mirror of
https://github.com/TES3MP/openmw-tes3mp.git
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07fd801d94
There is still an unresolved issue where mGraph and mSCComp are being rebuilt unnecessarily. The check mCell != cell in buildPath() is being triggered frequently. Not sure why.
649 lines
23 KiB
C++
649 lines
23 KiB
C++
#include "pathfinding.hpp"
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#include <map>
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#include "OgreMath.h"
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#include "OgreVector3.h"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/cellstore.hpp"
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namespace
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{
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float distanceZCorrected(ESM::Pathgrid::Point point, float x, float y, float z)
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{
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x -= point.mX;
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y -= point.mY;
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z -= point.mZ;
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return sqrt(x * x + y * y + 0.1 * z * z);
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}
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float distance(ESM::Pathgrid::Point point, float x, float y, float z)
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{
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x -= point.mX;
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y -= point.mY;
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z -= point.mZ;
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return sqrt(x * x + y * y + z * z);
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}
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float distance(ESM::Pathgrid::Point a, ESM::Pathgrid::Point b)
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{
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float x = a.mX - b.mX;
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float y = a.mY - b.mY;
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float z = a.mZ - b.mZ;
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return sqrt(x * x + y * y + z * z);
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}
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// See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html
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//
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// One of the smallest cost in Seyda Neen is between points 77 & 78:
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// pt x y
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// 77 = 8026, 4480
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// 78 = 7986, 4218
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//
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// Euclidean distance is about 262 (ignoring z) and Manhattan distance is 300
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// (again ignoring z). Using a value of about 300 for D seems like a reasonable
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// starting point for experiments. If in doubt, just use value 1.
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//
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// The distance between 3 & 4 are pretty small, too.
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// 3 = 5435, 223
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// 4 = 5948, 193
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//
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// Approx. 514 Euclidean distance and 533 Manhattan distance.
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//
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float manhattan(ESM::Pathgrid::Point a, ESM::Pathgrid::Point b)
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{
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return 300 * (abs(a.mX - b.mX) + abs(a.mY - b.mY) + abs(a.mZ - b.mZ));
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}
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// Choose a heuristics - these may not be the best for directed graphs with
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// non uniform edge costs.
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//
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// distance:
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// - sqrt((curr.x - goal.x)^2 + (curr.y - goal.y)^2 + (curr.z - goal.z)^2)
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// - slower but more accurate
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//
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// Manhattan:
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// - |curr.x - goal.x| + |curr.y - goal.y| + |curr.z - goal.z|
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// - faster but not the shortest path
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float costAStar(ESM::Pathgrid::Point a, ESM::Pathgrid::Point b)
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{
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//return distance(a, b);
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return manhattan(a, b);
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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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float distanceSquared(ESM::Pathgrid::Point point, Ogre::Vector3 pos)
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{
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return Ogre::Vector3(point.mX, point.mY, point.mZ).squaredDistance(pos);
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}
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// Return the closest pathgrid point index from the specified position co
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// -ordinates. 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 co-ordinates, as is grid->mPoints
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//
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int getClosestPoint(const ESM::Pathgrid* grid, Ogre::Vector3 pos)
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{
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if(!grid || grid->mPoints.empty())
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return -1;
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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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// Uses mSCComp to choose a reachable end pathgrid point. start is assumed reachable.
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std::pair<int, bool> getClosestReachablePoint(const ESM::Pathgrid* grid,
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Ogre::Vector3 pos, int start, std::vector<int> &sCComp)
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{
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// assume grid is fine
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int startGroup = sCComp[start];
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float distanceBetween = distanceSquared(grid->mPoints[0], pos);
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int closestIndex = 0;
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int closestReachableIndex = 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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// found a closer one
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distanceBetween = potentialDistBetween;
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closestIndex = counter;
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if (sCComp[counter] == startGroup)
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{
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closestReachableIndex = counter;
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}
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}
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}
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if(start == closestReachableIndex)
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closestReachableIndex = -1; // couldn't find anyting other than start
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return std::pair<int, bool>
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(closestReachableIndex, closestReachableIndex == closestIndex);
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}
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}
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namespace MWMechanics
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{
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PathFinder::PathFinder()
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: mIsPathConstructed(false),
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mIsGraphConstructed(false),
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mCell(NULL)
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{
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}
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void PathFinder::clearPath()
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{
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if(!mPath.empty())
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mPath.clear();
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mIsPathConstructed = false;
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}
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/*
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* NOTE: Based on buildPath2(), please check git history if interested
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*
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* Populate mGraph with the cost of each allowed edge.
