You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
164 lines
6.0 KiB
C++
164 lines
6.0 KiB
C++
#ifndef GAME_MWMECHANICS_PATHFINDING_H
|
|
#define GAME_MWMECHANICS_PATHFINDING_H
|
|
|
|
#include <list>
|
|
#include <cassert>
|
|
|
|
#include <components/esm/defs.hpp>
|
|
#include <components/esm/loadpgrd.hpp>
|
|
|
|
namespace MWWorld
|
|
{
|
|
class CellStore;
|
|
}
|
|
|
|
namespace MWMechanics
|
|
{
|
|
class PathgridGraph;
|
|
|
|
float distance(const ESM::Pathgrid::Point& point, float x, float y, float);
|
|
float distance(const ESM::Pathgrid::Point& a, const ESM::Pathgrid::Point& b);
|
|
float getZAngleToDir(const osg::Vec3f& dir);
|
|
float getXAngleToDir(const osg::Vec3f& dir);
|
|
float getZAngleToPoint(const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest);
|
|
float getXAngleToPoint(const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest);
|
|
|
|
const float PATHFIND_Z_REACH = 50.0f;
|
|
//static const float sMaxSlope = 49.0f; // duplicate as in physicssystem
|
|
// distance after which actor (failed previously to shortcut) will try again
|
|
const float PATHFIND_SHORTCUT_RETRY_DIST = 300.0f;
|
|
|
|
// cast up-down ray with some offset from actor position to check for pits/obstacles on the way to target;
|
|
// magnitude of pits/obstacles is defined by PATHFIND_Z_REACH
|
|
bool checkWayIsClear(const osg::Vec3f& from, const osg::Vec3f& to, float offsetXY);
|
|
|
|
class PathFinder
|
|
{
|
|
public:
|
|
PathFinder();
|
|
|
|
static const int PathTolerance = 32;
|
|
|
|
static float sgn(float val)
|
|
{
|
|
if(val > 0)
|
|
return 1.0;
|
|
return -1.0;
|
|
}
|
|
|
|
static int sgn(int a)
|
|
{
|
|
if(a > 0)
|
|
return 1;
|
|
return -1;
|
|
}
|
|
|
|
void clearPath();
|
|
|
|
void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
|
|
const MWWorld::CellStore* cell, const PathgridGraph& pathgridGraph);
|
|
|
|
bool checkPathCompleted(float x, float y, float tolerance = PathTolerance);
|
|
///< \Returns true if we are within \a tolerance units of the last path point.
|
|
|
|
/// In radians
|
|
float getZAngleToNext(float x, float y) const;
|
|
|
|
float getXAngleToNext(float x, float y, float z) const;
|
|
|
|
bool isPathConstructed() const
|
|
{
|
|
return !mPath.empty();
|
|
}
|
|
|
|
int getPathSize() const
|
|
{
|
|
return mPath.size();
|
|
}
|
|
|
|
const std::list<ESM::Pathgrid::Point>& getPath() const
|
|
{
|
|
return mPath;
|
|
}
|
|
|
|
const MWWorld::CellStore* getPathCell() const;
|
|
|
|
/** Synchronize new path with old one to avoid visiting 1 waypoint 2 times
|
|
@note
|
|
BuildPath() takes closest PathGrid point to NPC as first point of path.
|
|
This is undesirable if NPC has just passed a Pathgrid point, as this
|
|
makes the 2nd point of the new path == the 1st point of old path.
|
|
Which results in NPC "running in a circle" back to the just passed waypoint.
|
|
*/
|
|
void buildSyncedPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
|
|
const MWWorld::CellStore* cell, const PathgridGraph& pathgridGraph);
|
|
|
|
void addPointToPath(const ESM::Pathgrid::Point &point)
|
|
{
|
|
mPath.push_back(point);
|
|
}
|
|
|
|
/// utility function to convert a osg::Vec3f to a Pathgrid::Point
|
|
static ESM::Pathgrid::Point MakePathgridPoint(const osg::Vec3f& v)
|
|
{
|
|
return ESM::Pathgrid::Point(static_cast<int>(v[0]), static_cast<int>(v[1]), static_cast<int>(v[2]));
|
|
}
|
|
|
|
/// utility function to convert an ESM::Position to a Pathgrid::Point
|
|
static ESM::Pathgrid::Point MakePathgridPoint(const ESM::Position& p)
|
|
{
|
|
return ESM::Pathgrid::Point(static_cast<int>(p.pos[0]), static_cast<int>(p.pos[1]), static_cast<int>(p.pos[2]));
|
|
}
|
|
|
|
static osg::Vec3f MakeOsgVec3(const ESM::Pathgrid::Point& p)
|
|
{
|
|
return osg::Vec3f(static_cast<float>(p.mX), static_cast<float>(p.mY), static_cast<float>(p.mZ));
|
|
}
|
|
|
|
// 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
|
|
//
|
|
static 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
|
|
// coordinates. 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 coordinates, as is grid->mPoints
|
|
//
|
|
static 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;
|
|
}
|
|
|
|
private:
|
|
std::list<ESM::Pathgrid::Point> mPath;
|
|
|
|
const ESM::Pathgrid *mPathgrid;
|
|
const MWWorld::CellStore* mCell;
|
|
};
|
|
}
|
|
|
|
#endif
|