openmw-tes3coop/apps/openmw/mwmechanics/pathfinding.hpp

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#ifndef GAME_MWMECHANICS_PATHFINDING_H
#define GAME_MWMECHANICS_PATHFINDING_H
#include <components/esm/loadpgrd.hpp>
#include <list>
namespace MWMechanics
{
class PathFinder
{
public:
PathFinder();
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void clearPath();
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void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
const ESM::Pathgrid* pathGrid, float xCell = 0, float yCell = 0,
bool allowShortcuts = true);
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bool checkPathCompleted(float x, float y, float z);
///< \Returns true if the last point of the path has been reached.
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bool checkWaypoint(float x, float y, float z);
///< \Returns true if a way point was reached
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float getZAngleToNext(float x, float y) const;
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bool isPathConstructed() const
{
return mIsPathConstructed;
}
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int getPathSize() const
{
return mPath.size();
}
std::list<ESM::Pathgrid::Point> getPath() const
{
return mPath;
}
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//When first point of newly created path is the nearest to actor point, then
//the cituation can occure when this point is undesirable (if the 2nd point of new path == the 1st point of old path)
//This functions deletes that point.
void syncStart(const std::list<ESM::Pathgrid::Point> &path);
private:
std::list<ESM::Pathgrid::Point> mPath;
bool mIsPathConstructed;
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};
}
#endif