1011 lines
37 KiB
C++
1011 lines
37 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "PathGenerator.h"
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#include "Map.h"
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#include "Creature.h"
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#include "Log.h"
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#include "CellImpl.h"
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#include "Cell.h"
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#include "DetourCommon.h"
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#include "DetourNavMeshQuery.h"
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////////////////// PathGenerator //////////////////
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PathGenerator::PathGenerator(const Unit* owner) :
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_polyLength(0), _type(PATHFIND_BLANK), _useStraightPath(false),
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_forceDestination(false), _pointPathLimit(MAX_POINT_PATH_LENGTH),
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_endPosition(G3D::Vector3::zero()), _sourceUnit(owner), _navMesh(NULL),
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_navMeshQuery(NULL)
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{
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memset(_pathPolyRefs, 0, sizeof(_pathPolyRefs));
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uint32 mapId = _sourceUnit->GetMapId();
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//if (MMAP::MMapFactory::IsPathfindingEnabled(_sourceUnit->FindMap())) // pussywizard: checked before creating new PathGenerator
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{
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MMAP::MMapManager* mmap = MMAP::MMapFactory::createOrGetMMapManager();
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TRINITY_READ_GUARD(ACE_RW_Thread_Mutex, mmap->GetManagerLock());
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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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}
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bool PathGenerator::CalculatePath(float destX, float destY, float destZ, bool forceDest)
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{
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float x, y, z;
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if (!_sourceUnit->movespline->Finalized() && _sourceUnit->movespline->Initialized())
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{
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Movement::Location realpos = _sourceUnit->movespline->ComputePosition();
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x = realpos.x; y = realpos.y; z = realpos.z;
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}
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else
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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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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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// pussywizard: EnsureGridCreated may need map mutex, and it loads mmaps (may need mmap mutex)
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// pussywizard: a deadlock can occur if here the map mutex is requested after acquiring mmap lock below
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// pussywizard: so call EnsureGridCreated for all possible grids before acquiring mmap lock :/ this is so shit... because the core is shit :/
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{
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Cell cellS(start.x, start.y);
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_sourceUnit->GetMap()->EnsureGridCreated(GridCoord(cellS.GridX(), cellS.GridY()));
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Cell cellD(dest.x, dest.y);
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_sourceUnit->GetMap()->EnsureGridCreated(GridCoord(cellD.GridX(), cellD.GridY()));
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}
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UpdateFilter(); // no mmap operations inside, no mutex needed
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// pussywizard: mutex with new that can be release at any moment, DON'T FORGET TO RELEASE ON EVERY RETURN !!!
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const Map* base = _sourceUnit->GetBaseMap();
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ACE_RW_Thread_Mutex& mmapLock = (base ? base->GetMMapLock() : MMAP::MMapFactory::createOrGetMMapManager()->GetMMapGeneralLock());
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mmapLock.acquire_read();
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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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_sourceUnit->GetObjectSize() >= SIZE_OF_GRIDS/2.0f || _sourceUnit->GetExactDistSq(destX, destY, destZ) >= (SIZE_OF_GRIDS*SIZE_OF_GRIDS/4.0f) ||
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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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mmapLock.release();
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return true;
