mirror of
https://github.com/araxiaonline/TrinityCore.git
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bea0e48531
Fix mobs evading when target is out of MMap meshes causes by an overzealous check added inc602220e02when trying to fix an infinite loop in Recast. If the target is outside of the MMap mesh (for example very close to a wall which is an un-walkable area with current TrinityCore settings and that might be changed in the future) Detour will not be able to find the height of the poly and getPolyHeight() will return DT_FAILURE | DT_INVALID_PARAM . Most of the time this is ok and can be ignored and it's still better than having the Unit evade. Fix #23613 (cherry picked from commit5a98022649)
960 lines
35 KiB
C++
960 lines
35 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PathGenerator.h"
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#include "Creature.h"
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#include "DetourCommon.h"
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#include "DetourNavMeshQuery.h"
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#include "DisableMgr.h"
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#include "Log.h"
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#include "MMapFactory.h"
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#include "MMapManager.h"
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#include "Map.h"
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#include "Metric.h"
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#include "PhasingHandler.h"
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////////////////// PathGenerator //////////////////
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PathGenerator::PathGenerator(Unit const* owner) :
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_polyLength(0), _type(PATHFIND_BLANK), _useStraightPath(false),
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_forceDestination(false), _pointPathLimit(MAX_POINT_PATH_LENGTH), _straightLine(false),
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_endPosition(G3D::Vector3::zero()), _sourceUnit(owner), _navMesh(nullptr),
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_navMeshQuery(nullptr)
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{
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memset(_pathPolyRefs, 0, sizeof(_pathPolyRefs));
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TC_LOG_DEBUG("maps.mmaps", "++ PathGenerator::PathGenerator for %s", _sourceUnit->GetGUID().ToString().c_str());
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uint32 mapId = PhasingHandler::GetTerrainMapId(_sourceUnit->GetPhaseShift(), _sourceUnit->GetMap(), _sourceUnit->GetPositionX(), _sourceUnit->GetPositionY());
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if (DisableMgr::IsPathfindingEnabled(_sourceUnit->GetMapId()))
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{
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MMAP::MMapManager* mmap = MMAP::MMapFactory::createOrGetMMapManager();
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_navMesh = mmap->GetNavMesh(mapId);
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_navMeshQuery = mmap->GetNavMeshQuery(mapId, _sourceUnit->GetInstanceId());
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}
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CreateFilter();
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}
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PathGenerator::~PathGenerator()
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{
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TC_LOG_DEBUG("maps.mmaps", "++ PathGenerator::~PathGenerator() for %s", _sourceUnit->GetGUID().ToString().c_str());
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}
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bool PathGenerator::CalculatePath(float destX, float destY, float destZ, bool forceDest, bool straightLine)
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{
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float x, y, z;
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_sourceUnit->GetPosition(x, y, z);
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if (!Trinity::IsValidMapCoord(destX, destY, destZ) || !Trinity::IsValidMapCoord(x, y, z))
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return false;
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TC_METRIC_EVENT("mmap_events", "CalculatePath", "");
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G3D::Vector3 dest(destX, destY, destZ);
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SetEndPosition(dest);
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G3D::Vector3 start(x, y, z);
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SetStartPosition(start);
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_forceDestination = forceDest;
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_straightLine = straightLine;
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TC_LOG_DEBUG("maps.mmaps", "++ PathGenerator::CalculatePath() for %s", _sourceUnit->GetGUID().ToString().c_str());
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// make sure navMesh works - we can run on map w/o mmap
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// check if the start and end point have a .mmtile loaded (can we pass via not loaded tile on the way?)
