back the previously used node (stops NPC from picking the same node):
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ESM::Pathgrid::Point temp = storage.mAllowedNodes[randNode];
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storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + randNode);
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@ -164,6 +164,7 @@ namespace MWMechanics
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bool mHasDestination;
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osg::Vec3f mDestination;
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bool mUsePathgrid;
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void getNeighbouringNodes(ESM::Pathgrid::Point dest, const MWWorld::CellStore* currentCell, ESM::Pathgrid::PointList& points);
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@ -124,13 +124,9 @@ namespace MWMechanics
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* j = @.x in local coordinates (i.e. within the cell)
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* k = @.x in world coordinates
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*/
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void PathFinder::buildPath(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const MWWorld::CellStore* cell, const PathgridGraph& pathgridGraph)
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void PathFinder::buildPathByPathgridImpl(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const PathgridGraph& pathgridGraph, std::back_insert_iterator<std::deque<osg::Vec3f>> out)
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{
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mConstructed = true;
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mPath.clear();
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mCell = cell;
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const auto pathgrid = pathgridGraph.getPathgrid();
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// Refer to AiWander reseach topic on openmw forums for some background.
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@ -138,7 +134,7 @@ namespace MWMechanics
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// physics take care of any blockages.
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if(!pathgrid || pathgrid->mPoints.empty())
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{
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mPath.push_back(endPoint);
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*out++ = endPoint;
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return;
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}
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@ -165,7 +161,7 @@ namespace MWMechanics
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float startTo1stNodeLength2 = distanceSquared(pathgrid->mPoints[startNode], startPointInLocalCoords);
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if ((startToEndLength2 < startTo1stNodeLength2) || (startToEndLength2 < endTolastNodeLength2))
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{
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mPath.push_back(endPoint);
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*out++ = endPoint;
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return;
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}
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@ -178,7 +174,7 @@ namespace MWMechanics
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{
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ESM::Pathgrid::Point temp(pathgrid->mPoints[startNode]);
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converter.toWorld(temp);
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mPath.push_back(makeOsgVec3(temp));
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*out++ = makeOsgVec3(temp);
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}
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else
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{
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@ -207,7 +203,7 @@ namespace MWMechanics
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}
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// convert supplied path to world coordinates
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std::transform(path.begin(), path.end(), std::back_inserter(mPath),
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std::transform(path.begin(), path.end(), out,
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[&] (ESM::Pathgrid::Point& point)
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{
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converter.toWorld(point);
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@ -228,7 +224,7 @@ namespace MWMechanics
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//
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// The AI routines will have to deal with such situations.
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if(endNode.second)
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mPath.push_back(endPoint);
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*out++ = endPoint;
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}
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float PathFinder::getZAngleToNext(float x, float y) const
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@ -263,43 +259,40 @@ namespace MWMechanics
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mPath.pop_front();
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}
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// see header for the rationale
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void PathFinder::buildSyncedPath(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const MWWorld::CellStore* cell, const MWMechanics::PathgridGraph& pathgridGraph)
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void PathFinder::buildPathByPathgrid(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const MWWorld::CellStore* cell, const PathgridGraph& pathgridGraph)
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{
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if (mPath.size() < 2)
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{
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// if path has one point, then it's the destination.
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// don't need to worry about bad path for this case
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buildPath(startPoint, endPoint, cell, pathgridGraph);
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}
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else
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{
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const auto oldStart = getPath().front();
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buildPath(startPoint, endPoint, cell, pathgridGraph);
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if (mPath.size() >= 2)
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{
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// if 2nd waypoint of new path == 1st waypoint of old,
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// delete 1st waypoint of new path.
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if (mPath[1] == oldStart)
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{
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mPath.pop_front();
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}
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}
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}
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mPath.clear();
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mCell = cell;
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buildPathByPathgridImpl(startPoint, endPoint, pathgridGraph, std::back_inserter(mPath));
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mConstructed = true;
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}
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void PathFinder::buildPathByNavigator(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const osg::Vec3f& halfExtents, const DetourNavigator::Flags flags)
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void PathFinder::buildPath(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const MWWorld::CellStore* cell, const PathgridGraph& pathgridGraph, const osg::Vec3f& halfExtents,
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const DetourNavigator::Flags flags)
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{
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mPath.clear();
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mCell = cell;
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buildPathByNavigatorImpl(startPoint, endPoint, halfExtents, flags, std::back_inserter(mPath));
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if (mPath.empty())
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buildPathByPathgridImpl(startPoint, endPoint, pathgridGraph, std::back_inserter(mPath));
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mConstructed = true;
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}
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void PathFinder::buildPathByNavigatorImpl(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const osg::Vec3f& halfExtents, const DetourNavigator::Flags flags,
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std::back_insert_iterator<std::deque<osg::Vec3f>> out)
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{
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try
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{
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mPath.clear();
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const auto navigator = MWBase::Environment::get().getWorld()->getNavigator();
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navigator->findPath(halfExtents, startPoint, endPoint, flags, std::back_inserter(mPath));
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mConstructed = true;
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navigator->findPath(halfExtents, startPoint, endPoint, flags, out);
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}
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catch (const DetourNavigator::NavigatorException& exception)
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{
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@ -3,6 +3,7 @@
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#include <deque>
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#include <cassert>
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#include <iterator>
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#include <components/detournavigator/flags.hpp>
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#include <components/esm/defs.hpp>
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@ -70,8 +71,12 @@ namespace MWMechanics
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mCell = nullptr;
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}
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void buildPathByPathgrid(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const MWWorld::CellStore* cell, const PathgridGraph& pathgridGraph);
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void buildPath(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const MWWorld::CellStore* cell, const PathgridGraph& pathgridGraph);
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const MWWorld::CellStore* cell, const PathgridGraph& pathgridGraph, const osg::Vec3f& halfExtents,
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const DetourNavigator::Flags flags);
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/// Remove front point if exist and within tolerance
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void update(const osg::Vec3f& position, const float tolerance = DEFAULT_TOLERANCE);
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@ -106,16 +111,6 @@ namespace MWMechanics
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return mCell;
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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 undesirable 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 osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const MWWorld::CellStore* cell, const PathgridGraph& pathgridGraph);
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void addPointToPath(const osg::Vec3f& point)
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{
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mConstructed = true;
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@ -176,14 +171,18 @@ namespace MWMechanics
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return closestIndex;
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}
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void buildPathByNavigator(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const osg::Vec3f& halfExtents, const DetourNavigator::Flags flags);
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private:
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bool mConstructed;
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std::deque<osg::Vec3f> mPath;
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const MWWorld::CellStore* mCell;
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void buildPathByPathgridImpl(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const PathgridGraph& pathgridGraph, std::back_insert_iterator<std::deque<osg::Vec3f>> out);
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void buildPathByNavigatorImpl(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const osg::Vec3f& halfExtents, const DetourNavigator::Flags flags,
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std::back_insert_iterator<std::deque<osg::Vec3f>> out);
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};
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}
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