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}
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BuildPolyPath(start, dest, mmapLock);
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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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float polyHeight, height;
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for (uint32 i = 0; i < polyPathSize; ++i)
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{
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if (DT_SUCCESS != _navMeshQuery->getPolyHeight(polyPath[i], point, &polyHeight))
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continue;
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height = point[1]-polyHeight;
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if (height > 0.0f && height < ALLOWED_DIST_FROM_POLY+ADDED_Z_FOR_POLY_LOOKUP)
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{
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if (distance)
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*distance = height;
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return polyPath[i];
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}
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}
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return INVALID_POLYREF;
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}
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dtPolyRef PathGenerator::GetPolyByLocation(float* 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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point[1] += ADDED_Z_FOR_POLY_LOOKUP;
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dtPolyRef polyRef = GetPathPolyByPosition(_pathPolyRefs, _polyLength, point, distance);
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point[1] -= ADDED_Z_FOR_POLY_LOOKUP;
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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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dtStatus result = _navMeshQuery->findNearestPoly(point, extents, &_filter, &polyRef, closestPoint);
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if (DT_SUCCESS == result && 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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extents[1] = 80.0f;
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result = _navMeshQuery->findNearestPoly(point, extents, &_filter, &polyRef, closestPoint);
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if (DT_SUCCESS == result && 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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G3D::Vector3 ClosestPointOnLine(const G3D::Vector3 & a, const G3D::Vector3 & b, const G3D::Vector3 & Point)
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{
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G3D::Vector3 c = Point - a; // Vector from a to Point
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G3D::Vector3 v = (b - a).unit(); // Unit Vector from a to b
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float d = (b - a).length(); // Length of the line segment
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float t = v.dot(c); // Intersection point Distance from a
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// Check to see if the point is on the line
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// if not then return the endpoint
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if(t < 0) return a;
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if(t > d) return b;
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// get the distance to move from point a
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v *= t;
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// move from point a to the nearest point on the segment
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return a + v;
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}
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template <class MUTEX_TYPE>
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class MutexReleaser
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{
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public:
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MutexReleaser(MUTEX_TYPE& mutex) : _mutex(mutex) {}
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~MutexReleaser() { _mutex.release(); }
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private:
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MUTEX_TYPE& _mutex;
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};
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void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, ACE_RW_Thread_Mutex& mmapLock)
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{
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bool endInWaterFar = false;
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bool cutToFirstHigher = false;
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{
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MutexReleaser<ACE_RW_Thread_Mutex> mutexReleaser(mmapLock);