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if (!_navMesh || !_navMeshQuery || _sourceUnit->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING) ||
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!HaveTile(start) || !HaveTile(dest))
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{
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BuildShortcut();
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_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
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return true;
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}
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UpdateFilter();
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BuildPolyPath(start, dest);
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return true;
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}
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dtPolyRef PathGenerator::GetPathPolyByPosition(dtPolyRef const* polyPath, uint32 polyPathSize, float const* point, float* distance) const
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{
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if (!polyPath || !polyPathSize)
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return INVALID_POLYREF;
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dtPolyRef nearestPoly = INVALID_POLYREF;
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float minDist2d = FLT_MAX;
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float minDist3d = 0.0f;
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for (uint32 i = 0; i < polyPathSize; ++i)
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{
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float closestPoint[VERTEX_SIZE];
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if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(polyPath[i], point, closestPoint, nullptr)))
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continue;
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float d = dtVdist2DSqr(point, closestPoint);
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if (d < minDist2d)
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{
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minDist2d = d;
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nearestPoly = polyPath[i];
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minDist3d = dtVdistSqr(point, closestPoint);
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}
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if (minDist2d < 1.0f) // shortcut out - close enough for us
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break;
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}
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if (distance)
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*distance = dtMathSqrtf(minDist3d);
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return (minDist2d < 3.0f) ? nearestPoly : INVALID_POLYREF;
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}
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dtPolyRef PathGenerator::GetPolyByLocation(float const* point, float* distance) const
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{
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// first we check the current path
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// if the current path doesn't contain the current poly,
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// we need to use the expensive navMesh.findNearestPoly
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dtPolyRef polyRef = GetPathPolyByPosition(_pathPolyRefs, _polyLength, point, distance);
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if (polyRef != INVALID_POLYREF)
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return polyRef;
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// we don't have it in our old path
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// try to get it by findNearestPoly()
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// first try with low search box
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float extents[VERTEX_SIZE] = {3.0f, 5.0f, 3.0f}; // bounds of poly search area
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float closestPoint[VERTEX_SIZE] = {0.0f, 0.0f, 0.0f};
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if (dtStatusSucceed(_navMeshQuery->findNearestPoly(point, extents, &_filter, &polyRef, closestPoint)) && polyRef != INVALID_POLYREF)
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{
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*distance = dtVdist(closestPoint, point);
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return polyRef;
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}
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// still nothing ..
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// try with bigger search box
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// Note that the extent should not overlap more than 128 polygons in the navmesh (see dtNavMeshQuery::findNearestPoly)
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extents[1] = 50.0f;
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if (dtStatusSucceed(_navMeshQuery->findNearestPoly(point, extents, &_filter, &polyRef, closestPoint)) && polyRef != INVALID_POLYREF)
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{
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*distance = dtVdist(closestPoint, point);
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return polyRef;
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}
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return INVALID_POLYREF;
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}
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void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos)
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{
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// *** getting start/end poly logic ***
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float distToStartPoly, distToEndPoly;
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float startPoint[VERTEX_SIZE] = {startPos.y, startPos.z, startPos.x};
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float endPoint[VERTEX_SIZE] = {endPos.y, endPos.z, endPos.x};
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dtPolyRef startPoly = GetPolyByLocation(startPoint, &distToStartPoly);
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dtPolyRef endPoly = GetPolyByLocation(endPoint, &distToEndPoly);
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// we have a hole in our mesh
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// make shortcut path and mark it as NOPATH ( with flying and swimming exception )
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// its up to caller how he will use this info
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if (startPoly == INVALID_POLYREF || endPoly == INVALID_POLYREF)
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{
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TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: (startPoly == 0 || endPoly == 0)");
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BuildShortcut();
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bool path = _sourceUnit->GetTypeId() == TYPEID_UNIT && _sourceUnit->ToCreature()->CanFly();
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bool waterPath = _sourceUnit->GetTypeId() == TYPEID_UNIT && _sourceUnit->ToCreature()->CanSwim();
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if (waterPath)
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{
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// Check both start and end points, if they're both in water, then we can *safely* let the creature move
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for (uint32 i = 0; i < _pathPoints.size(); ++i)
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{
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ZLiquidStatus status = _sourceUnit->GetMap()->GetLiquidStatus(_sourceUnit->GetPhaseShift(), _pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z, map_liquidHeaderTypeFlags::AllLiquids, nullptr, _sourceUnit->GetCollisionHeight());
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// One of the points is not in the water, cancel movement.
