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1079 lines
27 KiB
1079 lines
27 KiB
// NextBotPath.cpp
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// Encapsulate and manipulate a path through the world
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// Author: Michael Booth, February 2006
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// Copyright (c) 2006 Turtle Rock Studios, Inc. - All Rights Reserved
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#include "cbase.h"
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#include "nav_mesh.h"
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#include "fmtstr.h"
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#include "NextBotPath.h"
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#include "NextBotInterface.h"
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#include "NextBotLocomotionInterface.h"
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#include "NextBotBodyInterface.h"
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#include "NextBotUtil.h"
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#include "tier0/vprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar NextBotPathDrawIncrement( "nb_path_draw_inc", "100", FCVAR_CHEAT );
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ConVar NextBotPathDrawSegmentCount( "nb_path_draw_segment_count", "100", FCVAR_CHEAT );
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ConVar NextBotPathSegmentInfluenceRadius( "nb_path_segment_influence_radius", "100", FCVAR_CHEAT );
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//--------------------------------------------------------------------------------------------------------------
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Path::Path( void )
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{
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m_segmentCount = 0;
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m_cursorPos = 0.0f;
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m_isCursorDataDirty = true;
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m_cursorData.segmentPrior = NULL;
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m_ageTimer.Invalidate();
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m_subject = NULL;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Determine actual path positions
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*/
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bool Path::ComputePathDetails( INextBot *bot, const Vector &start )
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{
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VPROF_BUDGET( "Path::ComputePathDetails", "NextBot" );
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if (m_segmentCount == 0)
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return false;
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IBody *body = bot->GetBodyInterface();
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ILocomotion *mover = bot->GetLocomotionInterface();
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const float stepHeight = ( mover ) ? mover->GetStepHeight() : 18.0f;
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// inflate hull width slightly as a safety margin
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const float hullWidth = ( body ) ? body->GetHullWidth() + 5.0f : 1.0f;
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// set first path position
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if ( m_path[0].area->Contains( start ) )
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{
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m_path[0].pos = start;
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}
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else
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{
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// start in first area's center
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m_path[0].pos = m_path[0].area->GetCenter();
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}
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m_path[0].ladder = NULL;
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m_path[0].how = NUM_TRAVERSE_TYPES;
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m_path[0].type = ON_GROUND;
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// set positions along the path
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for( int i=1; i<m_segmentCount; ++i )
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{
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Segment *from = &m_path[ i-1 ];
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Segment *to = &m_path[ i ];
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if ( to->how <= GO_WEST ) // walk along the floor to the next area
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{
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to->ladder = NULL;
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from->area->ComputePortal( to->area, (NavDirType)to->how, &to->m_portalCenter, &to->m_portalHalfWidth );
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// compute next point
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ComputeAreaCrossing( bot, from->area, from->pos, to->area, (NavDirType)to->how, &to->pos );
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// we need to walk out of "from" area, so keep Z where we can reach it
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to->pos.z = from->area->GetZ( to->pos );
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// if this is a "jump down" connection, we must insert an additional point on the path