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*
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* Any existing data in mGraph is wiped clean first. The node's parent
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* is set with initial value of -1. The parent values are populated by
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* aStarSearch() in order to reconstruct a path.
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*
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* mGraph[f].edges[n].destination = t
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*
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* f = point index of location "from"
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* t = point index of location "to"
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* n = index of edges from point f
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*
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*
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* Example: (note from p(0) to p(2) not allowed in this example)
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*
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* mGraph[0].edges[0].destination = 1
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* .edges[1].destination = 3
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*
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* mGraph[1].edges[0].destination = 0
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* .edges[1].destination = 2
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* .edges[2].destination = 3
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*
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* mGraph[2].edges[0].destination = 1
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*
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* (etc, etc)
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*
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*
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* low
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* cost
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* p(0) <---> p(1) <------------> p(2)
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* ^ ^
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* | |
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* | +-----> p(3)
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* +---------------->
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* high cost
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*/
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void PathFinder::buildPathgridGraph(const ESM::Pathgrid* pathGrid)
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{
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mGraph.clear();
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// resize lists
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mGScore.resize(pathGrid->mPoints.size(), -1);
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mFScore.resize(pathGrid->mPoints.size(), -1);
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Node defaultNode;
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defaultNode.label = -1;
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defaultNode.parent = -1;
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mGraph.resize(pathGrid->mPoints.size(),defaultNode);
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// initialise mGraph
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for(unsigned int i = 0; i < pathGrid->mPoints.size(); i++)
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{
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Node node;
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node.label = i;
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node.parent = -1;
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mGraph[i] = node;
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}
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// store the costs of each edge
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for(unsigned int i = 0; i < pathGrid->mEdges.size(); i++)
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{
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Edge edge;
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edge.cost = costAStar(pathGrid->mPoints[pathGrid->mEdges[i].mV0],
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pathGrid->mPoints[pathGrid->mEdges[i].mV1]);
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// forward path of the edge
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edge.destination = pathGrid->mEdges[i].mV1;
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mGraph[pathGrid->mEdges[i].mV0].edges.push_back(edge);
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// reverse path of the edge
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// NOTE: These are redundant, the ESM already contains the reverse paths.
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//edge.destination = pathGrid->mEdges[i].mV0;
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//mGraph[pathGrid->mEdges[i].mV1].edges.push_back(edge);
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}
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mIsGraphConstructed = true;
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}
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// v is the pathgrid point index (some call them vertices)
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void PathFinder::recursiveStrongConnect(int v)
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{
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mSCCPoint[v].first = mSCCIndex; // index
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mSCCPoint[v].second = mSCCIndex; // lowlink
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mSCCIndex++;
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mSCCStack.push_back(v);
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int w;
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for(int i = 0; i < mGraph[v].edges.size(); i++)
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{
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w = mGraph[v].edges[i].destination;
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if(mSCCPoint[w].first == -1) // not visited
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{
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recursiveStrongConnect(w); // recurse
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mSCCPoint[v].second = std::min(mSCCPoint[v].second,
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mSCCPoint[w].second);
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}
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else
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{
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if(find(mSCCStack.begin(), mSCCStack.end(), w) != mSCCStack.end())
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mSCCPoint[v].second = std::min(mSCCPoint[v].second,
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mSCCPoint[w].first);
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}
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}
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if(mSCCPoint[v].second == mSCCPoint[v].first)
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{
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// new component
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do
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{
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w = mSCCStack.back();
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mSCCStack.pop_back();
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mSCComp[w] = mSCCId;
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}
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while(w != v);
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mSCCId++;
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}
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return;
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}
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/*
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* mSCComp contains the strongly connected component group id's.