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if (status == LIQUID_MAP_NO_WATER)
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{
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waterPath = false;
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break;
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}
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}
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}
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_type = (path || waterPath) ? PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH) : PATHFIND_NOPATH;
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return;
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}
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// we may need a better number here
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bool farFromPoly = (distToStartPoly > 7.0f || distToEndPoly > 7.0f);
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if (farFromPoly)
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{
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TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: farFromPoly distToStartPoly=%.3f distToEndPoly=%.3f", distToStartPoly, distToEndPoly);
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bool buildShotrcut = false;
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if (_sourceUnit->GetTypeId() == TYPEID_UNIT)
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{
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Creature* owner = (Creature*)_sourceUnit;
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G3D::Vector3 const& p = (distToStartPoly > 7.0f) ? startPos : endPos;
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if (_sourceUnit->GetMap()->IsUnderWater(_sourceUnit->GetPhaseShift(), p.x, p.y, p.z))
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{
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TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: underWater case");
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if (owner->CanSwim())
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buildShotrcut = true;
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}
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else
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{
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TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: flying case");
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if (owner->CanFly())
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buildShotrcut = true;
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}
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}
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if (buildShotrcut)
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{
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BuildShortcut();
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_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
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return;
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}
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else
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{
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float closestPoint[VERTEX_SIZE];
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// we may want to use closestPointOnPolyBoundary instead
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if (dtStatusSucceed(_navMeshQuery->closestPointOnPoly(endPoly, endPoint, closestPoint, nullptr)))
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{
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dtVcopy(endPoint, closestPoint);
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SetActualEndPosition(G3D::Vector3(endPoint[2], endPoint[0], endPoint[1]));
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}
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_type = PATHFIND_INCOMPLETE;
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}
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}
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// *** poly path generating logic ***
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// start and end are on same polygon
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// just need to move in straight line
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if (startPoly == endPoly)
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{
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TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: (startPoly == endPoly)");
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BuildShortcut();
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_pathPolyRefs[0] = startPoly;
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_polyLength = 1;
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_type = farFromPoly ? PATHFIND_INCOMPLETE : PATHFIND_NORMAL;
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TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: path type %d", _type);
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return;
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}
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// look for startPoly/endPoly in current path
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/// @todo we can merge it with getPathPolyByPosition() loop
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bool startPolyFound = false;
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bool endPolyFound = false;
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uint32 pathStartIndex = 0;
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uint32 pathEndIndex = 0;
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if (_polyLength)
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{
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for (; pathStartIndex < _polyLength; ++pathStartIndex)
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{
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// here to catch few bugs
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if (_pathPolyRefs[pathStartIndex] == INVALID_POLYREF)
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{
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TC_LOG_ERROR("maps.mmaps", "Invalid poly ref in BuildPolyPath. _polyLength: %u, pathStartIndex: %u,"
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" startPos: %s, endPos: %s, mapid: %u",
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_polyLength, pathStartIndex, startPos.toString().c_str(), endPos.toString().c_str(),
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_sourceUnit->GetMapId());
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break;
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}
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if (_pathPolyRefs[pathStartIndex] == startPoly)
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{
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startPolyFound = true;
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break;
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}
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}
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for (pathEndIndex = _polyLength-1; pathEndIndex > pathStartIndex; --pathEndIndex)
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if (_pathPolyRefs[pathEndIndex] == endPoly)
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{
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endPolyFound = true;
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break;
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}
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}
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if (startPolyFound && endPolyFound)
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{
