[11909] Implement Pathfinder class to handle the actual pathfinding

Authors of this are Faramir118 and qsa.
Also thanks to many others for testing and suggestions!
This commit is contained in:
sixsixnine 2012-01-29 23:22:44 +01:00 committed by Schmoozerd
parent 1c64b0658e
commit d3606fb4ee
10 changed files with 1322 additions and 1 deletions

View file

@ -23,3 +23,753 @@
#include "Log.h"
#include "../recastnavigation/Detour/Include/DetourCommon.h"
////////////////// PathFinder //////////////////
PathFinder::PathFinder(const Unit* owner) :
m_polyLength(0), m_type(PATHFIND_BLANK),
m_useStraightPath(false), m_forceDestination(false), m_pointPathLimit(MAX_POINT_PATH_LENGTH),
m_sourceUnit(owner), m_navMesh(NULL), m_navMeshQuery(NULL)
{
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::PathInfo for %u \n", m_sourceUnit->GetGUIDLow());
uint32 mapId = m_sourceUnit->GetMapId();
if (MMAP::MMapFactory::IsPathfindingEnabled(mapId))
{
MMAP::MMapManager* mmap = MMAP::MMapFactory::createOrGetMMapManager();
m_navMesh = mmap->GetNavMesh(mapId);
m_navMeshQuery = mmap->GetNavMeshQuery(mapId, m_sourceUnit->GetInstanceId());
}
createFilter();
}
PathFinder::~PathFinder()
{
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::~PathInfo() for %u \n", m_sourceUnit->GetGUIDLow());
}
bool PathFinder::calculate(float destX, float destY, float destZ, bool forceDest)
{
Vector3 oldDest = getEndPosition();
Vector3 dest(destX, destY, destZ);
setEndPosition(dest);
float x, y, z;
m_sourceUnit->GetPosition(x, y, z);
Vector3 start(x, y, z);
setStartPosition(start);
m_forceDestination = forceDest;
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::calculate() for %u \n", m_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 (!m_navMesh || !m_navMeshQuery || m_sourceUnit->hasUnitState(UNIT_STAT_IGNORE_PATHFINDING) ||
!HaveTile(start) || !HaveTile(dest))
{
BuildShortcut();
m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
return true;
}
updateFilter();
// check if destination moved - if not we can optimize something here
// we are following old, precalculated path?
float dist = m_sourceUnit->GetObjectBoundingRadius();
if (inRange(oldDest, dest, dist, dist) && m_pathPoints.size() > 2)
{
// our target is not moving - we just coming closer
// we are moving on precalculated path - enjoy the ride
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::calculate:: precalculated path\n");
m_pathPoints.erase(m_pathPoints.begin());
return false;
}
else
{
// target moved, so we need to update the poly path
BuildPolyPath(start, dest);
return true;
}
}
dtPolyRef PathFinder::getPathPolyByPosition(const dtPolyRef *polyPath, uint32 polyPathSize, const float* 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 (DT_SUCCESS != m_navMeshQuery->closestPointOnPoly(polyPath[i], point, closestPoint))
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 PathFinder::getPolyByLocation(const float* 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(m_pathPolyRefs, m_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};
dtStatus result = m_navMeshQuery->findNearestPoly(point, extents, &m_filter, &polyRef, closestPoint);
if(DT_SUCCESS == result && polyRef != INVALID_POLYREF)
{
*distance = dtVdist(closestPoint, point);
return polyRef;
}
// still nothing ..
// try with bigger search box
extents[1] = 200.0f;
result = m_navMeshQuery->findNearestPoly(point, extents, &m_filter, &polyRef, closestPoint);
if(DT_SUCCESS == result && polyRef != INVALID_POLYREF)
{
*distance = dtVdist(closestPoint, point);
return polyRef;
}
return INVALID_POLYREF;
}
void PathFinder::BuildPolyPath(const Vector3 &startPos, const Vector3 &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 exception )
// its up to caller how he will use this info
if (startPoly == INVALID_POLYREF || endPoly == INVALID_POLYREF)
{
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPoly == 0 || endPoly == 0)\n");
BuildShortcut();
m_type = (m_sourceUnit->GetTypeId() == TYPEID_UNIT && ((Creature*)m_sourceUnit)->CanFly())
? 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)
{
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: farFromPoly distToStartPoly=%.3f distToEndPoly=%.3f\n", distToStartPoly, distToEndPoly);
bool buildShotrcut = false;
if (m_sourceUnit->GetTypeId() == TYPEID_UNIT)
{
Creature* owner = (Creature*)m_sourceUnit;
Vector3 p = (distToStartPoly > 7.0f) ? startPos : endPos;
if (m_sourceUnit->GetTerrain()->IsUnderWater(p.x, p.y, p.z))
{
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: underWater case\n");
if (owner->CanSwim())
buildShotrcut = true;
}
else
{
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: flying case\n");
if (owner->CanFly())
buildShotrcut = true;
}
}
if (buildShotrcut)
{
BuildShortcut();
m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
return;
}
else
{
