Core/MMaps: Separate the path from the walls to prevent falling off the edges client-side and improve the behavior.
Thanks to Game2Mesh user in ownedcore.
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@@ -27,6 +27,8 @@
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#include "DetourCommon.h"
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#include "DetourNavMeshQuery.h"
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float PathGenerator::MinWallDistance = 2.5f;
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////////////////// PathGenerator //////////////////
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PathGenerator::PathGenerator(const Unit* owner) :
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_type(PATHFIND_BLANK), _endPosition(G3D::Vector3::zero()),
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@@ -131,6 +133,8 @@ bool PathGenerator::CalculatePath(float destX, float destY, float destZ, bool fo
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return false;
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}
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SmoothPath(polyPickExt, resultHopCount, straightPath); // Separate the path from the walls
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for (uint32 i = 0; i < resultHopCount; ++i)
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_pathPoints.push_back(G3D::Vector3(-straightPath[i * 3 + 2], -straightPath[i * 3 + 0], straightPath[i * 3 + 1]));
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@@ -157,4 +161,129 @@ void PathGenerator::CreateFilter()
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void PathGenerator::UpdateFilter()
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{
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}
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float PathGenerator::GetTriangleArea(float* verts, int nv)
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{
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float area = 0;
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for (int i = 0; i < nv - 1; i++)
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area += verts[i * 3] * verts[i * 3 + 5] - verts[i * 3 + 3] * verts[i * 3 + 2];
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area += verts[(nv - 1) * 3] * verts[2] - verts[0] * verts[(nv - 1) * 3 + 2];
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return area * 0.5f;
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}
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bool PathGenerator::PointInPoly(float* pos, float* verts, int nv, float err)
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{
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// Poly area
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float area = abs(PathGenerator::GetTriangleArea(verts, nv));
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// Calculate each area of the triangles
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float testTri[9];
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memcpy(testTri, pos, sizeof(float) * 3);
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float area1 = 0;
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for(int i = 0; i < nv - 1; ++i)
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{
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memcpy(&testTri[3], &verts[i * 3], sizeof(float) * 3);
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memcpy(&testTri[6], &verts[i * 3 + 3], sizeof(float) * 3);
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area1 += abs(PathGenerator::GetTriangleArea(testTri, 3));
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if (area1 - err > area)
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return false;
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}
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// Last one
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memcpy(&testTri[3], verts, sizeof(float) * 3);
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memcpy(&testTri[6], &verts[nv * 3 - 3] , sizeof(float) * 3);
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area1 += abs(PathGenerator::GetTriangleArea(testTri, 3));
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return abs(area1 - area) < err;
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}
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float PathGenerator::DistanceToWall(float* polyPickExt, float* pos, float* hitPos, float* hitNormal)
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{
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float distanceToWall = 0;
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dtPolyRef ref;
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dtStatus status = _navMeshQuery->findNearestPoly(pos, polyPickExt, &_filter, &ref, 0);
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if (!dtStatusSucceed(status) || ref == 0)
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return -1;
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const dtMeshTile* tile = 0;
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const dtPoly* poly = 0;
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if (dtStatusFailed(_navMesh->getTileAndPolyByRef(ref, &tile, &poly)))
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return -1;
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// Collect vertices.
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float verts[DT_VERTS_PER_POLYGON * 3];
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int nv = 0;
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for (unsigned char i = 0; i < poly->vertCount; ++i)
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{
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dtVcopy(&verts[nv * 3], &tile->verts[poly->verts[i] * 3]);
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nv++;
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}
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bool inside = PathGenerator::PointInPoly(pos, verts, nv, 0.05f);
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if (!inside)
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return -1;
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if (!dtStatusSucceed(_navMeshQuery->findDistanceToWall(ref, pos, 100.0f, &_filter, &distanceToWall, hitPos, hitNormal)))
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return -1;
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return distanceToWall;
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}
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void PathGenerator::SmoothPath(float* polyPickExt, int pathLength, float*& straightPath)
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{
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float hitPos[3];
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float hitNormal[3];
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float testPos[3];
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float distanceToWall = 0;
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float up[]= { 0, 1, 0 };
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float origDis = 0;
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for (int i = 1; i < pathLength - 1; ++i)
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{
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dtPolyRef pt;
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float* curPoi = &straightPath[i * 3];
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distanceToWall = DistanceToWall(polyPickExt, curPoi, hitPos, hitNormal);
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if (distanceToWall < PathGenerator::MinWallDistance && distanceToWall >= 0)
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{
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float vec[3];
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dtVsub(vec, &straightPath[i * 3 - 3], &straightPath[i * 3]);
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// If distanceToWall is 0 means the point is in the edge, so we can't get the hitpos.
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if (distanceToWall == 0)
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{
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// Test the left side
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dtVcross(testPos, vec, up);
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dtVadd(testPos, testPos, curPoi);
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float ft = PathGenerator::MinWallDistance / dtVdist(testPos, curPoi);
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dtVlerp(testPos, curPoi, testPos, ft);
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distanceToWall = DistanceToWall(polyPickExt, testPos, hitPos, hitNormal);
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if (abs(PathGenerator::MinWallDistance - distanceToWall) > 0.1f)
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{
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// Test the right side
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dtVcross(testPos, up, vec);
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dtVadd(testPos, testPos, curPoi);
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ft = PathGenerator::MinWallDistance / dtVdist(testPos, curPoi);
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dtVlerp(testPos, curPoi, testPos, ft);
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distanceToWall = DistanceToWall(polyPickExt, testPos, hitPos, hitNormal);
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}
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// If the test point is better than the orig point, replace it.
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if (abs(distanceToWall - PathGenerator::MinWallDistance) < 0.1f)
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dtVcopy(curPoi, testPos);
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}
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else
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{
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// We get the hitpos with a ray
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float ft = PathGenerator::MinWallDistance / distanceToWall;
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dtVlerp(testPos, hitPos, curPoi, ft);
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distanceToWall = DistanceToWall(polyPickExt, testPos, hitPos, hitNormal);
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if (abs(distanceToWall - PathGenerator::MinWallDistance) < 0.1f)
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dtVcopy(curPoi, testPos);
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}
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}
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}
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}
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