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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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bool sourceIsFlying = (_sourceUnit->GetUnitMovementFlags() & (MOVEMENTFLAG_CAN_FLY|MOVEMENTFLAG_FLYING)) || (_sourceUnit->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY) && !_sourceUnit->HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING)) || (_sourceUnit->GetTypeId() == TYPEID_UNIT && ((Creature*)_sourceUnit)->CanFly());
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bool sourceCanSwim = _sourceUnit->GetTypeId() == TYPEID_UNIT ? _sourceUnit->ToCreature()->CanSwim() : true;
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bool sourceCanWalk = _sourceUnit->GetTypeId() == TYPEID_UNIT ? _sourceUnit->ToCreature()->CanWalk() : true;
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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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BuildShortcut();
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if (sourceIsFlying)
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{
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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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if (sourceCanSwim)
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{
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if ((startPoly == INVALID_POLYREF && LIQUID_MAP_NO_WATER == _sourceUnit->GetBaseMap()->getLiquidStatus(startPos.x, startPos.y, startPos.z, MAP_ALL_LIQUIDS, NULL)) ||
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(endPoly == INVALID_POLYREF && LIQUID_MAP_NO_WATER == _sourceUnit->GetBaseMap()->getLiquidStatus(endPos.x, endPos.y, endPos.z, MAP_ALL_LIQUIDS, NULL)))
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{
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_type = PATHFIND_NOPATH;
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return;
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}
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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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_type = 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 farFromStartPoly = (distToStartPoly > ALLOWED_DIST_FROM_POLY);
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bool farFromEndPoly = (distToEndPoly > ALLOWED_DIST_FROM_POLY);
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if (farFromStartPoly)
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{
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if (sourceIsFlying)
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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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if (sourceCanSwim)
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{
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if (LIQUID_MAP_NO_WATER == _sourceUnit->GetBaseMap()->getLiquidStatus(startPos.x, startPos.y, startPos.z, MAP_ALL_LIQUIDS, NULL))
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{
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if (distToStartPoly > MAX_FIXABLE_Z_ERROR)
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{
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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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if (farFromEndPoly)
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{
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if (LIQUID_MAP_NO_WATER == _sourceUnit->GetBaseMap()->getLiquidStatus(endPos.x, endPos.y, endPos.z, MAP_ALL_LIQUIDS, NULL))
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{
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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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}
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else if (LIQUID_MAP_NO_WATER == _sourceUnit->GetBaseMap()->getLiquidStatus(endPos.x, endPos.y, endPos.z, MAP_ALL_LIQUIDS, NULL))
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{
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if (farFromEndPoly)
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{
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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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cutToFirstHigher = true;
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}
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else // starting and ending points are in water
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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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}
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else
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{
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if (distToStartPoly > MAX_FIXABLE_Z_ERROR || farFromEndPoly)
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{
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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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}
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else if (farFromEndPoly)
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{
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if (sourceIsFlying)
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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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if (LIQUID_MAP_NO_WATER == _sourceUnit->GetBaseMap()->getLiquidStatus(endPos.x, endPos.y, endPos.z, MAP_ALL_LIQUIDS, NULL))
