diff --git a/apps/openmw/mwmechanics/pathfinding.cpp b/apps/openmw/mwmechanics/pathfinding.cpp index c74eddf4c4..2709ef6bab 100644 --- a/apps/openmw/mwmechanics/pathfinding.cpp +++ b/apps/openmw/mwmechanics/pathfinding.cpp @@ -83,8 +83,7 @@ namespace MWMechanics } PathFinder::PathFinder() - : mPathgrid(nullptr) - , mCell(nullptr) + : mCell(nullptr) { } @@ -134,18 +133,14 @@ namespace MWMechanics const MWWorld::CellStore* cell, const PathgridGraph& pathgridGraph) { mPath.clear(); + mCell = cell; - // TODO: consider removing mCell / mPathgrid in favor of mPathgridGraph - if(mCell != cell || !mPathgrid) - { - mCell = cell; - mPathgrid = pathgridGraph.getPathgrid(); - } + const auto pathgrid = pathgridGraph.getPathgrid(); // Refer to AiWander reseach topic on openmw forums for some background. // Maybe there is no pathgrid for this cell. Just go to destination and let // physics take care of any blockages. - if(!mPathgrid || mPathgrid->mPoints.empty()) + if(!pathgrid || pathgrid->mPoints.empty()) { mPath.push_back(endPoint); return; @@ -160,18 +155,18 @@ namespace MWMechanics // point right behind the wall that is closer than any pathgrid // point outside the wall osg::Vec3f startPointInLocalCoords(converter.toLocalVec3(startPoint)); - int startNode = getClosestPoint(mPathgrid, startPointInLocalCoords); + int startNode = getClosestPoint(pathgrid, startPointInLocalCoords); osg::Vec3f endPointInLocalCoords(converter.toLocalVec3(endPoint)); - std::pair endNode = getClosestReachablePoint(mPathgrid, &pathgridGraph, + std::pair endNode = getClosestReachablePoint(pathgrid, &pathgridGraph, endPointInLocalCoords, startNode); // if it's shorter for actor to travel from start to end, than to travel from either // start or end to nearest pathgrid point, just travel from start to end. float startToEndLength2 = (endPointInLocalCoords - startPointInLocalCoords).length2(); - float endTolastNodeLength2 = distanceSquared(mPathgrid->mPoints[endNode.first], endPointInLocalCoords); - float startTo1stNodeLength2 = distanceSquared(mPathgrid->mPoints[startNode], startPointInLocalCoords); + float endTolastNodeLength2 = distanceSquared(pathgrid->mPoints[endNode.first], endPointInLocalCoords); + float startTo1stNodeLength2 = distanceSquared(pathgrid->mPoints[startNode], startPointInLocalCoords); if ((startToEndLength2 < startTo1stNodeLength2) || (startToEndLength2 < endTolastNodeLength2)) { mPath.push_back(endPoint); @@ -185,7 +180,7 @@ namespace MWMechanics // nodes are the same if(startNode == endNode.first) { - ESM::Pathgrid::Point temp(mPathgrid->mPoints[startNode]); + ESM::Pathgrid::Point temp(pathgrid->mPoints[startNode]); converter.toWorld(temp); mPath.push_back(makeOsgVec3(temp)); } @@ -198,7 +193,7 @@ namespace MWMechanics if (path.size() > 1) { ESM::Pathgrid::Point secondNode = *(++path.begin()); - osg::Vec3f firstNodeVec3f = makeOsgVec3(mPathgrid->mPoints[startNode]); + osg::Vec3f firstNodeVec3f = makeOsgVec3(pathgrid->mPoints[startNode]); osg::Vec3f secondNodeVec3f = makeOsgVec3(secondNode); osg::Vec3f toSecondNodeVec3f = secondNodeVec3f - firstNodeVec3f; osg::Vec3f toStartPointVec3f = startPointInLocalCoords - firstNodeVec3f; diff --git a/apps/openmw/mwmechanics/pathfinding.hpp b/apps/openmw/mwmechanics/pathfinding.hpp index 09ef3929d7..ae330fb92f 100644 --- a/apps/openmw/mwmechanics/pathfinding.hpp +++ b/apps/openmw/mwmechanics/pathfinding.hpp @@ -163,7 +163,6 @@ namespace MWMechanics private: std::deque mPath; - const ESM::Pathgrid *mPathgrid; const MWWorld::CellStore* mCell; }; }