centralize the world/cell coordinate conversion logic.

sceneinput
dteviot 10 years ago
parent 5049c9ab6a
commit 942a987d52

@ -82,7 +82,7 @@ add_openmw_dir (mwmechanics
drawstate spells activespells npcstats aipackage aisequence aipursue alchemy aiwander aitravel aifollow aiavoiddoor
aiescort aiactivate aicombat repair enchanting pathfinding pathgrid security spellsuccess spellcasting
disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction actor summoning
character actors objects aistate
character actors objects aistate coordinateconverter
)
add_openmw_dir (mwstate

@ -20,6 +20,7 @@
#include "creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
#include "coordinateconverter.hpp"
@ -587,11 +588,7 @@ namespace MWMechanics
void AiWander::ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell)
{
if (cell->isExterior())
{
point.mX += cell->mData.mX * ESM::Land::REAL_SIZE;
point.mY += cell->mData.mY * ESM::Land::REAL_SIZE;
}
CoordinateConverter(cell).ToWorld(point);
}
void AiWander::trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes,
@ -749,11 +746,7 @@ namespace MWMechanics
{
// get NPC's position in local (i.e. cell) co-ordinates
osg::Vec3f npcPos(mInitialActorPosition);
if(cell->isExterior())
{
npcPos[0] = npcPos[0] - static_cast<float>(cell->mData.mX * ESM::Land::REAL_SIZE);
npcPos[1] = npcPos[1] - static_cast<float>(cell->mData.mY * ESM::Land::REAL_SIZE);
}
CoordinateConverter(cell).ToLocal(npcPos);
// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
// NOTE: mPoints and mAllowedNodes are in local co-ordinates

@ -0,0 +1,43 @@
#include "coordinateconverter.hpp"
#include <components/esm/loadcell.hpp>
#include <components/esm/loadland.hpp>
namespace MWMechanics
{
CoordinateConverter::CoordinateConverter(const ESM::Cell* cell)
: mCellX(0), mCellY(0)
{
if (cell->isExterior())
{
mCellX = cell->mData.mX * ESM::Land::REAL_SIZE;
mCellY = cell->mData.mY * ESM::Land::REAL_SIZE;
}
}
void CoordinateConverter::ToWorld(ESM::Pathgrid::Point& point)
{
point.mX += mCellX;
point.mY += mCellY;
}
void CoordinateConverter::ToWorld(osg::Vec3f& point)
{
point.x() += static_cast<float>(mCellX);
point.y() += static_cast<float>(mCellY);
}
void CoordinateConverter::ToLocal(osg::Vec3f& point)
{
point.x() -= static_cast<float>(mCellX);
point.y() -= static_cast<float>(mCellY);
}
osg::Vec3f CoordinateConverter::ToLocalVec3(const ESM::Pathgrid::Point& point)
{
return osg::Vec3f(
static_cast<float>(point.mX - mCellX),
static_cast<float>(point.mY - mCellY),
static_cast<float>(point.mZ));
}
}

@ -0,0 +1,37 @@
#ifndef GAME_MWMECHANICS_COORDINATECONVERTER_H
#define GAME_MWMECHANICS_COORDINATECONVERTER_H
#include <components/esm/defs.hpp>
#include <components/esm/loadpgrd.hpp>
namespace ESM
{
struct Cell;
}
namespace MWMechanics
{
/// \brief convert coordinates between world and local cell
class CoordinateConverter
{
public:
CoordinateConverter(const ESM::Cell* cell);
/// in-place conversion from local to world
void ToWorld(ESM::Pathgrid::Point& point);
/// in-place conversion from local to world
void ToWorld(osg::Vec3f& point);
/// in-place conversion from world to local
void ToLocal(osg::Vec3f& point);
osg::Vec3f ToLocalVec3(const ESM::Pathgrid::Point& point);
private:
int mCellX;
int mCellY;
};
}
#endif