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*
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* A cell can have disjointed pathgrid, e.g. Seyda Neen which has 3
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*
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* mSCComp for Seyda Neen will have 3 different values. When selecting a
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* random pathgrid point for AiWander, mSCComp can be checked for quickly
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* finding whether the destination is reachable.
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*
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* Otherwise, buildPath will automatically select a closest reachable end
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* pathgrid point (reachable from the closest start point).
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*
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* Using Tarjan's algorithm
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*
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* mGraph | graph G |
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* mSCCPoint | V | derived from pathGrid->mPoints
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* mGraph[v].edges | E (for v) |
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* mSCCIndex | index | keep track of smallest unused index
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* mSCCStack | S |
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* pathGrid
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* ->mEdges[v].mV1 | w | = mGraph[v].edges[i].destination
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*
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* FIXME: Some of these can be cleaned up by including them to struct
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* Node used by mGraph
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*/
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void PathFinder::buildConnectedPoints(const ESM::Pathgrid* pathGrid)
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{
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mSCComp.clear();
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mSCComp.resize(pathGrid->mPoints.size(), 0);
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mSCCId = 0;
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mSCCIndex = 0;
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mSCCStack.clear();
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mSCCPoint.clear();
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mSCCPoint.resize(pathGrid->mPoints.size(), std::pair<int, int> (-1, -1));
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for(unsigned int v = 0; v < pathGrid->mPoints.size(); v++)
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{
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if(mSCCPoint[v].first == -1) // undefined (haven't visited)
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recursiveStrongConnect(v);
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}
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}
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void PathFinder::cleanUpAStar()
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{
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for(int i = 0; i < static_cast<int> (mGraph.size()); i++)
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{
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mGraph[i].parent = -1;
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mGScore[i] = -1;
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mFScore[i] = -1;
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}
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}
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/*
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* NOTE: Based on buildPath2(), please check git history if interested
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* Should consider a using 3rd party library version (e.g. boost)
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*
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* Find the shortest path to the target goal using a well known algorithm.
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* Uses mGraph which has pre-computed costs for allowed edges. It is assumed
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* that mGraph is already constructed. The caller, i.e. buildPath(), needs
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* to ensure this.
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*
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* Returns path (a list of pathgrid point indexes) which may be empty.
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*
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* Input params:
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* start, goal - pathgrid point indexes (for this cell)
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* xCell, yCell - values to add to convert path back to world scale
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*
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* Variables:
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* openset - point indexes to be traversed, lowest cost at the front
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* closedset - point indexes already traversed
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*
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* Class variables:
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* mGScore - past accumulated costs vector indexed by point index
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* mFScore - future estimated costs vector indexed by point index
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* these are resized by buildPathgridGraph()
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*/
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std::list<ESM::Pathgrid::Point> PathFinder::aStarSearch(const ESM::Pathgrid* pathGrid,
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int start, int goal,
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float xCell, float yCell)
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{
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cleanUpAStar();
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// mGScore & mFScore keep costs for each pathgrid point in pathGrid->mPoints
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mGScore[start] = 0;
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mFScore[start] = costAStar(pathGrid->mPoints[start], pathGrid->mPoints[goal]);
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std::list<int> openset;
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std::list<int> closedset;
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openset.push_back(start);
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int current = -1;
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while(!openset.empty())
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{
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current = openset.front(); // front has the lowest cost
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openset.pop_front();
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if(current == goal)
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break;
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closedset.push_back(current); // remember we've been here
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// check all edges for the current point index
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for(int j = 0; j < static_cast<int> (mGraph[current].edges.size()); j++)
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{
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if(std::find(closedset.begin(), closedset.end(), mGraph[current].edges[j].destination) ==
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closedset.end())
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{
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// not in closedset - i.e. have not traversed this edge destination
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int dest = mGraph[current].edges[j].destination;
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float tentative_g = mGScore[current] + mGraph[current].edges[j].cost;
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bool isInOpenSet = std::find(openset.begin(), openset.end(), dest) != openset.end();
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if(!isInOpenSet
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|| tentative_g < mGScore[dest])
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{
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mGraph[dest].parent = current;
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mGScore[dest] = tentative_g;
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mFScore[dest] = tentative_g +
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costAStar(pathGrid->mPoints[dest], pathGrid->mPoints[goal]);
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if(!isInOpenSet)
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{
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// add this edge to openset, lowest cost goes to the front
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// TODO: if this causes performance problems a hash table may help
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std::list<int>::iterator it = openset.begin();
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for(it = openset.begin(); it!= openset.end(); it++)
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{
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if(mFScore[*it] > mFScore[dest])
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break;
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}
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openset.insert(it, dest);
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}
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}
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} // if in closedset, i.e. traversed this edge already, try the next edge
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}
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}
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std::list<ESM::Pathgrid::Point> path;
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if(current != goal)
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return path; // for some reason couldn't build a path
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// e.g. start was not reachable (we assume it is)
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// reconstruct path to return, using world co-ordinates
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while(mGraph[current].parent != -1)
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{
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ESM::Pathgrid::Point pt = pathGrid->mPoints[current];
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pt.mX += xCell;
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pt.mY += yCell;
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path.push_front(pt);
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current = mGraph[current].parent;
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}
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// TODO: Is this a bug? If path is empty the algorithm couldn't find a path.
