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359 lines
14 KiB
C++
359 lines
14 KiB
C++
#include "pathfinding.hpp"
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#include <limits>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "pathgrid.hpp"
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#include "coordinateconverter.hpp"
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namespace
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{
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// Chooses 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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const MWMechanics::PathgridGraph *graph,
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const osg::Vec3f& pos, int start)
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{
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assert(grid && !grid->mPoints.empty());
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float closestDistanceBetween = std::numeric_limits<float>::max();
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float closestDistanceReachable = std::numeric_limits<float>::max();
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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 = 0; counter < grid->mPoints.size(); counter++)
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{
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float potentialDistBetween = MWMechanics::PathFinder::DistanceSquared(grid->mPoints[counter], pos);
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if (potentialDistBetween < closestDistanceReachable)
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{
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// found a closer one
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if (graph->isPointConnected(start, counter))
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{
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closestDistanceReachable = potentialDistBetween;
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closestReachableIndex = counter;
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}
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if (potentialDistBetween < closestDistanceBetween)
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{
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closestDistanceBetween = potentialDistBetween;
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closestIndex = counter;
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}
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}
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}
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// post-condition: start and endpoint must be connected
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assert(graph->isPointConnected(start, closestReachableIndex));
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// AiWander has logic that depends on whether a path was created, deleting
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// allowed nodes if not. Hence a path needs to be created even if the start
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// and the end points are the same.
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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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float sqrDistanceIgnoreZ(const ESM::Pathgrid::Point& point, float x, float y)
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{
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x -= point.mX;
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y -= point.mY;
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return (x * x + y * y);
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}
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float distance(const 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(const ESM::Pathgrid::Point& a, const ESM::Pathgrid::Point& b)
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{
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float x = static_cast<float>(a.mX - b.mX);
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float y = static_cast<float>(a.mY - b.mY);
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float z = static_cast<float>(a.mZ - b.mZ);
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return sqrt(x * x + y * y + z * z);
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}
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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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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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float getZAngleToPoint(const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest)
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{
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osg::Vec3f dir = PathFinder::MakeOsgVec3(dest) - PathFinder::MakeOsgVec3(origin);
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return getZAngleToDir(dir);
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}
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float getXAngleToPoint(const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest)
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{
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osg::Vec3f dir = PathFinder::MakeOsgVec3(dest) - PathFinder::MakeOsgVec3(origin);
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return getXAngleToDir(dir);
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}
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bool checkWayIsClear(const osg::Vec3f& from, const osg::Vec3f& to, float offsetXY)
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{
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osg::Vec3f dir = to - from;
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dir.z() = 0;
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dir.normalize();
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float verticalOffset = 200; // instead of '200' here we want the height of the actor
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osg::Vec3f _from = from + dir*offsetXY + osg::Z_AXIS * verticalOffset;
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// cast up-down ray and find height of hit in world space
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float h = _from.z() - MWBase::Environment::get().getWorld()->getDistToNearestRayHit(_from, -osg::Z_AXIS, verticalOffset + PATHFIND_Z_REACH + 1);
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return (std::abs(from.z() - h) <= PATHFIND_Z_REACH);
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}
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PathFinder::PathFinder()
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: mPathgrid(NULL)
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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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}
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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: It may be desirable to simply go directly to the endPoint if for
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* example there are no pathgrids in this cell.
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*
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* NOTE: startPoint & endPoint are in world coordinates
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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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* NOTE: coordinates 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 coordinates (i.e. within the cell)
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* k = @.x in world coordinates
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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, const PathgridGraph& pathgridGraph)
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{
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mPath.clear();
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// TODO: consider removing mCell / mPathgrid in favor of mPathgridGraph
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if(mCell != cell || !mPathgrid)
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{
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mCell = cell;
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mPathgrid = pathgridGraph.getPathgrid();
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}
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// Refer to AiWander reseach topic on openmw forums for some background.
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// Maybe there is no pathgrid for this cell. Just go to destination and let
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// physics take care of any blockages.
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if(!mPathgrid || mPathgrid->mPoints.empty())
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{
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mPath.push_back(endPoint);
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return;
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}
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// NOTE: GetClosestPoint expects local coordinates
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CoordinateConverter converter(mCell->getCell());
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// NOTE: It is possible that GetClosestPoint returns a pathgrind point index
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// that is unreachable in some situations. e.g. actor is standing
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// outside an area enclosed by walls, but there is a pathgrid
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// point right behind the wall that is closer than any pathgrid
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// point outside the wall
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osg::Vec3f startPointInLocalCoords(converter.toLocalVec3(startPoint));
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int startNode = GetClosestPoint(mPathgrid, startPointInLocalCoords);
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osg::Vec3f endPointInLocalCoords(converter.toLocalVec3(endPoint));
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std::pair<int, bool> endNode = getClosestReachablePoint(mPathgrid, &pathgridGraph,
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endPointInLocalCoords,
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startNode);
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// if it's shorter for actor to travel from start to end, than to travel from either
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// start or end to nearest pathgrid point, just travel from start to end.