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float expectedHeightDrop = from->area->GetZ( from->pos ) - to->area->GetZ( to->pos );
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if ( expectedHeightDrop > mover->GetStepHeight() )
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{
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// NOTE: We can't know this is a drop-down yet, because of subtle interactions
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// between nav area links and "portals" and "area crossings"
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// compute direction of path just prior to "jump down"
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Vector2D dir;
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DirectionToVector2D( (NavDirType)to->how, &dir );
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// shift top of "jump down" out a bit to "get over the ledge"
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const float inc = 0.25f * hullWidth;
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const float maxPushDist = 75.0f;
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float halfWidth = hullWidth/2.0f;
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float hullHeight = ( body ) ? body->GetCrouchHullHeight() : 1.0f;
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float pushDist;
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for( pushDist = 0.0f; pushDist <= maxPushDist; pushDist += inc )
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{
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Vector pos = to->pos + Vector( pushDist * dir.x, pushDist * dir.y, 0.0f );
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trace_t ground;
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NextBotTraceFilterIgnoreActors filter( bot->GetEntity(), COLLISION_GROUP_NONE );
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UTIL_TraceHull( pos, pos + Vector( 0, 0, -stepHeight ),
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Vector( -halfWidth, -halfWidth, 0 ), Vector( halfWidth, halfWidth, hullHeight ),
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MASK_NPCSOLID, &filter, &ground );
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if (ground.fraction >= 1.0f)
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{
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// found clearance to drop
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break;
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}
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}
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Vector startDrop( to->pos.x + pushDist * dir.x, to->pos.y + pushDist * dir.y, to->pos.z );
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Vector endDrop( startDrop.x, startDrop.y, to->area->GetZ( to->pos ) );
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if ( bot->IsDebugging( NEXTBOT_PATH ) )
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{
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NDebugOverlay::Cross3D( startDrop, 5.0f, 255, 0, 0, true, 5.0f );
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NDebugOverlay::Cross3D( endDrop, 5.0f, 0, 255, 0, true, 5.0f );
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NDebugOverlay::HorzArrow( startDrop, endDrop, 5.0f, 255, 100, 0, 255, true, 5.0f );
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}
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// verify that there is actually ground down there in case this is a far jump dropdown
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float ground;
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if ( TheNavMesh->GetGroundHeight( startDrop, &ground ) )
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{
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if ( startDrop.z > ground + stepHeight )
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{
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// if "ground" is lower than the next segment along the path
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// there is a chasm between - this is not a drop down
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// NOTE next->pos is not yet valid - this loop is computing it!
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const Segment *next = NextSegment( to );
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if ( !next || next->area->GetCenter().z < ground + stepHeight )
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{
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// this is a "jump down" link
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to->pos = startDrop;
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to->type = DROP_DOWN;
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// insert a duplicate node to represent the bottom of the fall
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if ( m_segmentCount < MAX_PATH_SEGMENTS-1 )
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{
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// copy nodes down
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for( int j=m_segmentCount; j>i; --j )
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m_path[j] = m_path[j-1];
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// path is one node longer
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++m_segmentCount;
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// move index ahead into the new node we just duplicated
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++i;
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m_path[i].pos.x = endDrop.x;
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m_path[i].pos.y = endDrop.y;