float closestPoint[VERTEX_SIZE];
// we may want to use closestPointOnPolyBoundary instead
if (DT_SUCCESS == m_navMeshQuery->closestPointOnPoly(endPoly, endPoint, closestPoint))
{
dtVcopy(endPoint, closestPoint);
setActualEndPosition(Vector3(endPoint[2],endPoint[0],endPoint[1]));
}
m_type = PATHFIND_INCOMPLETE;
}
}
// *** poly path generating logic ***
// start and end are on same polygon
// just need to move in straight line
if (startPoly == endPoly)
{
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPoly == endPoly)\n");
BuildShortcut();
m_pathPolyRefs[0] = startPoly;
m_polyLength = 1;
m_type = farFromPoly ? PATHFIND_INCOMPLETE : PATHFIND_NORMAL;
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: path type %d\n", m_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, pathEndIndex;
if (m_polyLength)
{
for (pathStartIndex = 0; pathStartIndex < m_polyLength; ++pathStartIndex)
{
// here to carch few bugs
MANGOS_ASSERT(m_pathPolyRefs[pathStartIndex] != INVALID_POLYREF);
if (m_pathPolyRefs[pathStartIndex] == startPoly)
{
startPolyFound = true;
break;
}
}
for (pathEndIndex = m_polyLength-1; pathEndIndex > pathStartIndex; --pathEndIndex)
if (m_pathPolyRefs[pathEndIndex] == endPoly)
{
endPolyFound = true;
break;
}
}
if (startPolyFound && endPolyFound)
{
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ 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
m_polyLength = pathEndIndex - pathStartIndex + 1;
memmove(m_pathPolyRefs, m_pathPolyRefs+pathStartIndex, m_polyLength*sizeof(dtPolyRef));
}
else if (startPolyFound && !endPolyFound)
{
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPolyFound && !endPolyFound)\n");
// we are moving on the old path but target moved out
// so we have atleast part of poly-path ready
m_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(m_polyLength*0.8f + 0.5f);
memmove(m_pathPolyRefs, m_pathPolyRefs+pathStartIndex, prefixPolyLength*sizeof(dtPolyRef));
dtPolyRef suffixStartPoly = m_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 (DT_SUCCESS != m_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint))
{
// we can hit offmesh connection as last poly - closestPointOnPoly() don't like that
// try to recover by using prev polyref
--prefixPolyLength;
suffixStartPoly = m_pathPolyRefs[prefixPolyLength-1];
if (DT_SUCCESS != m_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint))
{
// suffixStartPoly is still invalid, error state
BuildShortcut();
m_type = PATHFIND_NOPATH;
return;
}
}
// generate suffix
uint32 suffixPolyLength = 0;
dtStatus dtResult = m_navMeshQuery->findPath(
suffixStartPoly, // start polygon
endPoly, // end polygon
suffixEndPoint, // start position
endPoint, // end position
&m_filter, // polygon search filter
m_pathPolyRefs + prefixPolyLength - 1, // [out] path
(int*)&suffixPolyLength,
MAX_PATH_LENGTH-prefixPolyLength); // max number of polygons in output path
if (!suffixPolyLength || dtResult != DT_SUCCESS)
{
// 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
sLog.outError("%u's Path Build failed: 0 length path", m_sourceUnit->GetGUIDLow());
}
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ m_polyLength=%u prefixPolyLength=%u suffixPolyLength=%u \n",m_polyLength, prefixPolyLength, suffixPolyLength);
// new path = prefix + suffix - overlap
m_polyLength = prefixPolyLength + suffixPolyLength - 1;
}
else
{
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ 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 = m_navMeshQuery->findPath(
startPoly, // start polygon
endPoly, // end polygon
startPoint, // start position
endPoint, // end position
&m_filter, // polygon search filter
m_pathPolyRefs, // [out] path
(int*)&m_polyLength,
MAX_PATH_LENGTH); // max number of polygons in output path
if (!m_polyLength || dtResult != DT_SUCCESS)
{
// only happens if we passed bad data to findPath(), or navmesh is messed up
sLog.outError("%u's Path Build failed: 0 length path", m_sourceUnit->GetGUIDLow());
BuildShortcut();
m_type = PATHFIND_NOPATH;
return;
}
}
// by now we know what type of path we can get
if (m_pathPolyRefs[m_polyLength - 1] == endPoly && !(m_type & PATHFIND_INCOMPLETE))
m_type = PATHFIND_NORMAL;
else
m_type = PATHFIND_INCOMPLETE;
// generate the point-path out of our up-to-date poly-path
BuildPointPath(startPoint, endPoint);
}
void PathFinder::BuildPointPath(const float *startPoint, const float *endPoint)
{
float pathPoints[MAX_POINT_PATH_LENGTH*VERTEX_SIZE];
uint32 pointCount = 0;
dtStatus dtResult = DT_FAILURE;
if (m_useStraightPath)
{
dtResult = m_navMeshQuery->findStraightPath(
startPoint, // start position
endPoint, // end position
m_pathPolyRefs, // current path
m_polyLength, // lenth of current path
pathPoints, // [out] path corner points
NULL, // [out] flags
NULL, // [out] shortened path
(int*)&pointCount,
m_pointPathLimit); // maximum number of points/polygons to use