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TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: (startPolyFound && endPolyFound)");
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// we moved along the path and the target did not move out of our old poly-path
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// our path is a simple subpath case, we have all the data we need
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// just "cut" it out
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_polyLength = pathEndIndex - pathStartIndex + 1;
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memmove(_pathPolyRefs, _pathPolyRefs + pathStartIndex, _polyLength * sizeof(dtPolyRef));
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}
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else if (startPolyFound && !endPolyFound)
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{
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TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: (startPolyFound && !endPolyFound)");
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// we are moving on the old path but target moved out
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// so we have atleast part of poly-path ready
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_polyLength -= pathStartIndex;
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// try to adjust the suffix of the path instead of recalculating entire length
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// at given interval the target cannot get too far from its last location
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// thus we have less poly to cover
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// sub-path of optimal path is optimal
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// take ~80% of the original length
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/// @todo play with the values here
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uint32 prefixPolyLength = uint32(_polyLength * 0.8f + 0.5f);
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memmove(_pathPolyRefs, _pathPolyRefs+pathStartIndex, prefixPolyLength * sizeof(dtPolyRef));
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dtPolyRef suffixStartPoly = _pathPolyRefs[prefixPolyLength-1];
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// we need any point on our suffix start poly to generate poly-path, so we need last poly in prefix data
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float suffixEndPoint[VERTEX_SIZE];
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if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint, nullptr)))
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{
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// we can hit offmesh connection as last poly - closestPointOnPoly() don't like that
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// try to recover by using prev polyref
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--prefixPolyLength;
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suffixStartPoly = _pathPolyRefs[prefixPolyLength-1];
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if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint, nullptr)))
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{
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// suffixStartPoly is still invalid, error state
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BuildShortcut();
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_type = PATHFIND_NOPATH;
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return;
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}
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}
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// generate suffix
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uint32 suffixPolyLength = 0;
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dtStatus dtResult;
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if (_straightLine)
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{
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float hit = 0;
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float hitNormal[3];
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memset(hitNormal, 0, sizeof(hitNormal));
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dtResult = _navMeshQuery->raycast(
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suffixStartPoly,
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suffixEndPoint,
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endPoint,
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&_filter,
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&hit,
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hitNormal,
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_pathPolyRefs + prefixPolyLength - 1,
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(int*)&suffixPolyLength,
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MAX_PATH_LENGTH - prefixPolyLength);
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// raycast() sets hit to FLT_MAX if there is a ray between start and end
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if (hit != FLT_MAX)
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{
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// the ray hit something, return no path instead of the incomplete one
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_type = PATHFIND_NOPATH;
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return;
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}
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}
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else
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{
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dtResult = _navMeshQuery->findPath(
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suffixStartPoly, // start polygon
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endPoly, // end polygon
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suffixEndPoint, // start position
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endPoint, // end position
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&_filter, // polygon search filter
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_pathPolyRefs + prefixPolyLength - 1, // [out] path
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(int*)&suffixPolyLength,
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MAX_PATH_LENGTH - prefixPolyLength); // max number of polygons in output path
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}
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if (!suffixPolyLength || dtStatusFailed(dtResult))
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{
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// this is probably an error state, but we'll leave it
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// and hopefully recover on the next Update
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// we still need to copy our preffix
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TC_LOG_ERROR("maps.mmaps", "Path Build failed\n%s", _sourceUnit->GetDebugInfo().c_str());
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}
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TC_LOG_DEBUG("maps.mmaps", "++ m_polyLength=%u prefixPolyLength=%u suffixPolyLength=%u", _polyLength, prefixPolyLength, suffixPolyLength);
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// new path = prefix + suffix - overlap
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_polyLength = prefixPolyLength + suffixPolyLength - 1;
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}
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else
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{
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TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: (!startPolyFound && !endPolyFound)");