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m_path[i].pos.z = ground;
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m_path[i].type = ON_GROUND;
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}
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}
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}
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}
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}
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}
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else if ( to->how == GO_LADDER_UP ) // to get to next area, must go up a ladder
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{
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// find our ladder
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const NavLadderConnectVector *ladders = from->area->GetLadders( CNavLadder::LADDER_UP );
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int it;
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for( it=0; it<ladders->Count(); ++it )
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{
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CNavLadder *ladder = (*ladders)[ it ].ladder;
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// can't use "behind" area when ascending...
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if (ladder->m_topForwardArea == to->area ||
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ladder->m_topLeftArea == to->area ||
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ladder->m_topRightArea == to->area)
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{
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to->ladder = ladder;
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to->pos = ladder->m_bottom + ladder->GetNormal() * 2.0f * HalfHumanWidth;
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to->type = LADDER_UP;
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break;
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}
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}
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if (it == ladders->Count())
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{
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//PrintIfWatched( "ERROR: Can't find ladder in path\n" );
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return false;
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}
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}
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else if ( to->how == GO_LADDER_DOWN ) // to get to next area, must go down a ladder
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{
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// find our ladder
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const NavLadderConnectVector *ladders = from->area->GetLadders( CNavLadder::LADDER_DOWN );
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int it;
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for( it=0; it<ladders->Count(); ++it )
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{
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CNavLadder *ladder = (*ladders)[ it ].ladder;
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if (ladder->m_bottomArea == to->area)
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{
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to->ladder = ladder;
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to->pos = ladder->m_top;
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to->pos = ladder->m_top - ladder->GetNormal() * 2.0f * HalfHumanWidth;
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to->type = LADDER_DOWN;
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break;
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}
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}
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if (it == ladders->Count())
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{
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//PrintIfWatched( "ERROR: Can't find ladder in path\n" );
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return false;
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}
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}
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else if ( to->how == GO_ELEVATOR_UP || to->how == GO_ELEVATOR_DOWN )
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{
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to->pos = to->area->GetCenter();
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to->ladder = NULL;
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}
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}
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//
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// Scan for non-adjacent nav areas and add gap-jump-target nodes
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// and jump-up target nodes for adjacent ledge mantling
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// @todo Adjacency should be baked into the mesh data
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//
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for( int i=0; i<m_segmentCount-1; ++i )
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{
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Segment *from = &m_path[ i ];
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Segment *to = &m_path[ i+1 ];
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// first segment doesnt have a direction
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if ( from->how != NUM_TRAVERSE_TYPES && from->how > GO_WEST )
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continue;