}
else
{
dtResult = findSmoothPath(
startPoint, // start position
endPoint, // end position
m_pathPolyRefs, // current path
m_polyLength, // length of current path
pathPoints, // [out] path corner points
(int*)&pointCount,
m_pointPathLimit); // maximum number of points
}
if (pointCount < 2 || dtResult != DT_SUCCESS)
{
// only happens if pass bad data to findStraightPath or navmesh is broken
// single point paths can be generated here
// TODO : check the exact cases
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::BuildPointPath FAILED! path sized %d returned\n", pointCount);
BuildShortcut();
m_type = PATHFIND_NOPATH;
return;
}
m_pathPoints.resize(pointCount);
for (uint32 i = 0; i < pointCount; ++i)
m_pathPoints[i] = Vector3(pathPoints[i*VERTEX_SIZE+2], pathPoints[i*VERTEX_SIZE], pathPoints[i*VERTEX_SIZE+1]);
// first point is always our current location - we need the next one
setActualEndPosition(m_pathPoints[pointCount-1]);
// force the given destination, if needed
if(m_forceDestination &&
(!(m_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());
m_pathPoints[m_pathPoints.size()-1] = getEndPosition();
}
else
{
setActualEndPosition(getEndPosition());
BuildShortcut();
}
m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
}
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::BuildPointPath path type %d size %d poly-size %d\n", m_type, pointCount, m_polyLength);
}
void PathFinder::BuildShortcut()
{
DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::BuildShortcut :: making shortcut\n");
clear();
// make two point path, our curr pos is the start, and dest is the end
m_pathPoints.resize(2);
// set start and a default next position
m_pathPoints[0] = getStartPosition();
m_pathPoints[1] = getActualEndPosition();
m_type = PATHFIND_SHORTCUT;
}
void PathFinder::createFilter()
{
uint16 includeFlags = 0;
uint16 excludeFlags = 0;
if (m_sourceUnit->GetTypeId() == TYPEID_UNIT)
{
Creature* creature = (Creature*)m_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 if (m_sourceUnit->GetTypeId() == TYPEID_PLAYER)
{
// perfect support not possible, just stay 'safe'
includeFlags |= (NAV_GROUND | NAV_WATER);
}
m_filter.setIncludeFlags(includeFlags);
m_filter.setExcludeFlags(excludeFlags);
updateFilter();
}
void PathFinder::updateFilter()
{
// allow creatures to cheat and use different movement types if they are moved
// forcefully into terrain they can't normally move in
if (m_sourceUnit->IsInWater() || m_sourceUnit->IsUnderWater())
{
uint16 includedFlags = m_filter.getIncludeFlags();
includedFlags |= getNavTerrain(m_sourceUnit->GetPositionX(),
m_sourceUnit->GetPositionY(),
m_sourceUnit->GetPositionZ());
m_filter.setIncludeFlags(includedFlags);
}
}
NavTerrain PathFinder::getNavTerrain(float x, float y, float z)
{
GridMapLiquidData data;
m_sourceUnit->GetTerrain()->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &data);
switch (data.type)
{
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 PathFinder::HaveTile(const Vector3 &p) const
{
int tx, ty;
float point[VERTEX_SIZE] = {p.y, p.z, p.x};
m_navMesh->calcTileLoc(point, &tx, &ty);
return (m_navMesh->getTileAt(tx, ty) != NULL);
}
uint32 PathFinder::fixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath,
const dtPolyRef* 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 > 0 ? 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 PathFinder::getSteerTarget(const float* startPos, const float* endPos,
float minTargetDist, const dtPolyRef* 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 = m_navMeshQuery->findStraightPath(startPos, endPos, path, pathSize,
steerPath, steerPathFlags, steerPathPolys, (int*)&nsteerPath, MAX_STEER_POINTS);
if (!nsteerPath || DT_SUCCESS != 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 PathFinder::findSmoothPath(const float* startPos, const float* endPos,
const dtPolyRef* 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(DT_SUCCESS != m_navMeshQuery->closestPointOnPolyBoundary(polys[0], startPos, iterPos))
return DT_FAILURE;
if(DT_SUCCESS != m_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;
m_navMeshQuery->moveAlongSurface(polys[0], iterPos, moveTgt, &m_filter, result, visited, (int*)&nvisited, MAX_VISIT_POLY);
npolys = fixupCorridor(polys, npolys, MAX_PATH_LENGTH, visited, nvisited);
m_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 (DT_SUCCESS == m_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);
m_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 PathFinder::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 PathFinder::inRange(const Vector3 &p1, const Vector3 &p2, float r, float h) const
{
Vector3 d = p1-p2;
return (d.x*d.x + d.y*d.y) < r*r && fabsf(d.z) < h;
}
float PathFinder::dist3DSqr(const Vector3 &p1, const Vector3 &p2) const
{
return (p1-p2).squaredLength();
}