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// either we have no path at all -> first run
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// or something went really wrong -> we aren't moving along the path to the target
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// just generate new path
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// free and invalidate old path data
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Clear();
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dtStatus dtResult;
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if (_straightLine)
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{
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float hit = 0;
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float hitNormal[3];
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memset(hitNormal, 0, sizeof(hitNormal));
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dtResult = _navMeshQuery->raycast(
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startPoly,
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startPoint,
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endPoint,
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&_filter,
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&hit,
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hitNormal,
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_pathPolyRefs,
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(int*)&_polyLength,
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MAX_PATH_LENGTH);
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// raycast() sets hit to FLT_MAX if there is a ray between start and end
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if (hit != FLT_MAX)
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{
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// the ray hit something, return no path instead of the incomplete one
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_type = PATHFIND_NOPATH;
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return;
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}
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}
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else
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{
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dtResult = _navMeshQuery->findPath(
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startPoly, // start polygon
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endPoly, // end polygon
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startPoint, // start position
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endPoint, // end position
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&_filter, // polygon search filter
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_pathPolyRefs, // [out] path
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(int*)&_polyLength,
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MAX_PATH_LENGTH); // max number of polygons in output path
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}
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if (!_polyLength || dtStatusFailed(dtResult))
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{
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// only happens if we passed bad data to findPath(), or navmesh is messed up
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TC_LOG_ERROR("maps.mmaps", "%s's Path Build failed: 0 length path", _sourceUnit->GetGUID().ToString().c_str());
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BuildShortcut();
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_type = PATHFIND_NOPATH;
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return;
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}
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}
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// by now we know what type of path we can get
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if (_pathPolyRefs[_polyLength - 1] == endPoly && !(_type & PATHFIND_INCOMPLETE))
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_type = PATHFIND_NORMAL;
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else
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_type = PATHFIND_INCOMPLETE;
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// generate the point-path out of our up-to-date poly-path
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BuildPointPath(startPoint, endPoint);
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}
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void PathGenerator::BuildPointPath(const float *startPoint, const float *endPoint)
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{
|
|
float pathPoints[MAX_POINT_PATH_LENGTH*VERTEX_SIZE];
|
|
uint32 pointCount = 0;
|
|
dtStatus dtResult = DT_FAILURE;
|
|
if (_straightLine)
|
|
{
|
|
dtResult = DT_SUCCESS;
|
|
pointCount = 1;
|
|
memcpy(&pathPoints[VERTEX_SIZE * 0], startPoint, sizeof(float)* 3); // first point
|
|
|
|
// path has to be split into polygons with dist SMOOTH_PATH_STEP_SIZE between them
|
|
G3D::Vector3 startVec = G3D::Vector3(startPoint[0], startPoint[1], startPoint[2]);
|
|
G3D::Vector3 endVec = G3D::Vector3(endPoint[0], endPoint[1], endPoint[2]);
|
|
G3D::Vector3 diffVec = (endVec - startVec);
|
|
G3D::Vector3 prevVec = startVec;
|
|
float len = diffVec.length();
|
|
diffVec *= SMOOTH_PATH_STEP_SIZE / len;
|
|
while (len > SMOOTH_PATH_STEP_SIZE)
|
|
{
|
|
len -= SMOOTH_PATH_STEP_SIZE;
|
|
prevVec += diffVec;
|
|
pathPoints[VERTEX_SIZE * pointCount + 0] = prevVec.x;
|
|
pathPoints[VERTEX_SIZE * pointCount + 1] = prevVec.y;
|
|
pathPoints[VERTEX_SIZE * pointCount + 2] = prevVec.z;
|
|
++pointCount;
|
|
}
|
|
|
|
memcpy(&pathPoints[VERTEX_SIZE * pointCount], endPoint, sizeof(float)* 3); // last point
|
|
++pointCount;
|
|
}
|
|
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
|
|
nullptr, // [out] flags
|
|
nullptr, // [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.mmaps", "++ PathGenerator::BuildPointPath FAILED! path sized %d returned\n", pointCount);
|
|
BuildShortcut();
|
|
_type = PathType(_type | PATHFIND_NOPATH);
|
|
return;
|
|
}
|
|
else if (pointCount == _pointPathLimit)
|
|
{
|
|
TC_LOG_DEBUG("maps.mmaps", "++ PathGenerator::BuildPointPath FAILED! path sized %d returned, lower than limit set to %d", pointCount, _pointPathLimit);
|
|
BuildShortcut();
|
|
_type = PathType(_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.mmaps", "++ PathGenerator::BuildPointPath path type %d size %d poly-size %d", _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.mmaps", "++ BuildShortcut :: making shortcut");
|
|
|
|
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_SLIME); // swim
|
|
}
|
|
else // assume Player
|
|
{
|
|
// perfect support not possible, just stay 'safe'
|
|
includeFlags |= (NAV_GROUND | NAV_WATER | NAV_MAGMA_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);
|
|
}
|
|
}
|
|
|
|
NavTerrainFlag PathGenerator::GetNavTerrain(float x, float y, float z)
|
|
{
|
|
LiquidData data;
|
|
ZLiquidStatus liquidStatus = _sourceUnit->GetMap()->GetLiquidStatus(_sourceUnit->GetPhaseShift(), x, y, z, map_liquidHeaderTypeFlags::AllLiquids, &data, _sourceUnit->GetCollisionHeight());
|
|
if (liquidStatus == LIQUID_MAP_NO_WATER)
|
|
return NAV_GROUND;
|
|
|
|
data.type_flags &= map_liquidHeaderTypeFlags::DarkWater;
|
|
switch (data.type_flags)
|
|
{
|
|
case map_liquidHeaderTypeFlags::Water:
|
|
case map_liquidHeaderTypeFlags::Ocean:
|
|
return NAV_WATER;
|
|
case map_liquidHeaderTypeFlags::Magma:
|
|
case map_liquidHeaderTypeFlags::Slime:
|
|
return NAV_MAGMA_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) != nullptr);
|
|
}
|
|
|
|
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) != 0;
|
|
bool offMeshConnection = (steerPosFlag & DT_STRAIGHTPATH_OFFMESH_CONNECTION) != 0;
|
|
|
|
// Find movement delta.
