Files
TrinityCore/src/server/game/Movement/PathGenerator.cpp
jackpoz 272009ebee Core/MMAPs: Add support for raycast
Add an optional parameter "straightLine" to PathGenerator::CalculatePath() which will use raycast instead of path finding and will return only complete path from start to end position.
Implement this new type of path in SPELL_EFFECT_CHARGE , fixing strange behaviors when using Charge with mmaps enabled.
2014-02-24 21:01:50 +01:00

877 lines
31 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "PathGenerator.h"
#include "Map.h"
#include "Creature.h"
#include "MMapFactory.h"
#include "MMapManager.h"
#include "Log.h"
#include "DetourCommon.h"
#include "DetourNavMeshQuery.h"
////////////////// PathGenerator //////////////////
PathGenerator::PathGenerator(const Unit* owner) :
_polyLength(0), _type(PATHFIND_BLANK), _useStraightPath(false),
_forceDestination(false), _pointPathLimit(MAX_POINT_PATH_LENGTH), _straightLine(false),
_endPosition(G3D::Vector3::zero()), _sourceUnit(owner), _navMesh(NULL),
_navMeshQuery(NULL)
{
memset(_pathPolyRefs, 0, sizeof(_pathPolyRefs));
TC_LOG_DEBUG("maps", "++ PathGenerator::PathGenerator for %u \n", _sourceUnit->GetGUIDLow());
uint32 mapId = _sourceUnit->GetMapId();
if (MMAP::MMapFactory::IsPathfindingEnabled(mapId))
{
MMAP::MMapManager* mmap = MMAP::MMapFactory::createOrGetMMapManager();
_navMesh = mmap->GetNavMesh(mapId);
_navMeshQuery = mmap->GetNavMeshQuery(mapId, _sourceUnit->GetInstanceId());
}
CreateFilter();
}
PathGenerator::~PathGenerator()
{
TC_LOG_DEBUG("maps", "++ PathGenerator::~PathGenerator() for %u \n", _sourceUnit->GetGUIDLow());
}
bool PathGenerator::CalculatePath(float destX, float destY, float destZ, bool forceDest, bool straightLine)
{
float x, y, z;
_sourceUnit->GetPosition(x, y, z);
if (!Trinity::IsValidMapCoord(destX, destY, destZ) || !Trinity::IsValidMapCoord(x, y, z))
return false;
G3D::Vector3 dest(destX, destY, destZ);
SetEndPosition(dest);
G3D::Vector3 start(x, y, z);
SetStartPosition(start);
_forceDestination = forceDest;
_straightLine = straightLine;
TC_LOG_DEBUG("maps", "++ PathGenerator::CalculatePath() for %u \n", _sourceUnit->GetGUIDLow());
// make sure navMesh works - we can run on map w/o mmap
// check if the start and end point have a .mmtile loaded (can we pass via not loaded tile on the way?)
if (!_navMesh || !_navMeshQuery || _sourceUnit->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING) ||
!HaveTile(start) || !HaveTile(dest))
{
BuildShortcut();
_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
return true;
}
UpdateFilter();
BuildPolyPath(start, dest);
return true;
}
dtPolyRef PathGenerator::GetPathPolyByPosition(dtPolyRef const* polyPath, uint32 polyPathSize, float const* point, float* distance) const
{
if (!polyPath || !polyPathSize)
return INVALID_POLYREF;
dtPolyRef nearestPoly = INVALID_POLYREF;
float minDist2d = FLT_MAX;
float minDist3d = 0.0f;
for (uint32 i = 0; i < polyPathSize; ++i)
{
float closestPoint[VERTEX_SIZE];
if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(polyPath[i], point, closestPoint, NULL)))
continue;
float d = dtVdist2DSqr(point, closestPoint);
if (d < minDist2d)
{
minDist2d = d;
nearestPoly = polyPath[i];
minDist3d = dtVdistSqr(point, closestPoint);
}
if (minDist2d < 1.0f) // shortcut out - close enough for us
break;
}
if (distance)
*distance = dtSqrt(minDist3d);
return (minDist2d < 3.0f) ? nearestPoly : INVALID_POLYREF;
}
dtPolyRef PathGenerator::GetPolyByLocation(float const* point, float* distance) const
{
// first we check the current path
// if the current path doesn't contain the current poly,
// we need to use the expensive navMesh.findNearestPoly
dtPolyRef polyRef = GetPathPolyByPosition(_pathPolyRefs, _polyLength, point, distance);
if (polyRef != INVALID_POLYREF)
return polyRef;
// we don't have it in our old path
// try to get it by findNearestPoly()
// first try with low search box
float extents[VERTEX_SIZE] = {3.0f, 5.0f, 3.0f}; // bounds of poly search area
float closestPoint[VERTEX_SIZE] = {0.0f, 0.0f, 0.0f};
if (dtStatusSucceed(_navMeshQuery->findNearestPoly(point, extents, &_filter, &polyRef, closestPoint)) && polyRef != INVALID_POLYREF)
{
*distance = dtVdist(closestPoint, point);
return polyRef;
}
// still nothing ..
