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91 lines
2.5 KiB
C++
91 lines
2.5 KiB
C++
#ifndef GAME_MWMECHANICS_PATHFINDING_H
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#define GAME_MWMECHANICS_PATHFINDING_H
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#include <components/esm/loadpgrd.hpp>
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#include <list>
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namespace MWWorld
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{
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class CellStore;
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}
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namespace MWMechanics
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{
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class PathFinder
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{
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public:
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PathFinder();
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void clearPath();
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void buildPathgridGraph(const ESM::Pathgrid* pathGrid);
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void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
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const MWWorld::CellStore* cell, bool allowShortcuts = true);
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bool checkPathCompleted(float x, float y, float z);
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///< \Returns true if the last point of the path has been reached.
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bool checkWaypoint(float x, float y, float z);
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///< \Returns true if a way point was reached
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float getZAngleToNext(float x, float y) const;
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float getDistToNext(float x, float y, float z);
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bool isPathConstructed() const
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{
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return mIsPathConstructed;
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}
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int getPathSize() const
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{
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return mPath.size();
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}
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std::list<ESM::Pathgrid::Point> getPath() const
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{
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return mPath;
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}
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//When first point of newly created path is the nearest to actor point, then
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//the cituation can occure when this point is undesirable (if the 2nd point of new path == the 1st point of old path)
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//This functions deletes that point.
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void syncStart(const std::list<ESM::Pathgrid::Point> &path);
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void addPointToPath(ESM::Pathgrid::Point &point)
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{
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mPath.push_back(point);
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}
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private:
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struct Edge
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{
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int destination;
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float cost;
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};
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struct Node
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{
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int label;
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std::vector<Edge> edges;
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int parent;//used in pathfinding
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};
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std::vector<float> mGScore;
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std::vector<float> mFScore;
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std::list<ESM::Pathgrid::Point> aStarSearch(const ESM::Pathgrid* pathGrid,int start,int goal,float xCell = 0, float yCell = 0);
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void cleanUpAStar();
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std::vector<Node> mGraph;
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bool mIsPathConstructed;
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std::list<ESM::Pathgrid::Point> mPath;
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bool mIsGraphConstructed;
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const MWWorld::CellStore* mCell;
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};
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}
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#endif
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