Exemple #1
0
 void operator()(uint8& mode, bool& cyclic, Movement::PointsArray& points, int& lo, int& hi) const
 {
     mode = Movement::SplineBase::ModeCatmullrom;
     cyclic = false;
     points.assign(_points.begin(), _points.end());
     lo = 1;
     hi = points.size() - 2;
 }
uint32 SplineChainMovementGenerator::SendPathSpline(Unit* me, Movement::PointsArray const& wp) const
{
    uint32 numWp = wp.size();
    ASSERT(numWp > 1 && "Every path must have source & destination");
    Movement::MoveSplineInit init(me);
    if (numWp > 2)
        init.MovebyPath(wp);
    else
        init.MoveTo(wp[1], false, true);
    init.SetWalk(_walk);
    return init.Launch();
}
uint32 SplineChainMovementGenerator::SendPathSpline(Unit* owner, Movement::PointsArray const& path) const
{
    uint32 nodeCount = path.size();
    ASSERT(nodeCount > 1, "SplineChainMovementGenerator::SendPathSpline: Every path must have source & destination (size > 1)! (%s)", owner->GetGUID().ToString().c_str());

    Movement::MoveSplineInit init(owner);
    if (nodeCount > 2)
        init.MovebyPath(path);
    else
        init.MoveTo(path[1], false, true);
    init.SetWalk(_walk);
    return init.Launch();
}
Exemple #4
0
void TransportMgr::GeneratePath(GameObjectTemplate const* goInfo, TransportTemplate* transport)
{
    uint32 pathId = goInfo->moTransport.taxiPathId;
    TaxiPathNodeList const& path = sTaxiPathNodesByPath[pathId];
    std::vector<KeyFrame>& keyFrames = transport->keyFrames;
    Movement::PointsArray splinePath;
    bool mapChange = false;
    bool cyclic = true;
    for (size_t i = 0; i < path.size(); ++i)
    {
        if (!mapChange)
        {
            TaxiPathNodeEntry const& node_i = path[i];
            if (i != path.size() - 1 && (node_i.actionFlag == 1 || node_i.mapid != path[i + 1].mapid))
            {
                cyclic = false;
                keyFrames.back().Teleport = true;
                mapChange = true;
            }
            else
            {
                KeyFrame k(node_i);
                keyFrames.push_back(k);
                splinePath.push_back(G3D::Vector3(node_i.x, node_i.y, node_i.z));
                transport->mapsUsed.insert(k.Node->mapid);
            }
        }
        else
            mapChange = false;
    }

    // Not sure if data8 means the transport can be stopped or that its path in dbc does not contain extra spline points
    if (!goInfo->moTransport.canBeStopped && splinePath.size() >= 2)
    {
        // Remove special catmull-rom spline points
        splinePath.erase(splinePath.begin());
        keyFrames.erase(keyFrames.begin());
        splinePath.pop_back();
        keyFrames.pop_back();
        // Cyclic spline has one more extra point
        if (cyclic && !splinePath.empty())
        {
            splinePath.pop_back();
            keyFrames.pop_back();
        }
    }

    ASSERT(!keyFrames.empty());

    if (transport->mapsUsed.size() > 1)
    {
        for (std::set<uint32>::const_iterator itr = transport->mapsUsed.begin(); itr != transport->mapsUsed.end(); ++itr)
            ASSERT(!sMapStore.LookupEntry(*itr)->Instanceable());

        transport->inInstance = false;
    }
    else
        transport->inInstance = sMapStore.LookupEntry(*transport->mapsUsed.begin())->Instanceable();

    // last to first is always "teleport", even for closed paths
    keyFrames.back().Teleport = true;

    const float speed = float(goInfo->moTransport.moveSpeed);
    const float accel = float(goInfo->moTransport.accelRate);
    const float accel_dist = 0.5f * speed * speed / accel;

    transport->accelTime = speed / accel;
    transport->accelDist = accel_dist;

    int32 firstStop = -1;
    int32 lastStop = -1;

    // first cell is arrived at by teleportation :S
    keyFrames[0].DistFromPrev = 0;
    keyFrames[0].Index = 1;
    if (keyFrames[0].IsStopFrame())
    {
        firstStop = 0;
        lastStop = 0;
    }