// try with bigger search box
// Note that the extent should not overlap more than 128 polygons in the navmesh (see dtNavMeshQuery::findNearestPoly)
extents[1] = 50.0f;
if (dtStatusSucceed(_navMeshQuery->findNearestPoly(point, extents, &_filter, &polyRef, closestPoint)) && polyRef != INVALID_POLYREF)
{
*distance = dtVdist(closestPoint, point);
return polyRef;
}
return INVALID_POLYREF;
}
void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos)
{
// *** getting start/end poly logic ***
float distToStartPoly, distToEndPoly;
float startPoint[VERTEX_SIZE] = {startPos.y, startPos.z, startPos.x};
float endPoint[VERTEX_SIZE] = {endPos.y, endPos.z, endPos.x};
dtPolyRef startPoly = GetPolyByLocation(startPoint, &distToStartPoly);
dtPolyRef endPoly = GetPolyByLocation(endPoint, &distToEndPoly);
// we have a hole in our mesh
// make shortcut path and mark it as NOPATH ( with flying and swimming exception )
// its up to caller how he will use this info
if (startPoly == INVALID_POLYREF || endPoly == INVALID_POLYREF)
{
TC_LOG_DEBUG("maps", "++ BuildPolyPath :: (startPoly == 0 || endPoly == 0)\n");
BuildShortcut();
bool path = _sourceUnit->GetTypeId() == TYPEID_UNIT && _sourceUnit->ToCreature()->CanFly();
bool waterPath = _sourceUnit->GetTypeId() == TYPEID_UNIT && _sourceUnit->ToCreature()->CanSwim();
if (waterPath)
{
// Check both start and end points, if they're both in water, then we can *safely* let the creature move
for (uint32 i = 0; i < _pathPoints.size(); ++i)
{
ZLiquidStatus status = _sourceUnit->GetBaseMap()->getLiquidStatus(_pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z, MAP_ALL_LIQUIDS, NULL);
// One of the points is not in the water, cancel movement.
if (status == LIQUID_MAP_NO_WATER)
{
waterPath = false;
break;
}
}
}
_type = (path || waterPath) ? PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH) : PATHFIND_NOPATH;
return;
}
// we may need a better number here
bool farFromPoly = (distToStartPoly > 7.0f || distToEndPoly > 7.0f);
if (farFromPoly)
{
TC_LOG_DEBUG("maps", "++ BuildPolyPath :: farFromPoly distToStartPoly=%.3f distToEndPoly=%.3f\n", distToStartPoly, distToEndPoly);
bool buildShotrcut = false;
if (_sourceUnit->GetTypeId() == TYPEID_UNIT)
{
Creature* owner = (Creature*)_sourceUnit;
G3D::Vector3 const& p = (distToStartPoly > 7.0f) ? startPos : endPos;
if (_sourceUnit->GetBaseMap()->IsUnderWater(p.x, p.y, p.z))
{
TC_LOG_DEBUG("maps", "++ BuildPolyPath :: underWater case\n");
if (owner->CanSwim())
buildShotrcut = true;
}
else
{
TC_LOG_DEBUG("maps", "++ BuildPolyPath :: flying case\n");
if (owner->CanFly())
buildShotrcut = true;
}
}
if (buildShotrcut)
{
BuildShortcut();
_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
return;
}
else
{
float closestPoint[VERTEX_SIZE];
// we may want to use closestPointOnPolyBoundary instead
if (dtStatusSucceed(_navMeshQuery->closestPointOnPoly(endPoly, endPoint, closestPoint, NULL)))
{
dtVcopy(endPoint, closestPoint);
SetActualEndPosition(G3D::Vector3(endPoint[2], endPoint[0], endPoint[1]));
}
_type = PATHFIND_INCOMPLETE;
}
}
// *** poly path generating logic ***
// start and end are on same polygon
// just need to move in straight line
if (startPoly == endPoly)
{
TC_LOG_DEBUG("maps", "++ BuildPolyPath :: (startPoly == endPoly)\n");
BuildShortcut();
_pathPolyRefs[0] = startPoly;
_polyLength = 1;
_type = farFromPoly ? PATHFIND_INCOMPLETE : PATHFIND_NORMAL;
TC_LOG_DEBUG("maps", "++ BuildPolyPath :: path type %d\n", _type);
return;
}
// look for startPoly/endPoly in current path
/// @todo we can merge it with getPathPolyByPosition() loop