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// Simply using the destination as the path in this scenario seems strange.
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// Commented out pending further testing.
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#if 0
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if(path.empty())
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{
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ESM::Pathgrid::Point pt = pathGrid->mPoints[goal];
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pt.mX += xCell;
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pt.mY += yCell;
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path.push_front(pt);
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}
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#endif
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return path;
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}
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/*
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* NOTE: This method may fail to find a path. The caller must check the
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* result before using it. If there is no path the AI routies need to
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* implement some other heuristics to reach the target.
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*
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* NOTE: startPoint & endPoint are in world co-ordinates
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*
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* Updates mPath using aStarSearch() or ray test (if shortcut allowed).
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* mPath consists of pathgrid points, except the last element which is
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* endPoint. This may be useful where the endPoint is not on a pathgrid
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* point (e.g. combat). However, if the caller has already chosen a
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* pathgrid point (e.g. wander) then it may be worth while to call
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* pop_back() to remove the redundant entry.
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*
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* mPathConstructed is set true if successful, false if not
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*
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* May update mGraph by calling buildPathgridGraph() if it isn't
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* constructed yet. At the same time mConnectedPoints is also updated.
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*
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* NOTE: co-ordinates must be converted prior to calling getClosestPoint()
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*
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* |
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* | cell
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* | +-----------+
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* | | |
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* | | |
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* | | @ |
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* | i | j |
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* |<--->|<---->| |
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* | +-----------+
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* | k
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* |<---------->| world
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* +-----------------------------
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*
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* i = x value of cell itself (multiply by ESM::Land::REAL_SIZE to convert)
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* j = @.x in local co-ordinates (i.e. within the cell)
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* k = @.x in world co-ordinates
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*/
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void PathFinder::buildPath(const ESM::Pathgrid::Point &startPoint,
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const ESM::Pathgrid::Point &endPoint,
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const MWWorld::CellStore* cell, bool allowShortcuts)
