Merge remote-tracking branch 'dteviot/PathfindingRefactorDraft'

sceneinput
Marc Zinnschlag 10 years ago
commit dc72b24f4e

@ -82,7 +82,7 @@ add_openmw_dir (mwmechanics
drawstate spells activespells npcstats aipackage aisequence aipursue alchemy aiwander aitravel aifollow aiavoiddoor
aiescort aiactivate aicombat repair enchanting pathfinding pathgrid security spellsuccess spellcasting
disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction actor summoning
character actors objects aistate
character actors objects aistate coordinateconverter
)
add_openmw_dir (mwstate

@ -20,6 +20,7 @@
#include "creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
#include "coordinateconverter.hpp"
@ -587,11 +588,7 @@ namespace MWMechanics
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;
}
CoordinateConverter(cell).ToWorld(point);
}
void AiWander::trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes,
@ -749,11 +746,7 @@ namespace MWMechanics
{
// get NPC's position in local (i.e. cell) co-ordinates
osg::Vec3f npcPos(mInitialActorPosition);
if(cell->isExterior())
{
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);
}
CoordinateConverter(cell).ToLocal(npcPos);
// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
// NOTE: mPoints and mAllowedNodes are in local co-ordinates

@ -0,0 +1,43 @@
#include "coordinateconverter.hpp"
#include <components/esm/loadcell.hpp>
#include <components/esm/loadland.hpp>
namespace MWMechanics
{
CoordinateConverter::CoordinateConverter(const ESM::Cell* cell)
: mCellX(0), mCellY(0)
{
if (cell->isExterior())
{
mCellX = cell->mData.mX * ESM::Land::REAL_SIZE;
mCellY = cell->mData.mY * ESM::Land::REAL_SIZE;
}
}
void CoordinateConverter::ToWorld(ESM::Pathgrid::Point& point)
{
point.mX += mCellX;
point.mY += mCellY;
}
void CoordinateConverter::ToWorld(osg::Vec3f& point)
{
point.x() += static_cast<float>(mCellX);
point.y() += static_cast<float>(mCellY);
}
void CoordinateConverter::ToLocal(osg::Vec3f& point)
{
point.x() -= static_cast<float>(mCellX);
point.y() -= static_cast<float>(mCellY);
}
osg::Vec3f CoordinateConverter::ToLocalVec3(const ESM::Pathgrid::Point& point)
{
return osg::Vec3f(
static_cast<float>(point.mX - mCellX),
static_cast<float>(point.mY - mCellY),
static_cast<float>(point.mZ));
}
}

@ -0,0 +1,37 @@
#ifndef GAME_MWMECHANICS_COORDINATECONVERTER_H
#define GAME_MWMECHANICS_COORDINATECONVERTER_H
#include <components/esm/defs.hpp>
#include <components/esm/loadpgrd.hpp>
namespace ESM
{
struct Cell;
}
namespace MWMechanics
{
/// \brief convert coordinates between world and local cell
class CoordinateConverter
{
public:
CoordinateConverter(const ESM::Cell* cell);
/// in-place conversion from local to world
void ToWorld(ESM::Pathgrid::Point& point);
/// in-place conversion from local to world
void ToWorld(osg::Vec3f& point);
/// in-place conversion from world to local
void ToLocal(osg::Vec3f& point);
osg::Vec3f ToLocalVec3(const ESM::Pathgrid::Point& point);
private:
int mCellX;
int mCellY;
};
}
#endif

