Merge pull request #2695 from elsid/aiwander_check_destination

Add more destination checks for AiWander without pathgrid
pull/558/head
Alexei Dobrohotov 5 years ago committed by GitHub
commit 7e6a533a29
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GPG Key ID: 4AEE18F83AFDEB23

@ -313,6 +313,8 @@ namespace MWBase
virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) = 0;
virtual bool castRay(const osg::Vec3f& from, const osg::Vec3f& to, int mask, const MWWorld::ConstPtr& ignore) = 0;
virtual void setActorCollisionMode(const MWWorld::Ptr& ptr, bool internal, bool external) = 0;
virtual bool isActorCollisionEnabled(const MWWorld::Ptr& ptr) = 0;
@ -623,6 +625,8 @@ namespace MWBase
virtual osg::Vec3f getPathfindingHalfExtents(const MWWorld::ConstPtr& actor) const = 0;
virtual bool hasCollisionWithDoor(const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const = 0;
virtual bool isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, const MWWorld::ConstPtr& ignore) const = 0;
};
}

@ -61,6 +61,34 @@ namespace MWMechanics
rotation.makeRotate(randomDirection, osg::Vec3f(0.0, 0.0, 1.0));
return position + osg::Vec3f(distance, 0.0, 0.0) * rotation;
}
bool isDestinationHidden(const MWWorld::ConstPtr &actor, const osg::Vec3f& destination)
{
const auto position = actor.getRefData().getPosition().asVec3();
const bool isWaterCreature = actor.getClass().isPureWaterCreature(actor);
const bool isFlyingCreature = actor.getClass().isPureFlyingCreature(actor);
const osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getPathfindingHalfExtents(actor);
osg::Vec3f direction = destination - position;
direction.normalize();
const auto visibleDestination = (
isWaterCreature || isFlyingCreature
? destination
: destination + osg::Vec3f(0, 0, halfExtents.z())
) + direction * std::max(halfExtents.x(), std::max(halfExtents.y(), halfExtents.z()));
const int mask = MWPhysics::CollisionType_World
| MWPhysics::CollisionType_HeightMap
| MWPhysics::CollisionType_Door
| MWPhysics::CollisionType_Actor;
return MWBase::Environment::get().getWorld()->castRay(position, visibleDestination, mask, actor);
}
bool isAreaOccupiedByOtherActor(const MWWorld::ConstPtr &actor, const osg::Vec3f& destination)
{
const auto world = MWBase::Environment::get().getWorld();
const osg::Vec3f halfExtents = world->getPathfindingHalfExtents(actor);
const auto maxHalfExtent = std::max(halfExtents.x(), std::max(halfExtents.y(), halfExtents.z()));
return world->isAreaOccupiedByOtherActor(destination, 2 * maxHalfExtent, actor);
}
}
AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat):
@ -265,6 +293,11 @@ namespace MWMechanics
completeManualWalking(actor, storage);
}
if (wanderState == AiWanderStorage::Wander_Walking
&& (isDestinationHidden(actor, mPathFinder.getPath().back())
|| isAreaOccupiedByOtherActor(actor, mPathFinder.getPath().back())))
completeManualWalking(actor, storage);
return false; // AiWander package not yet completed
}
@ -328,7 +361,10 @@ namespace MWMechanics
if (!isWaterCreature && destinationIsAtWater(actor, mDestination))
continue;
if ((isWaterCreature || isFlyingCreature) && destinationThroughGround(currentPosition, mDestination))
if (isDestinationHidden(actor, mDestination))
continue;
if (isAreaOccupiedByOtherActor(actor, mDestination))
continue;
if (isWaterCreature || isFlyingCreature)
@ -357,16 +393,6 @@ namespace MWMechanics
return MWBase::Environment::get().getWorld()->isUnderwater(actor.getCell(), positionBelowSurface);
}
/*
* Returns true if the start to end point travels through a collision point (land).
*/
bool AiWander::destinationThroughGround(const osg::Vec3f& startPoint, const osg::Vec3f& destination) {
const int mask = MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Door;
return MWBase::Environment::get().getWorld()->castRay(startPoint.x(), startPoint.y(), startPoint.z(),
destination.x(), destination.y(), destination.z(),
mask);
}
void AiWander::completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage) {
stopWalking(actor, storage);
mObstacleCheck.clear();

@ -136,7 +136,6 @@ namespace MWMechanics
bool isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage);
void wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance);
bool destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f& destination);
bool destinationThroughGround(const osg::Vec3f& startPoint, const osg::Vec3f& destination);
void completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage);
int mDistance; // how far the actor can wander from the spawn point

@ -120,6 +120,7 @@ namespace MWMechanics
mWalkState = WalkState::Norm;
mStateDuration = 0;
mPrev = position;
mInitialDistance = (destination - position).length();
return;
}
@ -129,10 +130,11 @@ namespace MWMechanics
const float prevDistance = (destination - mPrev).length();
const float currentDistance = (destination - position).length();
const float movedDistance = prevDistance - currentDistance;
const float movedFromInitialDistance = mInitialDistance - currentDistance;
mPrev = position;
if (movedDistance >= distSameSpot)
if (movedDistance >= distSameSpot && movedFromInitialDistance >= distSameSpot)
{
mWalkState = WalkState::Norm;
mStateDuration = 0;
@ -143,6 +145,7 @@ namespace MWMechanics
{
mWalkState = WalkState::CheckStuck;
mStateDuration = duration;
mInitialDistance = (destination - position).length();
return;
}

