/* * Copyright (C) 2005-2011 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef _PATH_GENERATOR_H #define _PATH_GENERATOR_H #include "SharedDefines.h" #include "DetourNavMesh.h" #include "DetourNavMeshQuery.h" #include "MoveSplineInitArgs.h" class Unit; enum PathType { PATHFIND_BLANK = 0x00, // path not built yet PATHFIND_NORMAL = 0x01, // normal path PATHFIND_SHORTCUT = 0x02, // travel through obstacles, terrain, air, etc (old behavior) PATHFIND_INCOMPLETE = 0x04, // we have partial path to follow - getting closer to target PATHFIND_NOPATH = 0x08, // no valid path at all or error in generating one PATHFIND_NOT_USING_PATH = 0x10, // used when we are either flying/swiming or on map w/o mmaps PATHFIND_SHORT = 0x20, // path is longer or equal to its limited path length }; enum PolyFlag { POLY_FLAG_WALK = 1, POLY_FLAG_SWIM = 2 }; class PathGenerator { public: explicit PathGenerator(Unit const* owner); ~PathGenerator(); // Calculate the path from owner to given destination // return: true if new path was calculated, false otherwise (no change needed) bool CalculatePath(float destX, float destY, float destZ, bool forceDest = false); // result getters G3D::Vector3 const& GetStartPosition() const { return _startPosition; } G3D::Vector3 const& GetEndPosition() const { return _endPosition; } G3D::Vector3 const& GetActualEndPosition() const { return _actualEndPosition; } Movement::PointsArray const& GetPath() const { return _pathPoints; } PathType GetPathType() const { return _type; } private: Movement::PointsArray _pathPoints; // our actual (x,y,z) path to the target PathType _type; // tells what kind of path this is G3D::Vector3 _startPosition; // {x, y, z} of current location G3D::Vector3 _endPosition; // {x, y, z} of the destination G3D::Vector3 _actualEndPosition; // {x, y, z} of the closest possible point to given destination Unit const* const _sourceUnit; // the unit that is moving dtNavMesh const* _navMesh; // the nav mesh dtNavMeshQuery const* _navMeshQuery; // the nav mesh query used to find the path dtQueryFilter _filter; // use single filter for all movements, update it when needed void SetStartPosition(G3D::Vector3 const& point) { _startPosition = point; } void SetEndPosition(G3D::Vector3 const& point) { _actualEndPosition = point; _endPosition = point; } void SetActualEndPosition(G3D::Vector3 const& point) { _actualEndPosition = point; } void CreateFilter(); void UpdateFilter(); }; #endif