Files
TrinityCore/src/server/game/Movement/PathGenerator.cpp
T
2013-12-30 15:31:12 -05:00

297 lines
10 KiB
C++

/*
* Copyright (C) 2008-2013 TrinityCore <http://www.trinitycore.org/>
* 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"
float PathGenerator::MinWallDistance = 2.5f;
////////////////// PathGenerator //////////////////
PathGenerator::PathGenerator(const Unit* owner) :
_type(PATHFIND_BLANK), _endPosition(G3D::Vector3::zero()),
_sourceUnit(owner), _navMesh(NULL), _navMeshQuery(NULL)
{
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)
{
float x, y, z;
_sourceUnit->GetPosition(x, y, z);
if (!Trinity::IsValidMapCoord(destX, destY, destZ) || !Trinity::IsValidMapCoord(x, y, z))
{
TC_LOG_DEBUG("maps", "PathGenerator::CalculatePath() called with invalid map coords, destX: %f destY: %f destZ: %f x: %f y: %f z: %f for creature %u", destX, destY, destZ, x, y, z, _sourceUnit->GetGUIDLow());
return false;
}
G3D::Vector3 dest(destX, destY, destZ);
SetEndPosition(dest);
G3D::Vector3 start(x, y, z);
SetStartPosition(start);
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))
{
TC_LOG_DEBUG("maps", "PathGenerator::CalculatePath() navmesh is not initialized for %u \n", _sourceUnit->GetGUIDLow());
_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
return true;
}
UpdateFilter();
float startPos[3];
startPos[0] = -y;
startPos[1] = z;
startPos[2] = -x;
float endPos[3];
endPos[0] = -destY;
endPos[1] = destZ;
endPos[2] = -destX;
float polyPickExt[3];
polyPickExt[0] = 2.5f;
polyPickExt[1] = 2.5f;
polyPickExt[2] = 2.5f;
//
dtPolyRef startRef;
dtPolyRef endRef;
float nearestPt[3];
_navMeshQuery->findNearestPoly(startPos, polyPickExt, &_filter, &startRef, nearestPt);
_navMeshQuery->findNearestPoly(endPos, polyPickExt, &_filter, &endRef, nearestPt);
if (!startRef || !endRef)
{
TC_LOG_DEBUG("maps", "PathGenerator::CalculatePath() for %u no polygons found for start and end locations\n", _sourceUnit->GetGUIDLow());
_type = PATHFIND_NOPATH;
return false;
}
int hops;
dtPolyRef* hopBuffer = new dtPolyRef[8192];
dtStatus status = _navMeshQuery->findPath(startRef, endRef, startPos, endPos, &_filter, hopBuffer, &hops, 8192);
if (!dtStatusSucceed(status))
{
TC_LOG_DEBUG("maps", "PathGenerator::CalculatePath() for %u no path found for start and end locations\n", _sourceUnit->GetGUIDLow());
_type = PATHFIND_NOPATH;
return false;
}
int resultHopCount;
float* straightPath = new float[2048 * 3];
unsigned char* pathFlags = new unsigned char[2048];
dtPolyRef* pathRefs = new dtPolyRef[2048];
status = _navMeshQuery->findStraightPath(startPos, endPos, hopBuffer, hops, straightPath, pathFlags, pathRefs, &resultHopCount, 2048);
if (!dtStatusSucceed(status))
{
TC_LOG_DEBUG("maps", "PathGenerator::CalculatePath() for %u no straight path found for start and end locations\n", _sourceUnit->GetGUIDLow());
_type = PATHFIND_NOPATH;
return false;
}
SmoothPath(polyPickExt, resultHopCount, straightPath); // Separate the path from the walls
for (uint32 i = 0; i < resultHopCount; ++i)
{
_pathPoints.push_back(G3D::Vector3(-straightPath[i * 3 + 2], -straightPath[i * 3 + 0], straightPath[i * 3 + 1]));
TC_LOG_DEBUG("maps", "PathGenerator::CalculatePath() for %u path point %u: (%f, %f, %f)", _sourceUnit->GetGUIDLow(), i, _pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z);
}
return true;
}
void PathGenerator::CreateFilter()
{
uint16 includeFlags = POLY_FLAG_WALK | POLY_FLAG_SWIM;
uint16 excludeFlags = 0;
if (_sourceUnit->GetTypeId() == TYPEID_UNIT && !_sourceUnit->ToCreature()->CanSwim())
{
includeFlags = POLY_FLAG_WALK;
excludeFlags = POLY_FLAG_SWIM;
}
_filter.setIncludeFlags(includeFlags);
_filter.setExcludeFlags(excludeFlags);