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{
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if (!sourceCanWalk)
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{
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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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else
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{
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if (!sourceCanSwim)
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{
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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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// if both points are in water
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if (LIQUID_MAP_NO_WATER != _sourceUnit->GetBaseMap()->getLiquidStatus(startPos.x, startPos.y, startPos.z, MAP_ALL_LIQUIDS, NULL))
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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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endInWaterFar = true;
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}
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if (startPoly != endPoly || !endInWaterFar)
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{
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float closestPoint[VERTEX_SIZE];
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if (DT_SUCCESS == _navMeshQuery->closestPointOnPoly(endPoly, endPoint, closestPoint))
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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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if (startPoly == endPoly)
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{
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BuildShortcut();
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_type = !farFromEndPoly || endInWaterFar ? PATHFIND_NORMAL : PATHFIND_INCOMPLETE;
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_pathPolyRefs[0] = startPoly;
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_polyLength = 1;
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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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ASSERT(_pathPolyRefs[pathStartIndex] != INVALID_POLYREF);
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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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_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 && _polyLength-pathStartIndex >= 3 /*if (>=3) then 70% will return at least one more than just startPoly*/)
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{
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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 ~65% of the original length
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/// @todo play with the values here
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uint32 prefixPolyLength = uint32(_polyLength * 0.7f + 0.5f); // this should be always >= 1
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memmove(_pathPolyRefs, _pathPolyRefs+pathStartIndex, prefixPolyLength * sizeof(dtPolyRef));
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dtPolyRef suffixStartPoly = _pathPolyRefs[prefixPolyLength-1];
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bool error = false; // can't use a part of old path, generate whole new
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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 (DT_SUCCESS != _navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint))
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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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if (prefixPolyLength)
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{
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suffixStartPoly = _pathPolyRefs[prefixPolyLength-1];
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if (DT_SUCCESS != _navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint))
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error = true;
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}
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else
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error = true;
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}
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if (!error)
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{
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// generate suffix
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uint32 suffixPolyLength = 0;
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dtStatus 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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if (!suffixPolyLength || dtResult != DT_SUCCESS)
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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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}
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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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// free and invalidate old path data