@ -5,6 +5,7 @@
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
#include "coordinateconverter.hpp"
namespace
{
@ -25,8 +26,7 @@ namespace
//
int getClosestPoint(const ESM::Pathgrid* grid, const osg::Vec3f& pos)
{
if(!grid || grid->mPoints.empty())
return -1;
assert(grid && !grid->mPoints.empty());
float distanceBetween = distanceSquared(grid->mPoints[0], pos);
int closestIndex = 0;
@ -107,11 +107,6 @@ namespace MWMechanics
return sqrt(x * x + y * y + z * z);
}
osg::Vec3f ToLocalCoordinates(const ESM::Pathgrid::Point &point, float xCell, float yCell)
{
return osg::Vec3f(point.mX - xCell, point.mY - yCell, static_cast<float>(point.mZ));
}
PathFinder::PathFinder()
: mPathgrid(NULL),
mCell(NULL)
@ -195,23 +190,17 @@ namespace MWMechanics
}
// NOTE: getClosestPoint expects local co-ordinates
float xCell = 0;
float yCell = 0;
if (mCell->isExterior())
{
xCell = static_cast<float>(mCell->getCell()->mData.mX * ESM::Land::REAL_SIZE);
yCell = static_cast<float>(mCell->getCell()->mData.mY * ESM::Land::REAL_SIZE);
}
CoordinateConverter converter(mCell->getCell());
// NOTE: It is possible that getClosestPoint returns a pathgrind point index
// that is unreachable in some situations. e.g. actor is standing
// outside an area enclosed by walls, but there is a pathgrid
// point right behind the wall that is closer than any pathgrid
// point outside the wall
osg::Vec3f startPointInLocalCoords(ToLocalCoordinates(startPoint, xCell, yCell));
osg::Vec3f startPointInLocalCoords(converter.ToLocalVec3(startPoint));
int startNode = getClosestPoint(mPathgrid, startPointInLocalCoords);
osg::Vec3f endPointInLocalCoords(ToLocalCoordinates(endPoint, xCell, yCell));
osg::Vec3f endPointInLocalCoords(converter.ToLocalVec3(endPoint));
std::pair<int, bool> endNode = getClosestReachablePoint(mPathgrid, cell,
endPointInLocalCoords,
startNode);
@ -223,27 +212,38 @@ namespace MWMechanics
// nodes are the same
if(startNode == endNode.first)
{
ESM::Pathgrid::Point temp(mPathgrid->mPoints[startNode]);
converter.ToWorld(temp);
mPath.push_back(temp);
mPath.push_back(endPoint);
return;
}
mPath = mCell->aStarSearch(startNode, endNode.first);
assert(!mPath.empty());
if(!mPath.empty())
// convert supplied path to world co-ordinates
for (std::list<ESM::Pathgrid::Point>::iterator iter(mPath.begin()); iter != mPath.end(); ++iter)
{
// Add the destination (which may be different to the closest
// pathgrid point). However only add if endNode was the closest
// point to endPoint.
//
// This logic can fail in the opposite situate, e.g. endPoint may
// have been reachable but happened to be very close to an
// unreachable pathgrid point.
//
// The AI routines will have to deal with such situations.
if(endNode.second)
mPath.push_back(endPoint);
converter.ToWorld(*iter);
}
// If endNode found is NOT the closest PathGrid point to the endPoint,
// assume endPoint is not reachable from endNode. In which case,
// path ends at endNode.
//
// So only add the destination (which may be different to the closest
// pathgrid point) when endNode was the closest point to endPoint.
//
// This logic can fail in the opposite situate, e.g. endPoint may
// have been reachable but happened to be very close to an
// unreachable pathgrid point.
//
// The AI routines will have to deal with such situations.
if(endNode.second)
mPath.push_back(endPoint);
return;
}

@ -312,29 +312,15 @@ namespace MWMechanics
if(current != goal)
return path; // for some reason couldn't build a path
// reconstruct path to return, using world co-ordinates
int xCell = 0;
int yCell = 0;
if (mIsExterior)
{
xCell = mPathgrid->mData.mX * ESM::Land::REAL_SIZE;
yCell = mPathgrid->mData.mY * ESM::Land::REAL_SIZE;
}
// reconstruct path to return, using local co-ordinates
while(graphParent[current] != -1)
{
ESM::Pathgrid::Point pt = mPathgrid->mPoints[current];
pt.mX += xCell;
pt.mY += yCell;
path.push_front(pt);
path.push_front(mPathgrid->mPoints[current]);
current = graphParent[current];
}
// add first node to path explicitly
ESM::Pathgrid::Point pt = mPathgrid->mPoints[start];
pt.mX += xCell;
pt.mY += yCell;
path.push_front(pt);
path.push_front(mPathgrid->mPoints[start]);
return path;
}
}

@ -17,6 +17,7 @@
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwmechanics/pathfinding.hpp"
#include "../mwmechanics/coordinateconverter.hpp"
#include "vismask.hpp"
@ -207,11 +208,7 @@ void Pathgrid::enableCellPathgrid(const MWWorld::CellStore *store)
if (!pathgrid) return;
osg::Vec3f cellPathGridPos(0, 0, 0);
if (store->getCell()->isExterior())
{
cellPathGridPos.x() = static_cast<float>(store->getCell()->mData.mX * ESM::Land::REAL_SIZE);
cellPathGridPos.y() = static_cast<float>(store->getCell()->mData.mY * ESM::Land::REAL_SIZE);
}
MWMechanics::CoordinateConverter(store->getCell()).ToWorld(cellPathGridPos);
osg::ref_ptr<osg::PositionAttitudeTransform> cellPathGrid = new osg::PositionAttitudeTransform;
cellPathGrid->setPosition(cellPathGridPos);

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