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if ( to->how > GO_WEST || !to->type == ON_GROUND )
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continue;
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// if areas are separated, we may need to 'gap jump' between them
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// add a node to minimize the jump distance
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Vector closeFrom, closeTo;
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to->area->GetClosestPointOnArea( from->pos, &closeTo );
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from->area->GetClosestPointOnArea( closeTo, &closeFrom );
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if ( bot->IsDebugging( NEXTBOT_PATH ) )
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{
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NDebugOverlay::Line( closeFrom, closeTo, 255, 0, 255, true, 5.0f );
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}
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const float separationTolerance = 1.9f * GenerationStepSize;
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if ( (closeFrom - closeTo).AsVector2D().IsLengthGreaterThan( separationTolerance ) && ( closeTo - closeFrom ).AsVector2D().IsLengthGreaterThan( 0.5f * fabs( closeTo.z - closeFrom.z ) ) )
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{
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// areas are disjoint and mostly level - add gap jump target
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// compute landing spot in 'to' area
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Vector landingPos;
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to->area->GetClosestPointOnArea( to->pos, &landingPos );
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// compute launch spot in 'from' area
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Vector launchPos;
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from->area->GetClosestPointOnArea( landingPos, &launchPos );
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Vector forward = landingPos - launchPos;
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forward.NormalizeInPlace();
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const float halfWidth = hullWidth/2.0f;
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// adjust path position to landing spot
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to->pos = landingPos + forward * halfWidth;
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// insert launch position just before that segment to ensure bot is
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// positioned for minimal jump distance
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Segment newSegment = *from;
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newSegment.pos = launchPos - forward * halfWidth;
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newSegment.type = JUMP_OVER_GAP;
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InsertSegment( newSegment, i+1 );
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++i;
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}
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else if ( (closeTo.z - closeFrom.z) > stepHeight )
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{
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// areas are adjacent, but need a jump-up - add a jump-to target
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// adjust goal to be at top of ledge
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//to->pos.z = to->area->GetZ( to->pos.x, to->pos.y );
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// use center of climb-up destination area to make sure bot moves onto actual ground once they finish their climb
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to->pos = to->area->GetCenter();
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// add launch position at base of jump
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Segment newSegment = *from;
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Vector launchPos;
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from->area->GetClosestPointOnArea( to->pos, &launchPos );
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newSegment.pos = launchPos;
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newSegment.type = CLIMB_UP;
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if ( bot->IsDebugging( NEXTBOT_PATH ) )
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{
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NDebugOverlay::Cross3D( newSegment.pos, 15.0f, 255, 100, 255, true, 3.0f );
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}
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InsertSegment( newSegment, i+1 );
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++i;
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}
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/** RETHINK THIS. It doesn't work in general cases, and messes up on doorways
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else if ( from->type == ON_GROUND && from->how <= GO_WEST )
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{
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// if any segment is not directly walkable, add a segment
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// fixup corners that are being cut too tightly
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if ( mover && !mover->IsPotentiallyTraversable( from->pos, to->pos ) )
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{
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Segment newSegment = *from;