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Clear();
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dtStatus 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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if (!_polyLength || dtResult != DT_SUCCESS)
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{
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|
// only happens if we passed bad data to findPath(), or navmesh is messed up
|
|
BuildShortcut();
|
|
_type = PATHFIND_NOPATH;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// either we have no path at all -> first run
|
|
// or something went really wrong -> we aren't moving along the path to the target
|
|
// pussywizard: or knocked back away from our path, nothing special
|
|
// just generate new path
|
|
|
|
// free and invalidate old path data
|
|
Clear();
|
|
|
|
dtStatus dtResult = _navMeshQuery->findPath(
|
|
startPoly, // start polygon
|
|
endPoly, // end polygon
|
|
startPoint, // start position
|
|
endPoint, // end position
|
|
&_filter, // polygon search filter
|
|
_pathPolyRefs, // [out] path
|
|
(int*)&_polyLength,
|
|
MAX_PATH_LENGTH); // max number of polygons in output path
|
|
|
|
if (!_polyLength || dtResult != DT_SUCCESS)
|
|
{
|
|
// only happens if we passed bad data to findPath(), or navmesh is messed up
|
|
BuildShortcut();
|
|
_type = PATHFIND_NOPATH;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// by now we know what type of path we can get
|
|
if (_pathPolyRefs[_polyLength - 1] == endPoly && !(_type & PATHFIND_INCOMPLETE))
|
|
_type = PATHFIND_NORMAL;
|
|
else
|
|
_type = PATHFIND_INCOMPLETE;
|
|
|
|
// generate the point-path out of our up-to-date poly-path
|
|
BuildPointPath(startPoint, endPoint);
|
|
|
|
// pussywizard: no mmap usage below, release mutex
|
|
} // end of scope (mutex released in object destructor)
|
|
|
|
if (_type == PATHFIND_NORMAL && cutToFirstHigher) // starting in water, far from bottom, target is on the ground (above starting Z) -> update beginning points that are lower than starting Z
|
|
{
|
|
uint32 i = 0;
|
|
uint32 size = _pathPoints.size();
|
|
for (; i < size; ++i)
|
|
if (_pathPoints[i].z >= _sourceUnit->GetPositionZ()+0.1f)
|
|
break;
|
|
if (i && i != size && LIQUID_MAP_NO_WATER != _sourceUnit->GetBaseMap()->getLiquidStatus(_pathPoints[i-1].x, _pathPoints[i-1].y, _pathPoints[i-1].z, MAP_ALL_LIQUIDS, NULL))
|
|
for (uint32 j=0; j<i; ++j)
|
|
_pathPoints[j].z = _sourceUnit->GetPositionZ();
|
|
}
|
|
|
|
if (!_forceDestination)
|
|
if (uint32 lastIdx = _pathPoints.size())
|
|
{
|
|
lastIdx = lastIdx-1;
|
|
if (endInWaterFar)
|
|
{
|
|
SetActualEndPosition(GetEndPosition());
|
|
_pathPoints[lastIdx] = GetEndPosition();
|
|
}
|
|
else
|
|
_sourceUnit->UpdateAllowedPositionZ(_pathPoints[lastIdx].x, _pathPoints[lastIdx].y, _pathPoints[lastIdx].z);
|
|
}
|
|
|
|
|
|
// pussywizard: fix for running back and forth while target moves
|
|
// pussywizard: second point (first is actual position) is forward to current server position, but when received by the client it's already behind, so the npc runs back to that point
|
|
// pussywizard: the higher speed, the more probable the situation is, so try to move second point as far forward the path as possible
|
|
// pussywizard: changed path cannot differ much from the original (by max dist), because there might be walls and holes
|
|
if (_sourceUnit->GetCreatureType() != CREATURE_TYPE_NON_COMBAT_PET)
|
|
return;
|
|
uint32 size = _pathPoints.size();
|
|
bool ok = true;
|
|
for (uint32 i = 2; i <= size; ++i)
|
|
{
|
|
// pussywizard: line between start point and i'th point
|
|
// pussywizard: distance to that line of all points between 0 and i must be less than X and less than sourceUnit size
|
|
|
|
if (i < size)
|
|
{
|
|
ok = true;
|
|
if ((_pathPoints[i] - _pathPoints[0]).squaredLength() > 15.0f*15.0f)
|
|
ok = false;
|
|
else
|
|
for (uint32 j = 1; j < i; ++j)
|
|
{
|
|
float sqDist = (_pathPoints[j] - ClosestPointOnLine(_pathPoints[0], _pathPoints[i], _pathPoints[j])).squaredLength();
|
|
float oSize = _sourceUnit->GetObjectSize();
|
|
if (sqDist > 1.0f*1.0f || sqDist > oSize*oSize)
|
|
{
|
|
ok = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!ok)
|
|
{
|
|
if (i < size)
|
|
{
|
|
// pussywizard: check additional 3 quarter points after last fitting poly point
|
|
|
|
G3D::Vector3 dir = _pathPoints[i] - _pathPoints[i-1];
|
|
G3D::Vector3 increment = (dir.length()/4.0f) * dir.unit();
|
|
for (uint8 k = 3; k > 0; --k)
|
|
{
|
|
G3D::Vector3 newPoint = _pathPoints[i-1] + ((float)k)*increment;
|
|
|
|
bool ok2 = true;
|
|
if ((newPoint - _pathPoints[0]).squaredLength() > 15.0f*15.0f)
|
|
ok2 = false;
|
|
else
|
|
for (uint32 j = 1; j < i; ++j)
|
|
{
|
|
float sqDist = (_pathPoints[j] - ClosestPointOnLine(_pathPoints[0], newPoint, _pathPoints[j])).squaredLength();
|
|
float oSize = _sourceUnit->GetObjectSize();
|
|
if (sqDist > 1.0f*1.0f || sqDist > oSize*oSize)
|
|
{
|
|
ok2 = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (ok2)
|
|
{
|
|
_pathPoints[i-1] = newPoint;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// pussywizard: memmove crashes o_O
|
|
// memmove(&_pathPoints + sizeof(G3D::Vector3), &_pathPoints + (i-1)*sizeof(G3D::Vector3), (size-i+1)*sizeof(G3D::Vector3));
|
|
for (uint8 k = 1; k <= size-i+1; ++k)
|
|
_pathPoints[k] = _pathPoints[k+i-2];