bool startPolyFound = false;
bool endPolyFound = false;
uint32 pathStartIndex = 0;
uint32 pathEndIndex = 0;
if (_polyLength)
{
for (; pathStartIndex < _polyLength; ++pathStartIndex)
{
// here to carch few bugs
ASSERT(_pathPolyRefs[pathStartIndex] != INVALID_POLYREF);
if (_pathPolyRefs[pathStartIndex] == startPoly)
{
startPolyFound = true;
break;
}
}
for (pathEndIndex = _polyLength-1; pathEndIndex > pathStartIndex; --pathEndIndex)
if (_pathPolyRefs[pathEndIndex] == endPoly)
{
endPolyFound = true;
break;
}
}
if (startPolyFound && endPolyFound)
{
TC_LOG_DEBUG("maps", "++ BuildPolyPath :: (startPolyFound && endPolyFound)\n");
// we moved along the path and the target did not move out of our old poly-path
// our path is a simple subpath case, we have all the data we need
// just "cut" it out
_polyLength = pathEndIndex - pathStartIndex + 1;
memmove(_pathPolyRefs, _pathPolyRefs + pathStartIndex, _polyLength * sizeof(dtPolyRef));
}
else if (startPolyFound && !endPolyFound)
{
TC_LOG_DEBUG("maps", "++ BuildPolyPath :: (startPolyFound && !endPolyFound)\n");
// we are moving on the old path but target moved out
// so we have atleast part of poly-path ready
_polyLength -= pathStartIndex;
// try to adjust the suffix of the path instead of recalculating entire length
// at given interval the target cannot get too far from its last location
// thus we have less poly to cover
// sub-path of optimal path is optimal
// take ~80% of the original length
/// @todo play with the values here
uint32 prefixPolyLength = uint32(_polyLength * 0.8f + 0.5f);
memmove(_pathPolyRefs, _pathPolyRefs+pathStartIndex, prefixPolyLength * sizeof(dtPolyRef));
dtPolyRef suffixStartPoly = _pathPolyRefs[prefixPolyLength-1];
// we need any point on our suffix start poly to generate poly-path, so we need last poly in prefix data
float suffixEndPoint[VERTEX_SIZE];
if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint, NULL)))
{
// we can hit offmesh connection as last poly - closestPointOnPoly() don't like that
// try to recover by using prev polyref
--prefixPolyLength;
suffixStartPoly = _pathPolyRefs[prefixPolyLength-1];
if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint, NULL)))
{
// suffixStartPoly is still invalid, error state
BuildShortcut();
_type = PATHFIND_NOPATH;
return;
}
}
// generate suffix
uint32 suffixPolyLength = 0;
dtStatus dtResult;
if (_straightLine)
{
float hit = 0;
float hitNormal[3];
memset(hitNormal, 0, sizeof(hitNormal));
dtResult = _navMeshQuery->raycast(
suffixStartPoly,
suffixEndPoint,
endPoint,
&_filter,
&hit,
hitNormal,
_pathPolyRefs + prefixPolyLength - 1,
(int*)&suffixPolyLength,
MAX_PATH_LENGTH - prefixPolyLength);
// raycast() sets hit to FLT_MAX if there is a ray between start and end
if (hit != FLT_MAX)
{
// the ray hit something, return no path instead of the incomplete one
_type = PATHFIND_NOPATH;
return;
}
}
else
{
dtResult = _navMeshQuery->findPath(
suffixStartPoly, // start polygon
endPoly, // end polygon
suffixEndPoint, // start position
endPoint, // end position
&_filter, // polygon search filter
_pathPolyRefs + prefixPolyLength - 1, // [out] path
(int*)&suffixPolyLength,
MAX_PATH_LENGTH - prefixPolyLength); // max number of polygons in output path
}
if (!suffixPolyLength || dtStatusFailed(dtResult))
{
// this is probably an error state, but we'll leave it
// and hopefully recover on the next Update
// we still need to copy our preffix
TC_LOG_ERROR("maps", "%u's Path Build failed: 0 length path", _sourceUnit->GetGUIDLow());
}
TC_LOG_DEBUG("maps", "++ m_polyLength=%u prefixPolyLength=%u suffixPolyLength=%u \n", _polyLength, prefixPolyLength, suffixPolyLength);