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float startToEndLength2 = (endPointInLocalCoords - startPointInLocalCoords).length2();
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float endTolastNodeLength2 = DistanceSquared(mPathgrid->mPoints[endNode.first], endPointInLocalCoords);
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float startTo1stNodeLength2 = DistanceSquared(mPathgrid->mPoints[startNode], startPointInLocalCoords);
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if ((startToEndLength2 < startTo1stNodeLength2) || (startToEndLength2 < endTolastNodeLength2))
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{
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mPath.push_back(endPoint);
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return;
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}
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// AiWander has logic that depends on whether a path was created,
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// deleting allowed nodes if not. Hence a path needs to be created
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// even if the start and the end points are the same.
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// NOTE: aStarSearch will return an empty path if the start and end
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// nodes are the same
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if(startNode == endNode.first)
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{
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ESM::Pathgrid::Point temp(mPathgrid->mPoints[startNode]);
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converter.toWorld(temp);
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mPath.push_back(temp);
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}
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else
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{
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mPath = pathgridGraph.aStarSearch(startNode, endNode.first);
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// If nearest path node is in opposite direction from second, remove it from path.
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// Especially useful for wandering actors, if the nearest node is blocked for some reason.
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if (mPath.size() > 1)
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{
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ESM::Pathgrid::Point secondNode = *(++mPath.begin());
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osg::Vec3f firstNodeVec3f = MakeOsgVec3(mPathgrid->mPoints[startNode]);
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osg::Vec3f secondNodeVec3f = MakeOsgVec3(secondNode);
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osg::Vec3f toSecondNodeVec3f = secondNodeVec3f - firstNodeVec3f;
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osg::Vec3f toStartPointVec3f = startPointInLocalCoords - firstNodeVec3f;
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if (toSecondNodeVec3f * toStartPointVec3f > 0)
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{
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ESM::Pathgrid::Point temp(secondNode);
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converter.toWorld(temp);
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// Add Z offset since path node can overlap with other objects.
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// Also ignore doors in raytesting.
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bool isPathClear = !MWBase::Environment::get().getWorld()->castRay(
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startPoint.mX, startPoint.mY, startPoint.mZ+16, temp.mX, temp.mY, temp.mZ+16, true);
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if (isPathClear)
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mPath.pop_front();
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}
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}
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// convert supplied path to world coordinates
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for (std::list<ESM::Pathgrid::Point>::iterator iter(mPath.begin()); iter != mPath.end(); ++iter)
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{
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converter.toWorld(*iter);
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}
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}
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// If endNode found is NOT the closest PathGrid point to the endPoint,
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// assume endPoint is not reachable from endNode. In which case,
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// path ends at endNode.
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//
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// So only add the destination (which may be different to the closest
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// pathgrid point) when endNode was the closest point to endPoint.
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//
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// This logic can fail in the opposite situate, e.g. endPoint may
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// have been reachable but happened to be very close to an
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// unreachable pathgrid point.
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//
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// The AI routines will have to deal with such situations.
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if(endNode.second)
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mPath.push_back(endPoint);
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}
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float PathFinder::getZAngleToNext(float x, float y) const
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{
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// This should never happen (programmers should have an if statement checking
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// isPathConstructed that prevents this call if otherwise).
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if(mPath.empty())
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return 0.;
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const ESM::Pathgrid::Point &nextPoint = *mPath.begin();
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float directionX = nextPoint.mX - x;
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float directionY = nextPoint.mY - y;
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return std::atan2(directionX, directionY);
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}
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float PathFinder::getXAngleToNext(float x, float y, float z) const
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{
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// This should never happen (programmers should have an if statement checking
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// isPathConstructed that prevents this call if otherwise).
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if(mPath.empty())
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return 0.;
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const ESM::Pathgrid::Point &nextPoint = *mPath.begin();
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osg::Vec3f dir = MakeOsgVec3(nextPoint) - osg::Vec3f(x,y,z);
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return getXAngleToDir(dir);
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}
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bool PathFinder::checkPathCompleted(float x, float y, float tolerance)
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{
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if(mPath.empty())
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return true;
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const ESM::Pathgrid::Point& nextPoint = *mPath.begin();
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if (sqrDistanceIgnoreZ(nextPoint, x, y) < tolerance*tolerance)
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{
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mPath.pop_front();
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if(mPath.empty())
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{
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return true;
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}
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}
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return false;
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}
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// see header for the rationale
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void PathFinder::buildSyncedPath(const ESM::Pathgrid::Point &startPoint,
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const ESM::Pathgrid::Point &endPoint,
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const MWWorld::CellStore* cell, const MWMechanics::PathgridGraph& pathgridGraph)
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{
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if (mPath.size() < 2)
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{
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// if path has one point, then it's the destination.
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// don't need to worry about bad path for this case
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buildPath(startPoint, endPoint, cell, pathgridGraph);
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}
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else
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{
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const ESM::Pathgrid::Point oldStart(*getPath().begin());
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buildPath(startPoint, endPoint, cell, pathgridGraph);
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if (mPath.size() >= 2)
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{
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// if 2nd waypoint of new path == 1st waypoint of old,
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// delete 1st waypoint of new path.
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std::list<ESM::Pathgrid::Point>::iterator iter = ++mPath.begin();
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if (iter->mX == oldStart.mX
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&& iter->mY == oldStart.mY
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&& iter->mZ == oldStart.mZ)
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{
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mPath.pop_front();
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}
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}
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}
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}
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const MWWorld::CellStore* PathFinder::getPathCell() const
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{
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return mCell;
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}
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}
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