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{
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mPath.clear();
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if(allowShortcuts)
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{
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// if there's a ray cast hit, can't take a direct path
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if(!MWBase::Environment::get().getWorld()->castRay(startPoint.mX, startPoint.mY, startPoint.mZ,
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endPoint.mX, endPoint.mY, endPoint.mZ))
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{
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mPath.push_back(endPoint);
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mIsPathConstructed = true;
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return;
|
|
}
|
|
}
|
|
|
|
if(mCell != cell)
|
|
{
|
|
mIsGraphConstructed = false; // must be in a new cell, need a new mGraph and mSCComp
|
|
mCell = cell;
|
|
}
|
|
|
|
const ESM::Pathgrid *pathGrid =
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*mCell->getCell());
|
|
float xCell = 0;
|
|
float yCell = 0;
|
|
|
|
if (mCell->isExterior())
|
|
{
|
|
xCell = mCell->getCell()->mData.mX * ESM::Land::REAL_SIZE;
|
|
yCell = mCell->getCell()->mData.mY * ESM::Land::REAL_SIZE;
|
|
}
|
|
|
|
// 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
|
|
//
|
|
// NOTE: getClosestPoint expects local co-ordinates
|
|
//
|
|
int startNode = getClosestPoint(pathGrid,
|
|
Ogre::Vector3(startPoint.mX - xCell, startPoint.mY - yCell, startPoint.mZ));
|
|
|
|
if(startNode != -1) // only check once, assume pathGrid won't change
|
|
{
|
|
if(!mIsGraphConstructed)
|
|
{
|
|
buildPathgridGraph(pathGrid); // pre-compute costs for use with aStarSearch
|
|
buildConnectedPoints(pathGrid); // must before calling getClosestReachablePoint
|
|
}
|
|
std::pair<int, bool> endNode = getClosestReachablePoint(pathGrid,
|
|
Ogre::Vector3(endPoint.mX - xCell, endPoint.mY - yCell, endPoint.mZ),
|
|
startNode, mSCComp);
|
|
|
|
if(endNode.first != -1)
|
|
{
|
|
mPath = aStarSearch(pathGrid, startNode, endNode.first, xCell, yCell);
|
|
|
|
if(!mPath.empty())
|
|
{
|
|
mIsPathConstructed = true;
|
|
// 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);
|
|
}
|
|
else
|
|
mIsPathConstructed = false;
|
|
}
|
|
else
|
|
mIsPathConstructed = false;
|
|
}
|
|
else
|
|
mIsPathConstructed = false; // this shouldn't really happen, but just in case
|
|
}
|
|
|
|
float PathFinder::getZAngleToNext(float x, float y) const
|
|
{
|
|
// This should never happen (programmers should have an if statement checking
|
|
// mIsPathConstructed 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;
|
|
float directionResult = sqrt(directionX * directionX + directionY * directionY);
|
|
|
|
return Ogre::Radian(Ogre::Math::ACos(directionY / directionResult) * sgn(Ogre::Math::ASin(directionX / directionResult))).valueDegrees();
|
|
}
|
|
|
|
// Used by AiCombat, use Euclidean distance
|
|
float PathFinder::getDistToNext(float x, float y, float z)
|
|
{
|
|
ESM::Pathgrid::Point nextPoint = *mPath.begin();
|
|
return distance(nextPoint, x, y, z);
|
|
}
|
|
|
|
bool PathFinder::checkWaypoint(float x, float y, float z)
|
|
{
|
|
if(mPath.empty())
|
|
return true;
|
|
|
|
ESM::Pathgrid::Point nextPoint = *mPath.begin();
|
|
if(distanceZCorrected(nextPoint, x, y, z) < 64)
|
|
{
|
|
mPath.pop_front();
|
|
if(mPath.empty()) mIsPathConstructed = false;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool PathFinder::checkPathCompleted(float x, float y, float z)
|
|
{
|
|
if(mPath.empty())
|
|
return true;
|
|
|
|
ESM::Pathgrid::Point nextPoint = *mPath.begin();
|
|
if(distanceZCorrected(nextPoint, x, y, z) < 64)
|
|
{
|
|
mPath.pop_front();
|
|
if(mPath.empty())
|
|
{
|
|
mIsPathConstructed = false;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// used by AiCombat, see header for the rationale
|
|
void PathFinder::syncStart(const std::list<ESM::Pathgrid::Point> &path)
|
|
{
|
|
if (mPath.size() < 2)
|
|
return; //nothing to pop
|
|
std::list<ESM::Pathgrid::Point>::const_iterator oldStart = path.begin();
|
|
std::list<ESM::Pathgrid::Point>::iterator iter = ++mPath.begin();
|
|
|
|
if( (*iter).mX == oldStart->mX
|
|
&& (*iter).mY == oldStart->mY
|
|
&& (*iter).mZ == oldStart->mZ
|
|
&& (*iter).mAutogenerated == oldStart->mAutogenerated
|
|
&& (*iter).mConnectionNum == oldStart->mConnectionNum )
|
|
{
|
|
mPath.pop_front();
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|