Files
Viano-Core/src/server/game/Movement/PathGenerator.h
T
Aokromes 5302d9112b Core/Game: Converted the game library to a shared library.
* There is still the possibility to static link against game.
2016-08-08 20:11:29 +02:00

138 lines
6.2 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* 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 "MapDefines.h"
#include "DetourNavMesh.h"
#include "DetourNavMeshQuery.h"
#include "MoveSplineInitArgs.h"
class Unit;
// 74*4.0f=296y number_of_points*interval = max_path_len
// this is way more than actual evade range
// I think we can safely cut those down even more
#define MAX_PATH_LENGTH 74
#define MAX_POINT_PATH_LENGTH 74
#define SMOOTH_PATH_STEP_SIZE 4.0f
#define SMOOTH_PATH_SLOP 0.3f
#define VERTEX_SIZE 3
#define INVALID_POLYREF 0
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
};
class TC_GAME_API 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, bool straightLine = false);
bool IsInvalidDestinationZ(Unit const* target) const;
// option setters - use optional
void SetUseStraightPath(bool useStraightPath) { _useStraightPath = useStraightPath; }
void SetPathLengthLimit(float distance) { _pointPathLimit = std::min<uint32>(uint32(distance/SMOOTH_PATH_STEP_SIZE), MAX_POINT_PATH_LENGTH); }
// 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; }
void ReducePathLenghtByDist(float dist); // path must be already built
private:
dtPolyRef _pathPolyRefs[MAX_PATH_LENGTH]; // array of detour polygon references
uint32 _polyLength; // number of polygons in the path
Movement::PointsArray _pathPoints; // our actual (x,y,z) path to the target
PathType _type; // tells what kind of path this is
bool _useStraightPath; // type of path will be generated
bool _forceDestination; // when set, we will always arrive at given point
uint32 _pointPathLimit; // limit point path size; min(this, MAX_POINT_PATH_LENGTH)
bool _straightLine; // use raycast if true for a straight line path
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 NormalizePath();
void Clear()
{
_polyLength = 0;
_pathPoints.clear();
}
bool InRange(G3D::Vector3 const& p1, G3D::Vector3 const& p2, float r, float h) const;
float Dist3DSqr(G3D::Vector3 const& p1, G3D::Vector3 const& p2) const;
bool InRangeYZX(float const* v1, float const* v2, float r, float h) const;
dtPolyRef GetPathPolyByPosition(dtPolyRef const* polyPath, uint32 polyPathSize, float const* Point, float* Distance = NULL) const;
dtPolyRef GetPolyByLocation(float const* Point, float* Distance) const;
bool HaveTile(G3D::Vector3 const& p) const;
void BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos);
void BuildPointPath(float const* startPoint, float const* endPoint);
void BuildShortcut();
NavTerrain GetNavTerrain(float x, float y, float z);
void CreateFilter();
void UpdateFilter();
// smooth path aux functions
uint32 FixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath, dtPolyRef const* visited, uint32 nvisited);
bool GetSteerTarget(float const* startPos, float const* endPos, float minTargetDist, dtPolyRef const* path, uint32 pathSize, float* steerPos,
unsigned char& steerPosFlag, dtPolyRef& steerPosRef);
dtStatus FindSmoothPath(float const* startPos, float const* endPos,
dtPolyRef const* polyPath, uint32 polyPathSize,
float* smoothPath, int* smoothPathSize, uint32 smoothPathMaxSize);
};
#endif