|
|
_pathPoints.resize(size-i+2);
|
|
}
|
|
else if (size > 2)
|
|
{
|
|
_pathPoints[1] = _pathPoints[size-1];
|
|
_pathPoints.resize(2);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PathGenerator::BuildPointPath(const float *startPoint, const float *endPoint)
|
|
{
|
|
float pathPoints[MAX_POINT_PATH_LENGTH*VERTEX_SIZE];
|
|
uint32 pointCount = 0;
|
|
dtStatus dtResult = DT_FAILURE;
|
|
if (_useStraightPath)
|
|
{
|
|
dtResult = _navMeshQuery->findStraightPath(
|
|
startPoint, // start position
|
|
endPoint, // end position
|
|
_pathPolyRefs, // current path
|
|
_polyLength, // lenth of current path
|
|
pathPoints, // [out] path corner points
|
|
NULL, // [out] flags
|
|
NULL, // [out] shortened path
|
|
(int*)&pointCount,
|
|
_pointPathLimit); // maximum number of points/polygons to use
|
|
}
|
|
else
|
|
{
|
|
dtResult = FindSmoothPath(
|
|
startPoint, // start position
|
|
endPoint, // end position
|
|
_pathPolyRefs, // current path
|
|
_polyLength, // length of current path
|
|
pathPoints, // [out] path corner points
|
|
(int*)&pointCount,
|
|
_pointPathLimit); // maximum number of points
|
|
}
|
|
|
|
if (pointCount < 2 || 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
|
|
BuildShortcut();
|
|
_type = PATHFIND_NOPATH;
|
|
return;
|
|
}
|
|
else if (pointCount == _pointPathLimit)
|
|
{
|
|
BuildShortcut();
|
|
_type = PATHFIND_SHORT;
|
|
return;
|
|
}
|
|
|
|
_pathPoints.resize(pointCount);
|
|
for (uint32 i = 0; i < pointCount; ++i)
|
|
_pathPoints[i] = G3D::Vector3(pathPoints[i*VERTEX_SIZE+2], pathPoints[i*VERTEX_SIZE], pathPoints[i*VERTEX_SIZE+1]);
|
|
|
|
// first point is always our current location - we need the next one
|
|
SetActualEndPosition(_pathPoints[pointCount-1]);
|
|
|
|
if (_forceDestination && (!(_type & PATHFIND_NORMAL) || !InRange(GetEndPosition(), GetActualEndPosition(), 0.75f, 0.75f)))
|
|
{
|
|
// we may want to keep partial subpath
|
|
if (Dist3DSqr(GetActualEndPosition(), GetEndPosition()) < 0.33f * Dist3DSqr(GetStartPosition(), GetEndPosition()))
|
|
{
|
|
SetActualEndPosition(GetEndPosition());
|
|
_pathPoints[_pathPoints.size()-1] = GetEndPosition();
|
|
}
|
|
else
|
|
{
|
|
SetActualEndPosition(GetEndPosition());
|
|
BuildShortcut();
|
|
}
|
|
|
|
_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
|
|
}
|
|
}
|
|
|
|
void PathGenerator::BuildShortcut()
|
|
{
|
|
Clear();
|
|
_pathPoints.resize(2);
|
|
_pathPoints[0] = GetStartPosition();
|
|
_pathPoints[1] = GetActualEndPosition();
|
|
_type = PATHFIND_SHORTCUT;
|
|
}
|
|
|
|
void PathGenerator::CreateFilter()
|
|
{
|
|
uint16 includeFlags = 0;
|
|
uint16 excludeFlags = 0;
|
|
|
|
if (_sourceUnit->GetTypeId() == TYPEID_UNIT)
|
|
{
|
|
Creature* creature = (Creature*)_sourceUnit;
|
|
if (creature->CanWalk())
|
|
includeFlags |= NAV_GROUND; // walk
|
|
|
|
// creatures don't take environmental damage
|
|
if (creature->CanSwim())
|
|
includeFlags |= (NAV_WATER | NAV_MAGMA | NAV_SLIME); // swim
|
|
}
|
|
else // assume Player
|
|
{
|
|
// perfect support not possible, just stay 'safe'
|
|
includeFlags |= (NAV_GROUND | NAV_WATER | NAV_MAGMA | NAV_SLIME);
|
|
}
|
|
|
|
_filter.setIncludeFlags(includeFlags);
|
|
_filter.setExcludeFlags(excludeFlags);
|
|
|
|
UpdateFilter();
|
|
}
|
|
|
|
void PathGenerator::UpdateFilter()
|
|
{
|
|
// allow creatures to cheat and use different movement types if they are moved
|
|
// forcefully into terrain they can't normally move in
|
|
if (_sourceUnit->IsInWater() || _sourceUnit->IsUnderWater())
|
|
{
|
|
uint16 includedFlags = _filter.getIncludeFlags();
|
|
includedFlags |= GetNavTerrain(_sourceUnit->GetPositionX(),
|
|
_sourceUnit->GetPositionY(),
|
|
_sourceUnit->GetPositionZ());
|
|
|
|
_filter.setIncludeFlags(includedFlags);
|
|
}
|
|
}
|
|
|
|
NavTerrain PathGenerator::GetNavTerrain(float x, float y, float z)
|
|
{
|
|
LiquidData data;
|
|
ZLiquidStatus liquidStatus = _sourceUnit->GetBaseMap()->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &data);
|
|
if (liquidStatus == LIQUID_MAP_NO_WATER)
|
|
return NAV_GROUND;
|
|
|
|
switch (data.type_flags)
|
|
{
|
|
case MAP_LIQUID_TYPE_WATER:
|
|
case MAP_LIQUID_TYPE_OCEAN:
|
|
return NAV_WATER;
|
|
case MAP_LIQUID_TYPE_MAGMA:
|
|
return NAV_MAGMA;
|
|
case MAP_LIQUID_TYPE_SLIME:
|
|
return NAV_SLIME;
|
|
default:
|
|
return NAV_GROUND;
|
|
}
|
|
}
|
|
|
|
bool PathGenerator::HaveTile(const G3D::Vector3& p) const
|
|
{
|
|
int tx = -1, ty = -1;
|
|
float point[VERTEX_SIZE] = {p.y, p.z, p.x};
|
|
|
|
_navMesh->calcTileLoc(point, &tx, &ty);
|
|
|
|
/// Workaround
|
|
/// For some reason, often the tx and ty variables wont get a valid value
|
|
/// Use this check to prevent getting negative tile coords and crashing on getTileAt
|
|
if (tx < 0 || ty < 0)
|
|
return false;
|
|
|
|
return (_navMesh->getTileAt(tx, ty) != NULL);
|
|
}
|
|
|
|
uint32 PathGenerator::FixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath, dtPolyRef const* visited, uint32 nvisited)
|
|
{
|
|
int32 furthestPath = -1;
|
|
int32 furthestVisited = -1;
|
|
|
|
// Find furthest common polygon.
|
|
for (int32 i = npath-1; i >= 0; --i)
|
|
{
|
|
bool found = false;
|
|
for (int32 j = nvisited-1; j >= 0; --j)
|
|
{
|
|
if (path[i] == visited[j])
|
|
{
|
|
furthestPath = i;
|
|
furthestVisited = j;
|
|
found = true;
|
|
}
|
|
}
|
|
if (found)
|
|
break;
|
|
}
|
|
|
|
// If no intersection found just return current path.