// new path = prefix + suffix - overlap
_polyLength = prefixPolyLength + suffixPolyLength - 1;
}
else
{
TC_LOG_DEBUG("maps", "++ BuildPolyPath :: (!startPolyFound && !endPolyFound)\n");
// either we have no path at all -> first run
// or something went really wrong -> we aren't moving along the path to the target
// just generate new path
// free and invalidate old path data
Clear();
dtStatus dtResult;
if (_straightLine)
{
float hit = 0;
float hitNormal[3];
memset(hitNormal, 0, sizeof(hitNormal));
dtResult = _navMeshQuery->raycast(
startPoly,
startPoint,
endPoint,
&_filter,
&hit,
hitNormal,
_pathPolyRefs,
(int*)&_polyLength,
MAX_PATH_LENGTH);
// raycast() sets hit to FLT_MAX if there is a ray between start and end
if (hit != FLT_MAX)
{
// the ray hit something, return no path instead of the incomplete one
_type = PATHFIND_NOPATH;
return;
}
}
else
{
dtResult = _navMeshQuery->findPath(
startPoly, // start polygon
endPoly, // end polygon
startPoint, // start position
endPoint, // end position
&_filter, // polygon search filter
_pathPolyRefs, // [out] path
(int*)&_polyLength,
MAX_PATH_LENGTH); // max number of polygons in output path
}
if (!_polyLength || dtStatusFailed(dtResult))
{
// only happens if we passed bad data to findPath(), or navmesh is messed up
TC_LOG_ERROR("maps", "%u's Path Build failed: 0 length path", _sourceUnit->GetGUIDLow());
BuildShortcut();
_type = PATHFIND_NOPATH;
return;
}
}
// by now we know what type of path we can get
if (_pathPolyRefs[_polyLength - 1] == endPoly && !(_type & PATHFIND_INCOMPLETE))
_type = PATHFIND_NORMAL;
else
_type = PATHFIND_INCOMPLETE;
// generate the point-path out of our up-to-date poly-path
BuildPointPath(startPoint, endPoint);
}
void PathGenerator::BuildPointPath(const float *startPoint, const float *endPoint)
{
float pathPoints[MAX_POINT_PATH_LENGTH*VERTEX_SIZE];
uint32 pointCount = 0;
dtStatus dtResult = DT_FAILURE;
if (_straightLine)
{
// if the path is a straight line then start and end position are enough
dtResult = DT_SUCCESS;
pointCount = 2;
memcpy(&pathPoints[0], startPoint, sizeof(float)* 3);
memcpy(&pathPoints[3], endPoint, sizeof(float)* 3);
}
else if (_useStraightPath)
{
dtResult = _navMeshQuery->findStraightPath(
startPoint, // start position
endPoint, // end position
_pathPolyRefs, // current path
_polyLength, // lenth of current path
pathPoints, // [out] path corner points
NULL, // [out] flags
NULL, // [out] shortened path
(int*)&pointCount,
_pointPathLimit); // maximum number of points/polygons to use
}
else
{
dtResult = FindSmoothPath(
startPoint, // start position
endPoint, // end position
_pathPolyRefs, // current path
_polyLength, // length of current path
pathPoints, // [out] path corner points
(int*)&pointCount,
_pointPathLimit); // maximum number of points
}
if (pointCount < 2 || dtStatusFailed(dtResult))
{
// only happens if pass bad data to findStraightPath or navmesh is broken
// single point paths can be generated here
/// @todo check the exact cases
TC_LOG_DEBUG("maps", "++ PathGenerator::BuildPointPath FAILED! path sized %d returned\n", pointCount);
BuildShortcut();
_type = PATHFIND_NOPATH;
return;
}
else if (pointCount == _pointPathLimit)
{
TC_LOG_DEBUG("maps", "++ PathGenerator::BuildPointPath FAILED! path sized %d returned, lower than limit set to %d\n", pointCount, _pointPathLimit);
BuildShortcut();
_type = PATHFIND_SHORT;
return;
}
_pathPoints.resize(pointCount);
for (uint32 i = 0; i < pointCount; ++i)
_pathPoints[i] = G3D::Vector3(pathPoints[i*VERTEX_SIZE+2], pathPoints[i*VERTEX_SIZE], pathPoints[i*VERTEX_SIZE+1]);
