#ifndef GAME_MWMECHANICS_PATHFINDING_H #define GAME_MWMECHANICS_PATHFINDING_H #include #include #include namespace MWWorld { class CellStore; } namespace MWMechanics { float distance(const ESM::Pathgrid::Point& point, float x, float y, float); float distance(const ESM::Pathgrid::Point& a, const ESM::Pathgrid::Point& b); class PathFinder { public: PathFinder(); static const int PathTolerance = 32; static float sgn(float val) { if(val > 0) return 1.0; return -1.0; } static int sgn(int a) { if(a > 0) return 1; return -1; } void clearPath(); bool checkPathCompleted(float x, float y, float tolerance = PathTolerance); ///< \Returns true if we are within \a tolerance units of the last path point. /// In radians float getZAngleToNext(float x, float y) const; bool isPathConstructed() const { return !mPath.empty(); } int getPathSize() const { return mPath.size(); } const std::list& getPath() const { return mPath; } /** 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. This is undesireable 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. */ void buildSyncedPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::CellStore* cell, bool allowShortcuts = true); void addPointToPath(ESM::Pathgrid::Point &point) { mPath.push_back(point); } /// utility function to convert a osg::Vec3f to a Pathgrid::Point static ESM::Pathgrid::Point MakePathgridPoint(const osg::Vec3f& v) { return ESM::Pathgrid::Point(static_cast(v[0]), static_cast(v[1]), static_cast(v[2])); } /// utility function to convert an ESM::Position to a Pathgrid::Point static ESM::Pathgrid::Point MakePathgridPoint(const ESM::Position& p) { return ESM::Pathgrid::Point(static_cast(p.pos[0]), static_cast(p.pos[1]), static_cast(p.pos[2])); } static osg::Vec3f MakeOsgVec3(const ESM::Pathgrid::Point& p) { return osg::Vec3f(static_cast(p.mX), static_cast(p.mY), static_cast(p.mZ)); } private: void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::CellStore* cell, bool allowShortcuts = true); std::list mPath; const ESM::Pathgrid *mPathgrid; const MWWorld::CellStore* mCell; }; } #endif