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if ( bot->IsDebugging( INextBot::PATH ) )
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{
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NDebugOverlay::HorzArrow( from->pos, to->pos, 3.0f, 255, 0, 0, 255, true, 3.0f );
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}
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//newSegment.pos = from->area->GetCenter();
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Vector2D shift;
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DirectionToVector2D( OppositeDirection( (NavDirType)to->how ), &shift );
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newSegment.pos = to->pos;
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newSegment.pos.x += hullWidth * shift.x;
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newSegment.pos.y += hullWidth * shift.y;
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newSegment.type = ON_GROUND;
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if ( bot->IsDebugging( INextBot::PATH ) )
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{
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NDebugOverlay::Cross3D( newSegment.pos, 15.0f, 255, 0, 255, true, 3.0f );
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}
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InsertSegment( newSegment, i+1 );
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i += 2;
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}
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}
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*/
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}
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Insert new segment at index i
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*/
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void Path::InsertSegment( Segment newSegment, int i )
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{
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if (m_segmentCount < MAX_PATH_SEGMENTS-1)
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{
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// shift segments to make room for new one
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for( int j=m_segmentCount; j>i; --j )
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m_path[j] = m_path[j-1];
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// path is one node longer
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++m_segmentCount;
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m_path[i] = newSegment;
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Build trivial path when start and goal are in the same nav area
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*/
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bool Path::BuildTrivialPath( INextBot *bot, const Vector &goal )
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{
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const Vector &start = bot->GetPosition();
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m_segmentCount = 0;
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/// @todo Dangerous to use "nearset" nav area - could be far away
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CNavArea *startArea = TheNavMesh->GetNearestNavArea( start );
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if (startArea == NULL)
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return false;
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CNavArea *goalArea = TheNavMesh->GetNearestNavArea( goal );
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if (goalArea == NULL)
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return false;
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m_segmentCount = 2;
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m_path[0].area = startArea;
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m_path[0].pos.x = start.x;
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m_path[0].pos.y = start.y;
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m_path[0].pos.z = startArea->GetZ( start );
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m_path[0].ladder = NULL;
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m_path[0].how = NUM_TRAVERSE_TYPES;
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m_path[0].type = ON_GROUND;
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m_path[1].area = goalArea;
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m_path[1].pos.x = goal.x;
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m_path[1].pos.y = goal.y;
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m_path[1].pos.z = goalArea->GetZ( goal );
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m_path[1].ladder = NULL;
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m_path[1].how = NUM_TRAVERSE_TYPES;
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m_path[1].type = ON_GROUND;
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m_path[0].forward = m_path[1].pos - m_path[0].pos;
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m_path[0].length = m_path[0].forward.NormalizeInPlace();
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m_path[0].distanceFromStart = 0.0f;
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m_path[0].curvature = 0.0f;
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m_path[1].forward = m_path[0].forward;
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m_path[1].length = 0.0f;
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m_path[1].distanceFromStart = m_path[0].length;
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m_path[1].curvature = 0.0f;
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OnPathChanged( bot, COMPLETE_PATH );