|
|
float delta[VERTEX_SIZE];
|
|
dtVsub(delta, steerPos, iterPos);
|
|
float len = dtMathSqrtf(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;
|
|
if (dtStatusFailed(_navMeshQuery->moveAlongSurface(polys[0], iterPos, moveTgt, &_filter, result, visited, (int*)&nvisited, MAX_VISIT_POLY)))
|
|
return DT_FAILURE;
|
|
npolys = FixupCorridor(polys, npolys, MAX_PATH_LENGTH, visited, nvisited);
|
|
|
|
if (dtStatusFailed(_navMeshQuery->getPolyHeight(polys[0], result, &result[1])))
|
|
TC_LOG_DEBUG("maps.mmaps", "Cannot find height at position X: %f Y: %f Z: %f for %s", result[2], result[0], result[1], _sourceUnit->GetDebugInfo());
|
|
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 connectionStartPos[VERTEX_SIZE], connectionEndPos[VERTEX_SIZE];
|
|
if (dtStatusSucceed(_navMesh->getOffMeshConnectionPolyEndPoints(prevRef, polyRef, connectionStartPos, connectionEndPos)))
|
|
{
|
|
if (nsmoothPath < maxSmoothPathSize)
|
|
{
|
|
dtVcopy(&smoothPath[nsmoothPath*VERTEX_SIZE], connectionStartPos);
|
|
nsmoothPath++;
|
|
}
|
|
// Move position at the other side of the off-mesh link.
|
|
dtVcopy(iterPos, connectionEndPos);
|
|
if (dtStatusFailed(_navMeshQuery->getPolyHeight(polys[0], iterPos, &iterPos[1])))
|
|
return DT_FAILURE;
|
|
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(float const* v1, float const* 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();
|
|
}
|
|
|
|
void PathGenerator::ShortenPathUntilDist(G3D::Vector3 const& target, float dist)
|
|
{
|
|
if (GetPathType() == PATHFIND_BLANK || _pathPoints.size() < 2)
|
|
{
|
|
TC_LOG_ERROR("maps.mmaps", "PathGenerator::ReducePathLengthByDist called before path was successfully built");
|
|
return;
|
|
}
|
|
|
|
float const distSq = dist * dist;
|
|
|
|
// the first point of the path must be outside the specified range
|
|
// (this should have really been checked by the caller...)
|
|
if ((_pathPoints[0] - target).squaredLength() < distSq)
|
|
return;
|
|
|
|
// check if we even need to do anything
|
|
if ((*_pathPoints.rbegin() - target).squaredLength() >= distSq)
|
|
return;
|
|
|
|
size_t i = _pathPoints.size()-1;
|
|
// find the first i s.t.:
|
|
// - _pathPoints[i] is still too close
|
|
// - _pathPoints[i-1] is too far away
|
|
// => the end point is somewhere on the line between the two
|
|
while (1)
|
|
{
|
|
// we know that pathPoints[i] is too close already (from the previous iteration)
|
|
if ((_pathPoints[i-1] - target).squaredLength() >= distSq)
|
|
break; // bingo!
|
|
|
|
if (!--i)
|
|
{
|
|
// no point found that fulfills the condition
|
|
_pathPoints[0] = _pathPoints[1];
|
|
_pathPoints.resize(2);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// ok, _pathPoints[i] is too close, _pathPoints[i-1] is not, so our target point is somewhere between the two...
|
|
// ... settle for a guesstimate since i'm not confident in doing trig on every chase motion tick...
|
|
// (@todo review this)
|
|
_pathPoints[i] += (_pathPoints[i - 1] - _pathPoints[i]).direction() * (dist - (_pathPoints[i] - target).length());
|
|
_pathPoints.resize(i+1);
|
|
}
|
|
|
|
bool PathGenerator::IsInvalidDestinationZ(Unit const* target) const
|
|
{
|
|
return (target->GetPositionZ() - GetActualEndPosition().z) > 5.0f;
|
|
}
|