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openmw-tes3mp/apps/openmw/mwmechanics/pathfinding.cpp

331 lines
12 KiB
C++

#include "pathfinding.hpp"
#include <limits>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
#include "coordinateconverter.hpp"
namespace
{
// Slightly cheaper version for comparisons.
// Caller needs to be careful for very short distances (i.e. less than 1)
// or when accumuating the results i.e. (a + b)^2 != a^2 + b^2
//
float distanceSquared(ESM::Pathgrid::Point point, const osg::Vec3f& pos)
{
return (MWMechanics::PathFinder::MakeOsgVec3(point) - pos).length2();
}
// Return the closest pathgrid point index from the specified position co
// -ordinates. NOTE: Does not check if there is a sensible way to get there
// (e.g. a cliff in front).
//
// NOTE: pos is expected to be in local co-ordinates, as is grid->mPoints
//
int getClosestPoint(const ESM::Pathgrid* grid, const osg::Vec3f& pos)
{
assert(grid && !grid->mPoints.empty());
float distanceBetween = distanceSquared(grid->mPoints[0], pos);
int closestIndex = 0;
// TODO: if this full scan causes performance problems mapping pathgrid
// points to a quadtree may help
for(unsigned int counter = 1; counter < grid->mPoints.size(); counter++)
{
float potentialDistBetween = distanceSquared(grid->mPoints[counter], pos);
if(potentialDistBetween < distanceBetween)
{
distanceBetween = potentialDistBetween;
closestIndex = counter;
}
}
return closestIndex;
}
// Chooses a reachable end pathgrid point. start is assumed reachable.
std::pair<int, bool> getClosestReachablePoint(const ESM::Pathgrid* grid,
const MWWorld::CellStore *cell,
const osg::Vec3f pos, int start)
{
assert(grid && !grid->mPoints.empty());
float closestDistanceBetween = std::numeric_limits<float>::max();
float closestDistanceReachable = std::numeric_limits<float>::max();
int closestIndex = 0;
int closestReachableIndex = 0;
// TODO: if this full scan causes performance problems mapping pathgrid
// points to a quadtree may help
for(unsigned int counter = 0; counter < grid->mPoints.size(); counter++)
{
float potentialDistBetween = distanceSquared(grid->mPoints[counter], pos);
if (potentialDistBetween < closestDistanceReachable)
{
// found a closer one
if (cell->isPointConnected(start, counter))
{
closestDistanceReachable = potentialDistBetween;
closestReachableIndex = counter;
}
if (potentialDistBetween < closestDistanceBetween)
{
closestDistanceBetween = potentialDistBetween;
closestIndex = counter;
}
}
}
// post-condition: start and endpoint must be connected
assert(cell->isPointConnected(start, closestReachableIndex));
// AiWander has logic that depends on whether a path was created, deleting
// allowed nodes if not. Hence a path needs to be created even if the start
// and the end points are the same.
return std::pair<int, bool>
(closestReachableIndex, closestReachableIndex == closestIndex);
}
}
namespace MWMechanics
{
float sqrDistanceIgnoreZ(const ESM::Pathgrid::Point& point, float x, float y)
{
x -= point.mX;
y -= point.mY;
return (x * x + y * y);
}
float distance(const ESM::Pathgrid::Point& point, float x, float y, float z)
{
x -= point.mX;
y -= point.mY;
z -= point.mZ;
return sqrt(x * x + y * y + z * z);
}
float distance(const ESM::Pathgrid::Point& a, const ESM::Pathgrid::Point& b)
{
float x = static_cast<float>(a.mX - b.mX);
float y = static_cast<float>(a.mY - b.mY);
float z = static_cast<float>(a.mZ - b.mZ);
return sqrt(x * x + y * y + z * z);
}
PathFinder::PathFinder()
: mPathgrid(NULL),
mCell(NULL)
{
}
void PathFinder::clearPath()
{
if(!mPath.empty())
mPath.clear();
}
/*
* NOTE: This method may fail to find a path. The caller must check the
* result before using it. If there is no path the AI routies need to
* implement some other heuristics to reach the target.
*
* NOTE: It may be desirable to simply go directly to the endPoint if for
* example there are no pathgrids in this cell.
*
* NOTE: startPoint & endPoint are in world co-ordinates
*
* Updates mPath using aStarSearch() or ray test (if shortcut allowed).
* mPath consists of pathgrid points, except the last element which is
* endPoint. This may be useful where the endPoint is not on a pathgrid
* point (e.g. combat). However, if the caller has already chosen a
* pathgrid point (e.g. wander) then it may be worth while to call
* pop_back() to remove the redundant entry.