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Draw the path for debugging.
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*/
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void Path::Draw( const Path::Segment *start ) const
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{
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if ( !IsValid() )
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return;
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CFmtStr msg;
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// limit length of path we draw
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int count = NextBotPathDrawSegmentCount.GetInt();
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const Segment *s = start ? start : FirstSegment();
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int i=0;
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while( s && count-- )
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{
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const Segment *next = NextSegment( s );
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if ( next == NULL )
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{
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// end of the path
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break;
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}
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Vector to = next->pos - s->pos;
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float horiz = MAX( abs(to.x), abs(to.y) );
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float vert = abs( to.z );
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int r,g,b;
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switch( s->type )
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{
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case DROP_DOWN: r = 255; g = 0; b = 255; break;
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case CLIMB_UP: r = 0; g = 0; b = 255; break;
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case JUMP_OVER_GAP: r = 0; g = 255; b = 255; break;
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case LADDER_UP: r = 0; g = 255; b = 0; break;
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case LADDER_DOWN: r = 0; g = 100; b = 0; break;
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default: r = 255; g = 77; b = 0; break; // ON_GROUND
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}
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if ( s->ladder )
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{
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NDebugOverlay::VertArrow( s->ladder->m_bottom, s->ladder->m_top, 5.0f, r, g, b, 255, true, 0.1f );
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}
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else
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{
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NDebugOverlay::Line( s->pos, next->pos, r, g, b, true, 0.1f );
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}
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const float nodeLength = 25.0f;
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if ( horiz > vert )
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{
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NDebugOverlay::HorzArrow( s->pos, s->pos + nodeLength * s->forward, 5.0f, r, g, b, 255, true, 0.1f );
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}
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else
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{
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NDebugOverlay::VertArrow( s->pos, s->pos + nodeLength * s->forward, 5.0f, r, g, b, 255, true, 0.1f );
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}
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NDebugOverlay::Text( s->pos, msg.sprintf( "%d", i ), true, 0.1f );
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|
|
//NDebugOverlay::Text( s->pos, msg.sprintf( "%d (%3.2f)", i, s->curvature ), false, 0.1f );
|
|
|
|
s = next;
|
|
++i;
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Draw the path for debugging - MODIFIES cursor position
|
|
*/
|
|
void Path::DrawInterpolated( float from, float to )
|
|
{
|
|
if ( !IsValid() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
float t = from;
|
|
|
|
MoveCursor( t );
|
|
const Data &data = GetCursorData();
|
|
Vector lastPos = data.pos;
|
|
|
|
do
|
|
{
|
|
t += NextBotPathDrawIncrement.GetFloat();
|
|
|
|
MoveCursor( t );
|
|
const Data &data = GetCursorData();
|
|
|
|
float curvePower = 3.0f * data.curvature;
|
|
|
|
int r = 255 * ( 1.0f - curvePower );
|
|
r = clamp( r, 0, 255 );
|
|
|
|
int g = 255 * ( 1.0f + curvePower );
|
|
g = clamp( g, 0, 255 );
|
|
|
|
NDebugOverlay::Line( lastPos, data.pos, r, g, 0, true, 0.1f );
|
|
|
|
/*
|
|
int i = 0xFF & (int)( data.pos.x + data.pos.y + data.pos.z );
|
|
i >>= 1;
|
|
i += 128;
|
|
|
|
NDebugOverlay::Line( data.pos, data.pos + 10.0f * data.forward, 0, i, i, true, 0.1f );
|
|
*/
|
|
|
|
lastPos = data.pos;
|
|
}
|
|
while( t < to );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Check line of sight from 'anchor' node on path to subsequent nodes until
|
|
* we find a node that can't been seen from 'anchor'.
|
|
*/
|
|
int Path::FindNextOccludedNode( INextBot *bot, int anchorIndex )
|
|
{
|
|
ILocomotion *mover = bot->GetLocomotionInterface();
|
|
if ( mover == NULL)
|
|
{
|
|
return m_segmentCount;
|
|
}
|
|
|
|
Segment *anchor = &m_path[ anchorIndex ];
|
|
|
|
for( int i=anchorIndex+1; i<m_segmentCount; ++i )
|
|
{
|
|
Segment *to = &m_path[i];
|
|
|
|
// if this segment is not on the ground, or is precise, don't skip past it