NormalizePath();
// first point is always our current location - we need the next one
SetActualEndPosition(_pathPoints[pointCount-1]);
// force the given destination, if needed
if (_forceDestination &&
(!(_type & PATHFIND_NORMAL) || !InRange(GetEndPosition(), GetActualEndPosition(), 1.0f, 1.0f)))
{
// we may want to keep partial subpath
if (Dist3DSqr(GetActualEndPosition(), GetEndPosition()) < 0.3f * Dist3DSqr(GetStartPosition(), GetEndPosition()))
{
SetActualEndPosition(GetEndPosition());
_pathPoints[_pathPoints.size()-1] = GetEndPosition();
}
else
{
SetActualEndPosition(GetEndPosition());
BuildShortcut();
}
_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
}
TC_LOG_DEBUG("maps", "++ PathGenerator::BuildPointPath path type %d size %d poly-size %d\n", _type, pointCount, _polyLength);
}
void PathGenerator::NormalizePath()
{
for (uint32 i = 0; i < _pathPoints.size(); ++i)
_sourceUnit->UpdateAllowedPositionZ(_pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z);
}
void PathGenerator::BuildShortcut()
{
TC_LOG_DEBUG("maps", "++ BuildShortcut :: making shortcut\n");
Clear();
// make two point path, our curr pos is the start, and dest is the end
_pathPoints.resize(2);
// set start and a default next position
_pathPoints[0] = GetStartPosition();
_pathPoints[1] = GetActualEndPosition();
NormalizePath();
_type = PATHFIND_SHORTCUT;
}
void PathGenerator::CreateFilter()
{
uint16 includeFlags = 0;
uint16 excludeFlags = 0;
if (_sourceUnit->GetTypeId() == TYPEID_UNIT)
{
Creature* creature = (Creature*)_sourceUnit;
if (creature->CanWalk())
includeFlags |= NAV_GROUND; // walk
// creatures don't take environmental damage
if (creature->CanSwim())
includeFlags |= (NAV_WATER | NAV_MAGMA | NAV_SLIME); // swim
}
else // assume Player
{
// perfect support not possible, just stay 'safe'
includeFlags |= (NAV_GROUND | NAV_WATER | NAV_MAGMA | NAV_SLIME);
}
_filter.setIncludeFlags(includeFlags);
_filter.setExcludeFlags(excludeFlags);
UpdateFilter();
}
void PathGenerator::UpdateFilter()
{
// allow creatures to cheat and use different movement types if they are moved
// forcefully into terrain they can't normally move in
if (_sourceUnit->IsInWater() || _sourceUnit->IsUnderWater())
{
uint16 includedFlags = _filter.getIncludeFlags();
includedFlags |= GetNavTerrain(_sourceUnit->GetPositionX(),
_sourceUnit->GetPositionY(),
_sourceUnit->GetPositionZ());
_filter.setIncludeFlags(includedFlags);
}
}
NavTerrain PathGenerator::GetNavTerrain(float x, float y, float z)
{
LiquidData data;
ZLiquidStatus liquidStatus = _sourceUnit->GetBaseMap()->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &data);
if (liquidStatus == LIQUID_MAP_NO_WATER)
return NAV_GROUND;
switch (data.type_flags)
{
case MAP_LIQUID_TYPE_WATER:
case MAP_LIQUID_TYPE_OCEAN:
return NAV_WATER;
case MAP_LIQUID_TYPE_MAGMA:
return NAV_MAGMA;
case MAP_LIQUID_TYPE_SLIME:
return NAV_SLIME;
default:
return NAV_GROUND;
}
}
bool PathGenerator::HaveTile(const G3D::Vector3& p) const
{
int tx = -1, ty = -1;
float point[VERTEX_SIZE] = {p.y, p.z, p.x};
_navMesh->calcTileLoc(point, &tx, &ty);
/// Workaround
/// For some reason, often the tx and ty variables wont get a valid value
/// Use this check to prevent getting negative tile coords and crashing on getTileAt
if (tx < 0 || ty < 0)
return false;
return (_navMesh->getTileAt(tx, ty, 0) != NULL);
}
uint32 PathGenerator::FixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath, dtPolyRef const* visited, uint32 nvisited)
{
int32 furthestPath = -1;
int32 furthestVisited = -1;
// Find furthest common polygon.