@ -54,6 +54,7 @@ namespace MWMechanics
float mStateDuration;
int mEvadeDirectionIndex;
float mInitialDistance = 0;
void chooseEvasionDirection();
};

@ -0,0 +1,72 @@
#ifndef OPENMW_MWPHYSICS_HASSPHERECOLLISIONCALLBACK_H
#define OPENMW_MWPHYSICS_HASSPHERECOLLISIONCALLBACK_H
#include <LinearMath/btVector3.h>
#include <BulletCollision/BroadphaseCollision/btBroadphaseInterface.h>
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#include <algorithm>
namespace MWPhysics
{
// https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_collision_detection
bool testAabbAgainstSphere(const btVector3& aabbMin, const btVector3& aabbMax,
const btVector3& position, const btScalar radius)
{
const btVector3 nearest(
std::max(aabbMin.x(), std::min(aabbMax.x(), position.x())),
std::max(aabbMin.y(), std::min(aabbMax.y(), position.y())),
std::max(aabbMin.z(), std::min(aabbMax.z(), position.z()))
);
return nearest.distance(position) < radius;
}
class HasSphereCollisionCallback final : public btBroadphaseAabbCallback
{
public:
HasSphereCollisionCallback(const btVector3& position, const btScalar radius, btCollisionObject* object,
const int mask, const int group)
: mPosition(position),
mRadius(radius),
mCollisionObject(object),
mCollisionFilterMask(mask),
mCollisionFilterGroup(group)
{
}
bool process(const btBroadphaseProxy* proxy) final
{
if (mResult)
return false;
const auto collisionObject = static_cast<btCollisionObject*>(proxy->m_clientObject);
if (collisionObject == mCollisionObject)
return true;
if (needsCollision(*proxy))
mResult = testAabbAgainstSphere(proxy->m_aabbMin, proxy->m_aabbMax, mPosition, mRadius);
return !mResult;
}
bool getResult() const
{
return mResult;
}
private:
btVector3 mPosition;
btScalar mRadius;
btCollisionObject* mCollisionObject;
int mCollisionFilterMask;
int mCollisionFilterGroup;
bool mResult = false;
bool needsCollision(const btBroadphaseProxy& proxy) const
{
bool collides = (proxy.m_collisionFilterGroup & mCollisionFilterMask) != 0;
collides = collides && (mCollisionFilterGroup & proxy.m_collisionFilterMask);
return collides;
}
};
}
#endif

@ -45,6 +45,7 @@
#include "trace.h"
#include "object.hpp"
#include "heightfield.hpp"
#include "hasspherecollisioncallback.hpp"
namespace MWPhysics
{
@ -1444,4 +1445,20 @@ namespace MWPhysics
mCollisionWorld->addCollisionObject(mWaterCollisionObject.get(), CollisionType_Water,
CollisionType_Actor);
}
bool PhysicsSystem::isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, const MWWorld::ConstPtr& ignore) const
{
btCollisionObject* object = nullptr;
const auto it = mActors.find(ignore);
if (it != mActors.end())
object = it->second->getCollisionObject();
const auto bulletPosition = Misc::Convert::toBullet(position);
const auto aabbMin = bulletPosition - btVector3(radius, radius, radius);
const auto aabbMax = bulletPosition + btVector3(radius, radius, radius);
const int mask = MWPhysics::CollisionType_Actor;
const int group = 0xff;
HasSphereCollisionCallback callback(bulletPosition, radius, object, mask, group);
mCollisionWorld->getBroadphase()->aabbTest(aabbMin, aabbMax, callback);
return callback.getResult();
}
}

@ -187,6 +187,8 @@ namespace MWPhysics
std::for_each(mAnimatedObjects.begin(), mAnimatedObjects.end(), function);
}
bool isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, const MWWorld::ConstPtr& ignore) const;
private:
void updateWater();

@ -1254,6 +1254,7 @@ namespace MWScript
msg << "[Deleted]" << std::endl;
msg << "RefID: " << ptr.getCellRef().getRefId() << std::endl;
msg << "Memory address: " << ptr.getBase() << std::endl;
if (ptr.isInCell())
{

@ -1640,6 +1640,11 @@ namespace MWWorld
return result.mHit;
}
bool World::castRay(const osg::Vec3f& from, const osg::Vec3f& to, int mask, const MWWorld::ConstPtr& ignore)
{
return mPhysics->castRay(from, to, ignore, std::vector<MWWorld::Ptr>(), mask).mHit;
}
bool World::rotateDoor(const Ptr door, MWWorld::DoorState state, float duration)
{
const ESM::Position& objPos = door.getRefData().getPosition();
@ -3896,4 +3901,9 @@ namespace MWWorld
btVector3 hitNormal;
return btRayAabb(localFrom, localTo, aabbMin, aabbMax, hitDistance, hitNormal);
}
bool World::isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, const MWWorld::ConstPtr& ignore) const
{
return mPhysics->isAreaOccupiedByOtherActor(position, radius, ignore);
}
}

@ -426,6 +426,8 @@ namespace MWWorld
bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) override;
bool castRay(const osg::Vec3f& from, const osg::Vec3f& to, int mask, const MWWorld::ConstPtr& ignore) override;
void setActorCollisionMode(const Ptr& ptr, bool internal, bool external) override;
bool isActorCollisionEnabled(const Ptr& ptr) override;
@ -726,6 +728,8 @@ namespace MWWorld
osg::Vec3f getPathfindingHalfExtents(const MWWorld::ConstPtr& actor) const override;
bool hasCollisionWithDoor(const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const override;
bool isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, const MWWorld::ConstPtr& ignore) const override;
};
}

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