*
* NOTE: co-ordinates must be converted prior to calling getClosestPoint()
*
* |
* | cell
* | +-----------+
* | | |
* | | |
* | | @ |
* | i | j |
* |<--->|<---->| |
* | +-----------+
* | k
* |<---------->| world
* +-----------------------------
*
* i = x value of cell itself (multiply by ESM::Land::REAL_SIZE to convert)
* j = @.x in local co-ordinates (i.e. within the cell)
* k = @.x in world co-ordinates
*/
void PathFinder::buildPath(const ESM::Pathgrid::Point &startPoint,
const ESM::Pathgrid::Point &endPoint,
const MWWorld::CellStore* cell,
bool allowShortcuts)
{
mPath.clear();
if(allowShortcuts)
{
// if there's a ray cast hit, can't take a direct path
if (!MWBase::Environment::get().getWorld()->castRay(
static_cast<float>(startPoint.mX), static_cast<float>(startPoint.mY), static_cast<float>(startPoint.mZ),
static_cast<float>(endPoint.mX), static_cast<float>(endPoint.mY), static_cast<float>(endPoint.mZ)))
{
mPath.push_back(endPoint);
return;
}
}
if(mCell != cell || !mPathgrid)
{
mCell = cell;
mPathgrid = MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*mCell->getCell());
}
// Refer to AiWander reseach topic on openmw forums for some background.
// Maybe there is no pathgrid for this cell. Just go to destination and let
// physics take care of any blockages.
if(!mPathgrid || mPathgrid->mPoints.empty())
{
mPath.push_back(endPoint);
return;
}
// NOTE: getClosestPoint expects local co-ordinates
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(converter.toLocalVec3(startPoint));
int startNode = getClosestPoint(mPathgrid, startPointInLocalCoords);
osg::Vec3f endPointInLocalCoords(converter.toLocalVec3(endPoint));
std::pair<int, bool> endNode = getClosestReachablePoint(mPathgrid, cell,
endPointInLocalCoords,
startNode);
// if it's shorter for actor to travel from start to end, than to travel from either
// start or end to nearest pathgrid point, just travel from start to end.
float startToEndLength2 = (endPointInLocalCoords - startPointInLocalCoords).length2();
float endTolastNodeLength2 = distanceSquared(mPathgrid->mPoints[endNode.first], endPointInLocalCoords);
float startTo1stNodeLength2 = distanceSquared(mPathgrid->mPoints[startNode], startPointInLocalCoords);
if ((startToEndLength2 < startTo1stNodeLength2) || (startToEndLength2 < endTolastNodeLength2))
{
mPath.push_back(endPoint);
return;
}
// AiWander has logic that depends on whether a path was created,
// deleting allowed nodes if not. Hence a path needs to be created
// even if the start and the end points are the same.
// NOTE: aStarSearch will return an empty path if the start and end
// nodes are the same
if(startNode == endNode.first)
{
ESM::Pathgrid::Point temp(mPathgrid->mPoints[startNode]);
converter.toWorld(temp);
mPath.push_back(temp);
}
else
{
mPath = mCell->aStarSearch(startNode, endNode.first);
// convert supplied path to world co-ordinates
for (std::list<ESM::Pathgrid::Point>::iterator iter(mPath.begin()); iter != mPath.end(); ++iter)
{
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);
}
float PathFinder::getZAngleToNext(float x, float y) const
{
// This should never happen (programmers should have an if statement checking
// isPathConstructed that prevents this call if otherwise).
if(mPath.empty())
return 0.;
const ESM::Pathgrid::Point &nextPoint = *mPath.begin();
float directionX = nextPoint.mX - x;
float directionY = nextPoint.mY - y;
return std::atan2(directionX, directionY);
}
bool PathFinder::checkPathCompleted(float x, float y, float tolerance)
{
if(mPath.empty())
return true;
const ESM::Pathgrid::Point& nextPoint = *mPath.begin();
if (sqrDistanceIgnoreZ(nextPoint, x, y) < tolerance*tolerance)
{
mPath.pop_front();
if(mPath.empty())
{
return true;
}
}
return false;
}
// see header for the rationale
void PathFinder::buildSyncedPath(const ESM::Pathgrid::Point &startPoint,
const ESM::Pathgrid::Point &endPoint,
const MWWorld::CellStore* cell,
bool allowShortcuts)
{
if (mPath.size() < 2)
{
// if path has one point, then it's the destination.
// don't need to worry about bad path for this case
buildPath(startPoint, endPoint, cell, allowShortcuts);
}
else
{
const ESM::Pathgrid::Point oldStart(*getPath().begin());
buildPath(startPoint, endPoint, cell, allowShortcuts);
if (mPath.size() >= 2)
{
// if 2nd waypoint of new path == 1st waypoint of old,
// delete 1st waypoint of new path.
std::list<ESM::Pathgrid::Point>::iterator iter = ++mPath.begin();
if (iter->mX == oldStart.mX
&& iter->mY == oldStart.mY
&& iter->mZ == oldStart.mZ)
{
mPath.pop_front();
}
}
}
}
}