for (int32 i = npath-1; i >= 0; --i)
{
bool found = false;
for (int32 j = nvisited-1; j >= 0; --j)
{
if (path[i] == visited[j])
{
furthestPath = i;
furthestVisited = j;
found = true;
}
}
if (found)
break;
}
// If no intersection found just return current path.
if (furthestPath == -1 || furthestVisited == -1)
return npath;
// Concatenate paths.
// Adjust beginning of the buffer to include the visited.
uint32 req = nvisited - furthestVisited;
uint32 orig = uint32(furthestPath + 1) < npath ? furthestPath + 1 : npath;
uint32 size = npath > orig ? npath - orig : 0;
if (req + size > maxPath)
size = maxPath-req;
if (size)
memmove(path + req, path + orig, size * sizeof(dtPolyRef));
// Store visited
for (uint32 i = 0; i < req; ++i)
path[i] = visited[(nvisited - 1) - i];
return req+size;
}
bool PathGenerator::GetSteerTarget(float const* startPos, float const* endPos,
float minTargetDist, dtPolyRef const* path, uint32 pathSize,
float* steerPos, unsigned char& steerPosFlag, dtPolyRef& steerPosRef)
{
// Find steer target.
static const uint32 MAX_STEER_POINTS = 3;
float steerPath[MAX_STEER_POINTS*VERTEX_SIZE];
unsigned char steerPathFlags[MAX_STEER_POINTS];
dtPolyRef steerPathPolys[MAX_STEER_POINTS];
uint32 nsteerPath = 0;
dtStatus dtResult = _navMeshQuery->findStraightPath(startPos, endPos, path, pathSize,
steerPath, steerPathFlags, steerPathPolys, (int*)&nsteerPath, MAX_STEER_POINTS);
if (!nsteerPath || dtStatusFailed(dtResult))
return false;
// Find vertex far enough to steer to.
uint32 ns = 0;
while (ns < nsteerPath)
{
// Stop at Off-Mesh link or when point is further than slop away.
if ((steerPathFlags[ns] & DT_STRAIGHTPATH_OFFMESH_CONNECTION) ||
!InRangeYZX(&steerPath[ns*VERTEX_SIZE], startPos, minTargetDist, 1000.0f))
break;
ns++;
}
// Failed to find good point to steer to.
if (ns >= nsteerPath)
return false;
dtVcopy(steerPos, &steerPath[ns*VERTEX_SIZE]);
steerPos[1] = startPos[1]; // keep Z value
steerPosFlag = steerPathFlags[ns];
steerPosRef = steerPathPolys[ns];
return true;
}
dtStatus PathGenerator::FindSmoothPath(float const* startPos, float const* endPos,
dtPolyRef const* polyPath, uint32 polyPathSize,
float* smoothPath, int* smoothPathSize, uint32 maxSmoothPathSize)
{
*smoothPathSize = 0;
uint32 nsmoothPath = 0;
dtPolyRef polys[MAX_PATH_LENGTH];
memcpy(polys, polyPath, sizeof(dtPolyRef)*polyPathSize);
uint32 npolys = polyPathSize;
float iterPos[VERTEX_SIZE], targetPos[VERTEX_SIZE];
if (dtStatusFailed(_navMeshQuery->closestPointOnPolyBoundary(polys[0], startPos, iterPos)))
return DT_FAILURE;
if (dtStatusFailed(_navMeshQuery->closestPointOnPolyBoundary(polys[npolys-1], endPos, targetPos)))
return DT_FAILURE;
dtVcopy(&smoothPath[nsmoothPath*VERTEX_SIZE], iterPos);
nsmoothPath++;
// Move towards target a small advancement at a time until target reached or
// when ran out of memory to store the path.
while (npolys && nsmoothPath < maxSmoothPathSize)
{
// Find location to steer towards.