UpdateFilter();
}
void PathGenerator::UpdateFilter()
{
}
float PathGenerator::GetTriangleArea(float* verts, int nv)
{
float area = 0;
for (int i = 0; i < nv - 1; i++)
area += verts[i * 3] * verts[i * 3 + 5] - verts[i * 3 + 3] * verts[i * 3 + 2];
area += verts[(nv - 1) * 3] * verts[2] - verts[0] * verts[(nv - 1) * 3 + 2];
return area * 0.5f;
}
bool PathGenerator::PointInPoly(float* pos, float* verts, int nv, float err)
{
// Poly area
float area = abs(PathGenerator::GetTriangleArea(verts, nv));
// Calculate each area of the triangles
float testTri[9];
memcpy(testTri, pos, sizeof(float) * 3);
float area1 = 0;
for(int i = 0; i < nv - 1; ++i)
{
memcpy(&testTri[3], &verts[i * 3], sizeof(float) * 3);
memcpy(&testTri[6], &verts[i * 3 + 3], sizeof(float) * 3);
area1 += abs(PathGenerator::GetTriangleArea(testTri, 3));
if (area1 - err > area)
return false;
}
// Last one
memcpy(&testTri[3], verts, sizeof(float) * 3);
memcpy(&testTri[6], &verts[nv * 3 - 3] , sizeof(float) * 3);
area1 += abs(PathGenerator::GetTriangleArea(testTri, 3));
return abs(area1 - area) < err;
}
float PathGenerator::DistanceToWall(float* polyPickExt, float* pos, float* hitPos, float* hitNormal)
{
float distanceToWall = 0;
dtPolyRef ref;
dtStatus status = _navMeshQuery->findNearestPoly(pos, polyPickExt, &_filter, &ref, 0);
if (!dtStatusSucceed(status) || ref == 0)
return -1;
const dtMeshTile* tile = 0;
const dtPoly* poly = 0;
if (dtStatusFailed(_navMesh->getTileAndPolyByRef(ref, &tile, &poly)))
return -1;
// Collect vertices.
float verts[DT_VERTS_PER_POLYGON * 3];
int nv = 0;
for (unsigned char i = 0; i < poly->vertCount; ++i)
{
dtVcopy(&verts[nv * 3], &tile->verts[poly->verts[i] * 3]);
nv++;
}
bool inside = PathGenerator::PointInPoly(pos, verts, nv, 0.05f);
if (!inside)
return -1;
if (!dtStatusSucceed(_navMeshQuery->findDistanceToWall(ref, pos, 100.0f, &_filter, &distanceToWall, hitPos, hitNormal)))
return -1;
return distanceToWall;
}
void PathGenerator::SmoothPath(float* polyPickExt, int pathLength, float*& straightPath)
{
float hitPos[3];
float hitNormal[3];
float testPos[3];
float distanceToWall = 0;
float up[]= { 0, 1, 0 };
float origDis = 0;
for (int i = 1; i < pathLength - 1; ++i)
{
dtPolyRef pt;
float* curPoi = &straightPath[i * 3];
distanceToWall = DistanceToWall(polyPickExt, curPoi, hitPos, hitNormal);
if (distanceToWall < PathGenerator::MinWallDistance && distanceToWall >= 0)
{
float vec[3];
dtVsub(vec, &straightPath[i * 3 - 3], &straightPath[i * 3]);
// If distanceToWall is 0 means the point is in the edge, so we can't get the hitpos.
if (distanceToWall == 0)
{
// Test the left side
dtVcross(testPos, vec, up);
dtVadd(testPos, testPos, curPoi);
float ft = PathGenerator::MinWallDistance / dtVdist(testPos, curPoi);
dtVlerp(testPos, curPoi, testPos, ft);
distanceToWall = DistanceToWall(polyPickExt, testPos, hitPos, hitNormal);
if (abs(PathGenerator::MinWallDistance - distanceToWall) > 0.1f)
{
// Test the right side
dtVcross(testPos, up, vec);
dtVadd(testPos, testPos, curPoi);
ft = PathGenerator::MinWallDistance / dtVdist(testPos, curPoi);
dtVlerp(testPos, curPoi, testPos, ft);
distanceToWall = DistanceToWall(polyPickExt, testPos, hitPos, hitNormal);
}
// If the test point is better than the orig point, replace it.
if (abs(distanceToWall - PathGenerator::MinWallDistance) < 0.1f)
dtVcopy(curPoi, testPos);
}
else
{
// We get the hitpos with a ray
float ft = PathGenerator::MinWallDistance / distanceToWall;
dtVlerp(testPos, hitPos, curPoi, ft);
distanceToWall = DistanceToWall(polyPickExt, testPos, hitPos, hitNormal);
if (abs(distanceToWall - PathGenerator::MinWallDistance) < 0.1f)
dtVcopy(curPoi, testPos);
}
}
}
}