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199 lines
7.0 KiB
C++
199 lines
7.0 KiB
C++
#ifndef GAME_MWMECHANICS_PATHFINDING_H
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#define GAME_MWMECHANICS_PATHFINDING_H
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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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#include <components/esm/loadpgrd.hpp>
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namespace MWWorld
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{
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class CellStore;
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class ConstPtr;
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}
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namespace MWMechanics
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{
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class PathgridGraph;
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inline float distance(const osg::Vec3f& lhs, const osg::Vec3f& rhs)
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{
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return (lhs - rhs).length();
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}
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inline float getZAngleToDir(const osg::Vec3f& dir)
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{
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return std::atan2(dir.x(), dir.y());
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}
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inline float getXAngleToDir(const osg::Vec3f& dir)
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{
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float dirLen = dir.length();
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return (dirLen != 0) ? -std::asin(dir.z() / dirLen) : 0;
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}
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inline float getZAngleToPoint(const osg::Vec3f& origin, const osg::Vec3f& dest)
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{
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return getZAngleToDir(dest - origin);
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}
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inline float getXAngleToPoint(const osg::Vec3f& origin, const osg::Vec3f& dest)
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{
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return getXAngleToDir(dest - origin);
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}
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const float PATHFIND_Z_REACH = 50.0f;
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// distance after which actor (failed previously to shortcut) will try again
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const float PATHFIND_SHORTCUT_RETRY_DIST = 300.0f;
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const float MIN_TOLERANCE = 1.0f;
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const float DEFAULT_TOLERANCE = 32.0f;
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// cast up-down ray with some offset from actor position to check for pits/obstacles on the way to target;
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// magnitude of pits/obstacles is defined by PATHFIND_Z_REACH
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bool checkWayIsClear(const osg::Vec3f& from, const osg::Vec3f& to, float offsetXY);
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class PathFinder
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{
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public:
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PathFinder()
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: mConstructed(false)
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, mCell(nullptr)
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{
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}
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void clearPath()
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{
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mConstructed = false;
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mPath.clear();
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mCell = nullptr;
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}
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void buildStraightPath(const osg::Vec3f& endPoint);
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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 buildPathByNavMesh(const MWWorld::ConstPtr& actor, const osg::Vec3f& startPoint,
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const osg::Vec3f& endPoint, const osg::Vec3f& halfExtents, const DetourNavigator::Flags flags);
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void buildPath(const MWWorld::ConstPtr& actor, 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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void buildPathByNavMeshToNextPoint(const MWWorld::ConstPtr& actor, const osg::Vec3f& halfExtents,
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const DetourNavigator::Flags flags, const float pointTolerance);
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/// Remove front point if exist and within tolerance
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void update(const osg::Vec3f& position, const float pointTolerance, const float destinationTolerance);
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bool checkPathCompleted() const
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{
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return mConstructed && mPath.empty();
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}
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/// In radians
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float getZAngleToNext(float x, float y) const;
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float getXAngleToNext(float x, float y, float z) const;
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bool isPathConstructed() const
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{
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return mConstructed && !mPath.empty();
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}
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std::size_t getPathSize() const
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{
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return mPath.size();
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}
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const std::deque<osg::Vec3f>& getPath() const
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{
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return mPath;
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}
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const MWWorld::CellStore* getPathCell() const
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{
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return mCell;
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}
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void addPointToPath(const osg::Vec3f& point)
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{
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mConstructed = true;
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mPath.push_back(point);
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}
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/// utility function to convert a osg::Vec3f to a Pathgrid::Point
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static ESM::Pathgrid::Point makePathgridPoint(const osg::Vec3f& v)
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{
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return ESM::Pathgrid::Point(static_cast<int>(v[0]), static_cast<int>(v[1]), static_cast<int>(v[2]));
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}
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/// utility function to convert an ESM::Position to a Pathgrid::Point
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static ESM::Pathgrid::Point makePathgridPoint(const ESM::Position& p)
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{
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return ESM::Pathgrid::Point(static_cast<int>(p.pos[0]), static_cast<int>(p.pos[1]), static_cast<int>(p.pos[2]));
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}
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static osg::Vec3f makeOsgVec3(const ESM::Pathgrid::Point& p)
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{
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return osg::Vec3f(static_cast<float>(p.mX), static_cast<float>(p.mY), static_cast<float>(p.mZ));
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}
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// Slightly cheaper version for comparisons.
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// Caller needs to be careful for very short distances (i.e. less than 1)
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// or when accumuating the results i.e. (a + b)^2 != a^2 + b^2
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//
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static float distanceSquared(ESM::Pathgrid::Point point, const osg::Vec3f& pos)
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{
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return (MWMechanics::PathFinder::makeOsgVec3(point) - pos).length2();
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}
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// Return the closest pathgrid point index from the specified position
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// coordinates. NOTE: Does not check if there is a sensible way to get there
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// (e.g. a cliff in front).
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//
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// NOTE: pos is expected to be in local coordinates, as is grid->mPoints
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//
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static int getClosestPoint(const ESM::Pathgrid* grid, const osg::Vec3f& pos)
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{
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assert(grid && !grid->mPoints.empty());
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float distanceBetween = distanceSquared(grid->mPoints[0], pos);
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int closestIndex = 0;
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// TODO: if this full scan causes performance problems mapping pathgrid
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// points to a quadtree may help
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for(unsigned int counter = 1; counter < grid->mPoints.size(); counter++)
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{
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float potentialDistBetween = distanceSquared(grid->mPoints[counter], pos);
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if(potentialDistBetween < distanceBetween)
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{
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distanceBetween = potentialDistBetween;
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closestIndex = counter;
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}
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}
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return closestIndex;
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}
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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 MWWorld::ConstPtr& actor, const osg::Vec3f& startPoint,
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const osg::Vec3f& endPoint, 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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#endif
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