float steerPos[VERTEX_SIZE];
unsigned char steerPosFlag;
dtPolyRef steerPosRef = INVALID_POLYREF;
if (!GetSteerTarget(iterPos, targetPos, SMOOTH_PATH_SLOP, polys, npolys, steerPos, steerPosFlag, steerPosRef))
break;
bool endOfPath = (steerPosFlag & DT_STRAIGHTPATH_END);
bool offMeshConnection = (steerPosFlag & DT_STRAIGHTPATH_OFFMESH_CONNECTION);
// Find movement delta.
float delta[VERTEX_SIZE];
dtVsub(delta, steerPos, iterPos);
float len = dtSqrt(dtVdot(delta, delta));
// If the steer target is end of path or off-mesh link, do not move past the location.
if ((endOfPath || offMeshConnection) && len < SMOOTH_PATH_STEP_SIZE)
len = 1.0f;
else
len = SMOOTH_PATH_STEP_SIZE / len;
float moveTgt[VERTEX_SIZE];
dtVmad(moveTgt, iterPos, delta, len);
// Move
float result[VERTEX_SIZE];
const static uint32 MAX_VISIT_POLY = 16;
dtPolyRef visited[MAX_VISIT_POLY];
uint32 nvisited = 0;
_navMeshQuery->moveAlongSurface(polys[0], iterPos, moveTgt, &_filter, result, visited, (int*)&nvisited, MAX_VISIT_POLY);
npolys = FixupCorridor(polys, npolys, MAX_PATH_LENGTH, visited, nvisited);
_navMeshQuery->getPolyHeight(polys[0], result, &result[1]);
result[1] += 0.5f;
dtVcopy(iterPos, result);
// Handle end of path and off-mesh links when close enough.
if (endOfPath && InRangeYZX(iterPos, steerPos, SMOOTH_PATH_SLOP, 1.0f))
{
// Reached end of path.
dtVcopy(iterPos, targetPos);
if (nsmoothPath < maxSmoothPathSize)
{
dtVcopy(&smoothPath[nsmoothPath*VERTEX_SIZE], iterPos);
nsmoothPath++;
}
break;
}
else if (offMeshConnection && InRangeYZX(iterPos, steerPos, SMOOTH_PATH_SLOP, 1.0f))
{
// Advance the path up to and over the off-mesh connection.
dtPolyRef prevRef = INVALID_POLYREF;
dtPolyRef polyRef = polys[0];
uint32 npos = 0;
while (npos < npolys && polyRef != steerPosRef)
{
prevRef = polyRef;
polyRef = polys[npos];
npos++;
}
for (uint32 i = npos; i < npolys; ++i)
polys[i-npos] = polys[i];
npolys -= npos;
// Handle the connection.
float startPos[VERTEX_SIZE], endPos[VERTEX_SIZE];
if (dtStatusSucceed(_navMesh->getOffMeshConnectionPolyEndPoints(prevRef, polyRef, startPos, endPos)))
{
if (nsmoothPath < maxSmoothPathSize)
{
dtVcopy(&smoothPath[nsmoothPath*VERTEX_SIZE], startPos);
nsmoothPath++;
}
// Move position at the other side of the off-mesh link.
dtVcopy(iterPos, endPos);
_navMeshQuery->getPolyHeight(polys[0], iterPos, &iterPos[1]);
iterPos[1] += 0.5f;
}
}
// Store results.
if (nsmoothPath < maxSmoothPathSize)
{
dtVcopy(&smoothPath[nsmoothPath*VERTEX_SIZE], iterPos);
nsmoothPath++;
}
}
*smoothPathSize = nsmoothPath;
// this is most likely a loop
return nsmoothPath < MAX_POINT_PATH_LENGTH ? DT_SUCCESS : DT_FAILURE;
}
bool PathGenerator::InRangeYZX(const float* v1, const float* v2, float r, float h) const
{
const float dx = v2[0] - v1[0];
const float dy = v2[1] - v1[1]; // elevation
const float dz = v2[2] - v1[2];
return (dx * dx + dz * dz) < r * r && fabsf(dy) < h;
}
bool PathGenerator::InRange(G3D::Vector3 const& p1, G3D::Vector3 const& p2, float r, float h) const
{
G3D::Vector3 d = p1 - p2;
return (d.x * d.x + d.y * d.y) < r * r && fabsf(d.z) < h;
}
float PathGenerator::Dist3DSqr(G3D::Vector3 const& p1, G3D::Vector3 const& p2) const
{
return (p1 - p2).squaredLength();
}