|
|
if (furthestPath == -1 || furthestVisited == -1)
|
|
return npath;
|
|
|
|
// Concatenate paths.
|
|
|
|
// Adjust beginning of the buffer to include the visited.
|
|
uint32 req = nvisited - furthestVisited;
|
|
uint32 orig = uint32(furthestPath + 1) < npath ? furthestPath + 1 : npath;
|
|
uint32 size = npath > orig ? npath - orig : 0;
|
|
if (req + size > maxPath)
|
|
size = maxPath-req;
|
|
|
|
if (size)
|
|
memmove(path + req, path + orig, size * sizeof(dtPolyRef));
|
|
|
|
// Store visited
|
|
for (uint32 i = 0; i < req; ++i)
|
|
path[i] = visited[(nvisited - 1) - i];
|
|
|
|
return req+size;
|
|
}
|
|
|
|
bool PathGenerator::GetSteerTarget(float const* startPos, float const* endPos,
|
|
float minTargetDist, dtPolyRef const* path, uint32 pathSize,
|
|
float* steerPos, unsigned char& steerPosFlag, dtPolyRef& steerPosRef)
|
|
{
|
|
// Find steer target.
|
|
static const uint32 MAX_STEER_POINTS = 3;
|
|
float steerPath[MAX_STEER_POINTS*VERTEX_SIZE];
|
|
unsigned char steerPathFlags[MAX_STEER_POINTS];
|
|
dtPolyRef steerPathPolys[MAX_STEER_POINTS];
|
|
uint32 nsteerPath = 0;
|
|
dtStatus dtResult = _navMeshQuery->findStraightPath(startPos, endPos, path, pathSize,
|
|
steerPath, steerPathFlags, steerPathPolys, (int*)&nsteerPath, MAX_STEER_POINTS);
|
|
if (!nsteerPath || 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 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 (DT_SUCCESS != _navMeshQuery->closestPointOnPolyBoundary(polys[0], startPos, iterPos))
|
|
return DT_FAILURE;
|
|
|
|
if (DT_SUCCESS != _navMeshQuery->closestPointOnPolyBoundary(polys[npolys-1], endPos, targetPos))
|
|
return DT_FAILURE;
|
|
|
|
dtVcopy(&smoothPath[nsmoothPath*VERTEX_SIZE], iterPos);
|
|
nsmoothPath++;
|
|
|
|
// Move towards target a small advancement at a time until target reached or
|
|
// when ran out of memory to store the path.
|
|
while (npolys && nsmoothPath < maxSmoothPathSize)
|
|
{
|
|
// Find location to steer towards.
|
|
float steerPos[VERTEX_SIZE];
|
|
unsigned char steerPosFlag;
|
|
dtPolyRef steerPosRef = INVALID_POLYREF;
|
|
|
|
if (!GetSteerTarget(iterPos, targetPos, SMOOTH_PATH_SLOP, polys, npolys, steerPos, steerPosFlag, steerPosRef))
|
|
break;
|
|
|
|
bool endOfPath = (steerPosFlag & DT_STRAIGHTPATH_END);
|
|
bool offMeshConnection = (steerPosFlag & DT_STRAIGHTPATH_OFFMESH_CONNECTION);
|
|
|
|
// Find movement delta.
|
|
float delta[VERTEX_SIZE];
|
|
dtVsub(delta, steerPos, iterPos);
|
|
float len = dtSqrt(dtVdot(delta,delta));
|
|
// If the steer target is end of path or off-mesh link, do not move past the location.
|
|
if ((endOfPath || offMeshConnection) && len < SMOOTH_PATH_STEP_SIZE)
|
|
len = 1.0f;
|
|
else
|
|
len = SMOOTH_PATH_STEP_SIZE / len;
|
|
|
|
float moveTgt[VERTEX_SIZE];
|
|
dtVmad(moveTgt, iterPos, delta, len);
|
|
|
|
// Move
|
|
float result[VERTEX_SIZE];
|
|
const static uint32 MAX_VISIT_POLY = 16;
|
|
dtPolyRef visited[MAX_VISIT_POLY];
|
|
|
|
uint32 nvisited = 0;
|
|
_navMeshQuery->moveAlongSurface(polys[0], iterPos, moveTgt, &_filter, result, visited, (int*)&nvisited, MAX_VISIT_POLY);
|
|
npolys = FixupCorridor(polys, npolys, MAX_PATH_LENGTH, visited, nvisited);
|
|
|
|
_navMeshQuery->getPolyHeight(polys[0], result, &result[1]);
|
|
result[1] += 0.5f;
|
|
dtVcopy(iterPos, result);
|
|
|
|
// Handle end of path and off-mesh links when close enough.