|
|
if ( !to->type == ON_GROUND || (to->area->GetAttributes() & NAV_MESH_PRECISE) )
|
|
{
|
|
return i;
|
|
}
|
|
|
|
if ( !mover->IsPotentiallyTraversable( anchor->pos, to->pos, ILocomotion::IMMEDIATELY ) )
|
|
{
|
|
// cant reach this node directly from anchor node
|
|
return i;
|
|
}
|
|
|
|
if ( mover->HasPotentialGap( anchor->pos, to->pos ) )
|
|
{
|
|
// we would fall into a gap if we took this cutoff
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return m_segmentCount;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Smooth out path, removing redundant nodes
|
|
*/
|
|
void Path::Optimize( INextBot *bot )
|
|
{
|
|
// this is SUPER expensive - especially the IsGap() check
|
|
return;
|
|
|
|
VPROF_BUDGET( "Path::Optimize", "NextBot" );
|
|
|
|
if (m_segmentCount < 3)
|
|
return;
|
|
|
|
int anchor = 0;
|
|
|
|
while( anchor < m_segmentCount )
|
|
{
|
|
int occluded = FindNextOccludedNode( bot, anchor );
|
|
int nextAnchor = occluded-1;
|
|
|
|
if (nextAnchor > anchor)
|
|
{
|
|
// remove redundant nodes between anchor and nextAnchor
|
|
int removeCount = nextAnchor - anchor - 1;
|
|
if (removeCount > 0)
|
|
{
|
|
for( int i=nextAnchor; i<m_segmentCount; ++i )
|
|
{
|
|
m_path[i-removeCount] = m_path[i];
|
|
}
|
|
m_segmentCount -= removeCount;
|
|
}
|
|
}
|
|
|
|
++anchor;
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Compute final data for completed path
|
|
*/
|
|
void Path::PostProcess( void )
|
|
{
|
|
VPROF_BUDGET( "Path::PostProcess", "NextBot" );
|
|
|
|
m_ageTimer.Start();
|
|
|
|
if (m_segmentCount == 0)
|
|
return;
|
|
|
|
if (m_segmentCount == 1)
|
|
{
|
|
m_path[0].forward = vec3_origin;
|
|
m_path[0].length = 0.0f;
|
|
m_path[0].distanceFromStart = 0.0f;
|
|
m_path[0].curvature = 0.0f;
|
|
return;
|
|
}
|
|
|
|
float distanceSoFar = 0.0f;
|
|
int i;
|
|
for( i=0; i < m_segmentCount-1; ++i )
|
|
{
|
|
Segment *from = &m_path[ i ];
|
|
Segment *to = &m_path[ i+1 ];
|
|
|
|
from->forward = to->pos - from->pos;
|
|
from->length = from->forward.NormalizeInPlace();
|
|
|
|
from->distanceFromStart = distanceSoFar;
|
|
|
|
distanceSoFar += from->length;
|
|
}
|
|
|
|
|
|
// compute curvature in XY plane
|
|
Vector2D from, to;
|
|
for( i=1; i < m_segmentCount-1; ++i )
|
|
{
|
|
if (m_path[ i ].type != ON_GROUND)
|
|
{
|
|
m_path[ i ].curvature = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
from = m_path[ i-1 ].forward.AsVector2D();
|
|
from.NormalizeInPlace();
|
|
|
|
to = m_path[ i ].forward.AsVector2D();
|
|
to.NormalizeInPlace();
|
|
|
|
m_path[ i ].curvature = 0.5f * ( 1.0f - from.Dot( to ) );
|
|
|
|
Vector2D right( -from.y, from.x );
|
|
if ( to.Dot( right ) < 0.0f )
|
|
{
|
|
m_path[ i ].curvature = -m_path[ i ].curvature;
|
|
}
|
|
}
|
|
}
|
|
|
|
// first segment has no curvature
|
|
m_path[ 0 ].curvature = 0.0f;
|
|
|
|
// last segment maintains direction
|
|
m_path[ i ].forward = m_path[ i-1 ].forward;
|
|
m_path[ i ].length = 0.0f;
|
|
m_path[ i ].distanceFromStart = distanceSoFar;
|
|
m_path[ i ].curvature = 0.0f;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return a position on the path at the given distance from the path start
|
|
*/
|
|
const Vector &Path::GetPosition( float distanceFromStart, const Segment *start ) const
|
|
{
|
|
if (!IsValid())
|
|
{
|
|
return vec3_origin;
|
|
}
|
|
|
|
float lengthSoFar;
|
|
const Segment *segment;
|
|
|
|
if (start)
|
|
{
|
|
segment = start;
|
|
lengthSoFar = start->distanceFromStart;
|
|
}
|
|
else
|
|
{
|
|
segment = &m_path[0];
|
|
lengthSoFar = 0.0f;
|
|
}
|
|
|
|
if (segment->distanceFromStart > distanceFromStart)
|
|
{
|
|
// clamp to path start
|
|
return segment->pos;
|
|
}
|
|
|
|
|
|
const Segment *next = NextSegment( segment );
|
|
|
|
Vector delta;
|
|
float length;
|
|
|
|
while( next )
|
|
{
|
|
delta = next->pos - segment->pos;
|
|
length = segment->length;
|
|
|
|
if (lengthSoFar + length >= distanceFromStart)
|
|
{
|
|
// desired point is on this segment of the path
|
|
float overlap = distanceFromStart - lengthSoFar;
|
|
float t = overlap / length;
|
|
|
|
m_pathPos = segment->pos + t * delta;
|
|
|
|
return m_pathPos;
|
|
}
|
|
|
|
lengthSoFar += length;
|
|
|
|
segment = next;
|
|
next = NextSegment( next );
|
|
}
|
|
|
|
// clamp to path end
|
|
return segment->pos;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return the closest point on the path to the given position
|
|
*/
|
|
const Vector &Path::GetClosestPosition( const Vector &pos, const Segment *start, float alongLimit ) const
|
|
{
|
|
const Segment *segment = (start) ? start : &m_path[0];
|
|
|
|
if (segment == NULL)
|
|
{
|
|
return pos;
|
|
}
|
|
|
|
m_closePos = pos;
|
|
float closeRangeSq = 99999999999.9f;
|
|
|
|
float distanceSoFar = 0.0f;
|
|
while( alongLimit == 0.0f || distanceSoFar <= alongLimit )
|
|
{
|
|
const Segment *nextSegment = NextSegment( segment );
|
|
|
|
if (nextSegment)
|
|
{
|
|
Vector close;
|
|
CalcClosestPointOnLineSegment( pos, segment->pos, nextSegment->pos, close );
|
|
float rangeSq = (close - pos).LengthSqr();
|
|
if (rangeSq < closeRangeSq)
|
|
{
|
|
m_closePos = close;
|
|
closeRangeSq = rangeSq;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// end of the path
|
|
break;
|
|
}
|
|
|
|
distanceSoFar += segment->length;
|
|
segment = nextSegment;
|
|
}
|
|
|
|
return m_closePos;
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Replace this path with the given path's data
|
|
*/
|
|
void Path::Copy( INextBot *bot, const Path &path )
|
|
{
|
|
VPROF_BUDGET( "Path::Copy", "NextBot" );
|
|
|
|
Invalidate();
|
|
|
|
for( int i = 0; i < path.m_segmentCount; ++i )
|
|
{
|
|
m_path[i] = path.m_path[i];
|
|
}
|
|
m_segmentCount = path.m_segmentCount;
|
|
|
|
OnPathChanged( bot, COMPLETE_PATH );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Set cursor position to closest point on path to given position
