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

144 lines
5.0 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
{
float distance(const ESM::Pathgrid::Point& point, float x, float y, float);
float distance(const ESM::Pathgrid::Point& a, const ESM::Pathgrid::Point& b);
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();
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;
bool isPathConstructed() const
{
return !mPath.empty();
}
int getPathSize() const
{
return mPath.size();
}
const std::list<ESM::Pathgrid::Point>& getPath() const
{
return mPath;
}
/** 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 undesireable 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, bool allowShortcuts = true);
void addPointToPath(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 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
//
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:
void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
const MWWorld::CellStore* cell, bool allowShortcuts = true);
std::list<ESM::Pathgrid::Point> mPath;
const ESM::Pathgrid *mPathgrid;
const MWWorld::CellStore* mCell;
};
}
#endif