@ -5,6 +5,7 @@
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
#include "coordinateconverter.hpp"
namespace
{
@ -106,11 +107,6 @@ namespace MWMechanics
return sqrt(x * x + y * y + z * z);
}
osg::Vec3f ToLocalCoordinates(const ESM::Pathgrid::Point &point, float xCell, float yCell)
{
return osg::Vec3f(point.mX - xCell, point.mY - yCell, static_cast<float>(point.mZ));
}
PathFinder::PathFinder()
: mPathgrid(NULL),
mCell(NULL)
@ -194,23 +190,17 @@ namespace MWMechanics
}
// NOTE: getClosestPoint expects local co-ordinates
float xCell = 0;
float yCell = 0;
if (mCell->isExterior())
{
xCell = static_cast<float>(mCell->getCell()->mData.mX * ESM::Land::REAL_SIZE);
yCell = static_cast<float>(mCell->getCell()->mData.mY * ESM::Land::REAL_SIZE);
}
CoordinateConverter converter(mCell->getCell());
// NOTE: It is possible that getClosestPoint returns a pathgrind point index
// that is unreachable in some situations. e.g. actor is standing
// outside an area enclosed by walls, but there is a pathgrid
// point right behind the wall that is closer than any pathgrid
// point outside the wall
osg::Vec3f startPointInLocalCoords(ToLocalCoordinates(startPoint, xCell, yCell));
osg::Vec3f startPointInLocalCoords(converter.ToLocalVec3(startPoint));
int startNode = getClosestPoint(mPathgrid, startPointInLocalCoords);
osg::Vec3f endPointInLocalCoords(ToLocalCoordinates(endPoint, xCell, yCell));
osg::Vec3f endPointInLocalCoords(converter.ToLocalVec3(endPoint));
std::pair<int, bool> endNode = getClosestReachablePoint(mPathgrid, cell,
endPointInLocalCoords,
startNode);
@ -229,6 +219,12 @@ namespace MWMechanics
mPath = mCell->aStarSearch(startNode, endNode.first);
assert(!mPath.empty());
// convert supplied path to world co-ordinates
for (std::list<ESM::Pathgrid::Point>::iterator iter(mPath.begin()); iter != mPath.end(); ++iter)
{
converter.ToWorld(*iter);
}
// If endNode found is NOT the closest PathGrid point to the endPoint,
// assume endPoint is not reachable from endNode. In which case,
// path ends at endNode.

@ -312,29 +312,15 @@ namespace MWMechanics
if(current != goal)
return path; // for some reason couldn't build a path
// reconstruct path to return, using world co-ordinates
int xCell = 0;
int yCell = 0;
if (mIsExterior)
{
xCell = mPathgrid->mData.mX * ESM::Land::REAL_SIZE;
yCell = mPathgrid->mData.mY * ESM::Land::REAL_SIZE;
}
// reconstruct path to return, using local co-ordinates
while(graphParent[current] != -1)
{
ESM::Pathgrid::Point pt = mPathgrid->mPoints[current];
pt.mX += xCell;
pt.mY += yCell;
path.push_front(pt);
path.push_front(mPathgrid->mPoints[current]);
current = graphParent[current];
}
// add first node to path explicitly
ESM::Pathgrid::Point pt = mPathgrid->mPoints[start];
pt.mX += xCell;
pt.mY += yCell;
path.push_front(pt);
path.push_front(mPathgrid->mPoints[start]);
return path;
}
}

@ -17,6 +17,7 @@
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwmechanics/pathfinding.hpp"
#include "../mwmechanics/coordinateconverter.hpp"
#include "vismask.hpp"
@ -207,11 +208,7 @@ void Pathgrid::enableCellPathgrid(const MWWorld::CellStore *store)
if (!pathgrid) return;
osg::Vec3f cellPathGridPos(0, 0, 0);
if (store->getCell()->isExterior())
{
cellPathGridPos.x() = static_cast<float>(store->getCell()->mData.mX * ESM::Land::REAL_SIZE);
cellPathGridPos.y() = static_cast<float>(store->getCell()->mData.mY * ESM::Land::REAL_SIZE);
}
MWMechanics::CoordinateConverter(store->getCell()).ToWorld(cellPathGridPos);
osg::ref_ptr<osg::PositionAttitudeTransform> cellPathGrid = new osg::PositionAttitudeTransform;
cellPathGrid->setPosition(cellPathGridPos);

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