|
|
*/
|
|
void Path::MoveCursorToClosestPosition( const Vector &pos, SeekType type, float alongLimit ) const
|
|
{
|
|
if ( !IsValid() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( type == SEEK_ENTIRE_PATH || type == SEEK_AHEAD )
|
|
{
|
|
const Segment *segment;
|
|
|
|
if ( type == SEEK_AHEAD )
|
|
{
|
|
// continue search from cursor position onward
|
|
if ( m_cursorData.segmentPrior )
|
|
{
|
|
segment = m_cursorData.segmentPrior;
|
|
}
|
|
else
|
|
{
|
|
// no prior segment, start from the start
|
|
segment = &m_path[ 0 ];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// search entire path from the start
|
|
segment = &m_path[ 0 ];
|
|
}
|
|
|
|
m_cursorData.pos = pos;
|
|
m_cursorData.segmentPrior = segment;
|
|
float closeRangeSq = 99999999999.9f;
|
|
|
|
float distanceSoFar = 0.0f;
|
|
while( alongLimit == 0.0f || distanceSoFar <= alongLimit )
|
|
{
|
|
const Segment *nextSegment = NextSegment( segment );
|
|
|
|
if ( nextSegment )
|
|
{
|
|
Vector close;
|
|
CalcClosestPointOnLineSegment( pos, segment->pos, nextSegment->pos, close );
|
|
|
|
float rangeSq = ( close - pos ).LengthSqr();
|
|
if ( rangeSq < closeRangeSq )
|
|
{
|
|
m_cursorData.pos = close;
|
|
m_cursorData.segmentPrior = segment;
|
|
|
|
closeRangeSq = rangeSq;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// end of the path
|
|
break;
|
|
}
|
|
|
|
distanceSoFar += segment->length;
|
|
segment = nextSegment;
|
|
}
|
|
|
|
//
|
|
// Move cursor to closest point on path
|
|
//
|
|
segment = m_cursorData.segmentPrior;
|
|
|
|
float t = ( m_cursorData.pos - segment->pos ).Length() / segment->length;
|
|
|
|
m_cursorPos = segment->distanceFromStart + t * segment->length;
|
|
m_isCursorDataDirty = true;
|
|
}
|
|
else
|
|
{
|
|
AssertMsg( false, "SEEK_BEHIND not implemented" );
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return path state at the current cursor position
|
|
*/
|
|
const Path::Data &Path::GetCursorData( void ) const
|
|
{
|
|
if ( IsValid() )
|
|
{
|
|
if ( m_isCursorDataDirty )
|
|
{
|
|
const float epsilon = 0.0001f;
|
|
if ( m_cursorPos < epsilon || m_segmentCount < 2 )
|
|
{
|
|
// start of path
|
|
m_cursorData.pos = m_path[0].pos;
|
|
m_cursorData.forward = m_path[0].forward;
|
|
m_cursorData.curvature = m_path[0].curvature;
|
|
m_cursorData.segmentPrior = &m_path[0];
|
|
}
|
|
else if ( m_cursorPos > GetLength() - epsilon )
|
|
{
|
|
// end of path
|
|
m_cursorData.pos = m_path[ m_segmentCount-2 ].pos;
|
|
m_cursorData.forward = m_path[ m_segmentCount-2 ].forward;
|
|
m_cursorData.curvature = m_path[ m_segmentCount-2 ].curvature;
|
|
m_cursorData.segmentPrior = &m_path[ m_segmentCount-2 ];
|
|
}
|
|
else
|
|
{
|
|
// along path
|
|
float lengthSoFar = 0.0f;
|
|
const Segment *segment = &m_path[0];
|
|
|
|
const Segment *next = NextSegment( segment );
|
|
|
|
while( next )
|
|
{
|
|
float length = segment->length;
|
|
|
|
if ( lengthSoFar + length >= m_cursorPos )
|
|
{
|
|
// desired point is on this segment of the path
|
|
float overlap = m_cursorPos - lengthSoFar;
|
|
float t = 1.0f; // 0-length segments are assumed to be complete, to avoid NaNs
|
|
if ( length > 0.0f )
|
|
{
|
|
t = overlap / length;
|
|
}
|
|
|
|
// interpolate data at this point along the path
|
|
m_cursorData.pos = segment->pos + t * ( next->pos - segment->pos );
|
|
m_cursorData.forward = segment->forward + t * ( next->forward - segment->forward );
|
|
m_cursorData.segmentPrior = segment;
|
|
|
|
// curvature fades to zero along midpoint of long straight segments
|
|
// and is influenced as it nears ends of segment
|
|
if ( overlap < NextBotPathSegmentInfluenceRadius.GetFloat() )
|
|
{
|
|
if ( length - overlap < NextBotPathSegmentInfluenceRadius.GetFloat() )
|
|
{
|
|
// near start and end - interpolate
|
|
float startCurvature = segment->curvature * ( 1.0f - ( overlap / NextBotPathSegmentInfluenceRadius.GetFloat() ) );
|
|
float endCurvature = next->curvature * ( 1.0f - ( ( length - overlap ) / NextBotPathSegmentInfluenceRadius.GetFloat() ) );
|
|
|
|
m_cursorData.curvature = ( startCurvature + endCurvature ) / 2.0f;
|
|
}
|
|
else
|
|
{
|
|
// near start only
|
|
m_cursorData.curvature = segment->curvature * ( 1.0f - ( overlap / NextBotPathSegmentInfluenceRadius.GetFloat() ) );
|
|
}
|
|
}
|
|
else if ( length - overlap < NextBotPathSegmentInfluenceRadius.GetFloat() )
|
|
{
|
|
// near end only
|
|
m_cursorData.curvature = next->curvature * ( 1.0f - ( ( length - overlap ) / NextBotPathSegmentInfluenceRadius.GetFloat() ) );
|
|
}
|
|
|
|
|
|
break;
|
|
}
|
|
|
|
lengthSoFar += length;
|
|
|
|
segment = next;
|
|
next = NextSegment( next );
|
|
}
|
|
}
|
|
|
|
// data is up to date
|
|
m_isCursorDataDirty = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// path is not valid
|
|
m_cursorData.pos = vec3_origin;
|
|
m_cursorData.forward = Vector( 1.0f, 0, 0 );
|
|
m_cursorData.curvature = 0.0f;
|
|
m_cursorData.segmentPrior = NULL;
|
|
}
|
|
|
|
return m_cursorData;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Determine exactly where the path goes between the given two areas
|
|
* on the path. Return this point in 'crossPos'.
|
|
*/
|
|
void Path::ComputeAreaCrossing( INextBot *bot, const CNavArea *from, const Vector &fromPos, const CNavArea *to, NavDirType dir, Vector *crossPos ) const
|
|
{
|
|
from->ComputeClosestPointInPortal( to, dir, fromPos, crossPos );
|
|
|
|
// move goal position into the goal area a bit to avoid running directly along the edge of an area against a wall, etc
|
|
// don't do this unless area is against a wall - and what if our hull is wider than the area?
|
|
// AddDirectionVector( crossPos, dir, bot->GetBodyInterface()->GetHullWidth()/2.0f );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|