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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.
135 lines
4 KiB
C++
135 lines
4 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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#include <OgreMath.h>
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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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static float sgn(Ogre::Radian a)
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{
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if(a.valueRadians() > 0)
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return 1.0;
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return -1.0;
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}
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static float sgn(float a)
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{
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if(a > 0)
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return 1.0;
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return -1.0;
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}
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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,
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// then a situation can occure when this point is undesirable
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// (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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// While a public method is defined here, it is anticipated that
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// mSCComp will only be used internally.
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std::vector<int> getSCComp() const
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{
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return mSCComp;
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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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// contains an integer indicating the groups of connected pathgrid points
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// (all connected points will have the same value)
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//
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// In Seyda Neen there are 3:
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//
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// 52, 53 and 54 are one set (enclosed yard)
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// 48, 49, 50, 51, 84, 85, 86, 87, 88, 89, 90 are another (ship & office)
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// all other pathgrid points are the third set
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//
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std::vector<int> mSCComp;
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// variables used to calculate mSCComp
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int mSCCId;
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int mSCCIndex;
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std::list<int> mSCCStack;
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typedef std::pair<int, int> VPair; // first is index, second is lowlink
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std::vector<VPair> mSCCPoint;
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// methods used to calculate mSCComp
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void recursiveStrongConnect(int v);
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void buildConnectedPoints(const ESM::Pathgrid* pathGrid);
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};
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}
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#endif
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