|
|
if (endOfPath && InRangeYZX(iterPos, steerPos, SMOOTH_PATH_SLOP, 1.0f))
|
|
{
|
|
// Reached end of path.
|
|
dtVcopy(iterPos, targetPos);
|
|
if (nsmoothPath < maxSmoothPathSize)
|
|
{
|
|
dtVcopy(&smoothPath[nsmoothPath*VERTEX_SIZE], iterPos);
|
|
nsmoothPath++;
|
|
}
|
|
break;
|
|
}
|
|
else if (offMeshConnection && InRangeYZX(iterPos, steerPos, SMOOTH_PATH_SLOP, 1.0f))
|
|
{
|
|
// Advance the path up to and over the off-mesh connection.
|
|
dtPolyRef prevRef = INVALID_POLYREF;
|
|
dtPolyRef polyRef = polys[0];
|
|
uint32 npos = 0;
|
|
while (npos < npolys && polyRef != steerPosRef)
|
|
{
|
|
prevRef = polyRef;
|
|
polyRef = polys[npos];
|
|
npos++;
|
|
}
|
|
|
|
for (uint32 i = npos; i < npolys; ++i)
|
|
polys[i-npos] = polys[i];
|
|
|
|
npolys -= npos;
|
|
|
|
// Handle the connection.
|
|
float startPos[VERTEX_SIZE], endPos[VERTEX_SIZE];
|
|
if (DT_SUCCESS == _navMesh->getOffMeshConnectionPolyEndPoints(prevRef, polyRef, startPos, endPos))
|
|
{
|
|
if (nsmoothPath < maxSmoothPathSize)
|
|
{
|
|
dtVcopy(&smoothPath[nsmoothPath*VERTEX_SIZE], startPos);
|
|
nsmoothPath++;
|
|
}
|
|
// Move position at the other side of the off-mesh link.
|
|
dtVcopy(iterPos, endPos);
|
|
_navMeshQuery->getPolyHeight(polys[0], iterPos, &iterPos[1]);
|
|
iterPos[1] += 0.5f;
|
|
}
|
|
}
|
|
|
|
// Store results.
|
|
if (nsmoothPath < maxSmoothPathSize)
|
|
{
|
|
dtVcopy(&smoothPath[nsmoothPath*VERTEX_SIZE], iterPos);
|
|
nsmoothPath++;
|
|
}
|
|
}
|
|
|
|
*smoothPathSize = nsmoothPath;
|
|
|
|
// this is most likely a loop
|
|
return nsmoothPath < MAX_POINT_PATH_LENGTH ? DT_SUCCESS : DT_FAILURE;
|
|
}
|
|
|
|
bool PathGenerator::InRangeYZX(const float* v1, const float* v2, float r, float h) const
|
|
{
|
|
const float dx = v2[0] - v1[0];
|
|
const float dy = v2[1] - v1[1]; // elevation
|
|
const float dz = v2[2] - v1[2];
|
|
return (dx * dx + dz * dz) < r * r && fabsf(dy) < h;
|
|
}
|
|
|
|
bool PathGenerator::InRange(G3D::Vector3 const& p1, G3D::Vector3 const& p2, float r, float h) const
|
|
{
|
|
G3D::Vector3 d = p1 - p2;
|
|
return (d.x * d.x + d.y * d.y) < r * r && fabsf(d.z) < h;
|
|
}
|
|
|
|
float PathGenerator::Dist3DSqr(G3D::Vector3 const& p1, G3D::Vector3 const& p2) const
|
|
{
|
|
return (p1 - p2).squaredLength();
|
|
}
|