    // find the rest of the distances between key points
    // Every path segment has its own spline
    if (cyclic)
    {
        TransportSpline* spline = new TransportSpline();
        spline->init_cyclic_spline(&splinePath[0], splinePath.size(), Movement::SplineBase::ModeCatmullrom, 0);
        spline->initLengths();
        keyFrames[0].DistFromPrev = spline->length(spline->last() - 2, spline->last() - 1);
        keyFrames[0].Spline = spline;
        for (size_t i = 0; i < keyFrames.size(); ++i)
        {
            keyFrames[i].Index = i + 1;
            keyFrames[i].DistFromPrev = spline->length(i, i + 1);
            if (i > 0)
                keyFrames[i - 1].NextDistFromPrev = keyFrames[i].DistFromPrev;
            keyFrames[i].Spline = spline;
            if (keyFrames[i].IsStopFrame())
            {
                // remember first stop frame
                if (firstStop == -1)
                    firstStop = i;
                lastStop = i;
            }
        }
    }
    else
    {
        size_t start = 0;
        for (size_t i = 1; i < keyFrames.size(); ++i)
        {
            if (keyFrames[i - 1].Teleport || i + 1 == keyFrames.size())
            {
                size_t extra = !keyFrames[i - 1].Teleport ? 1 : 0;
                TransportSpline* spline = new TransportSpline();
                spline->init_spline(&splinePath[start], i - start + extra, Movement::SplineBase::ModeCatmullrom);
                spline->initLengths();
                for (size_t j = start; j < i + extra; ++j)
                {
                    keyFrames[j].Index = j - start + 1;
                    keyFrames[j].DistFromPrev = spline->length(j - start, j + 1 - start);
                    if (j > 0)
                        keyFrames[j - 1].NextDistFromPrev = keyFrames[j].DistFromPrev;
                    keyFrames[j].Spline = spline;
                }

                if (keyFrames[i - 1].Teleport)
                {
                    keyFrames[i].Index = i - start + 1;
                    keyFrames[i].DistFromPrev = 0.0f;
                    keyFrames[i - 1].NextDistFromPrev = 0.0f;
                    keyFrames[i].Spline = spline;
                }

                start = i;
            }

            if (keyFrames[i].IsStopFrame())
            {
                // remember first stop frame
                if (firstStop == -1)
                    firstStop = i;
                lastStop = i;
            }
        }
    }

    keyFrames.back().NextDistFromPrev = keyFrames.front().DistFromPrev;

    if (firstStop == -1 || lastStop == -1)
        firstStop = lastStop = 0;

    // at stopping keyframes, we define distSinceStop == 0,
    // and distUntilStop is to the next stopping keyframe.
    // this is required to properly handle cases of two stopping frames in a row (yes they do exist)
    float tmpDist = 0.0f;
    for (size_t i = 0; i < keyFrames.size(); ++i)
    {
        int32 j = (i + lastStop) % keyFrames.size();
        if (keyFrames[j].IsStopFrame() || j == lastStop)
            tmpDist = 0.0f;
        else
            tmpDist += keyFrames[j].DistFromPrev;
        keyFrames[j].DistSinceStop = tmpDist;
    }

    tmpDist = 0.0f;
    for (int32 i = int32(keyFrames.size()) - 1; i >= 0; i--)
    {
        int32 j = (i + firstStop) % keyFrames.size();
        tmpDist += keyFrames[(j + 1) % keyFrames.size()].DistFromPrev;
        keyFrames[j].DistUntilStop = tmpDist;
        if (keyFrames[j].IsStopFrame() || j == firstStop)
            tmpDist = 0.0f;
    }

    for (size_t i = 0; i < keyFrames.size(); ++i)
    {
        float total_dist = keyFrames[i].DistSinceStop + keyFrames[i].DistUntilStop;
        if (total_dist < 2 * accel_dist) // won't reach full speed
        {
            if (keyFrames[i].DistSinceStop < keyFrames[i].DistUntilStop) // is still accelerating
            {
                // calculate accel+brake time for this short segment
                float segment_time = 2.0f * sqrt((keyFrames[i].DistUntilStop + keyFrames[i].DistSinceStop) / accel);
                // substract acceleration time
                keyFrames[i].TimeTo = segment_time - sqrt(2 * keyFrames[i].DistSinceStop / accel);
            }
            else // slowing down
                keyFrames[i].TimeTo = sqrt(2 * keyFrames[i].DistUntilStop / accel);
        }
        else if (keyFrames[i].DistSinceStop < accel_dist) // still accelerating (but will reach full speed)
        {
            // calculate accel + cruise + brake time for this long segment
            float segment_time = (keyFrames[i].DistUntilStop + keyFrames[i].DistSinceStop) / speed + (speed / accel);
            // substract acceleration time
            keyFrames[i].TimeTo = segment_time - sqrt(2 * keyFrames[i].DistSinceStop / accel);
        }
        else if (keyFrames[i].DistUntilStop < accel_dist) // already slowing down (but reached full speed)
            keyFrames[i].TimeTo = sqrt(2 * keyFrames[i].DistUntilStop / accel);
        else // at full speed
            keyFrames[i].TimeTo = (keyFrames[i].DistUntilStop / speed) + (0.5f * speed / accel);
    }

    // calculate tFrom times from tTo times
    float segmentTime = 0.0f;
    for (size_t i = 0; i < keyFrames.size(); ++i)
    {
        int32 j = (i + lastStop) % keyFrames.size();
        if (keyFrames[j].IsStopFrame() || j == lastStop)
            segmentTime = keyFrames[j].TimeTo;
        keyFrames[j].TimeFrom = segmentTime - keyFrames[j].TimeTo;
    }

    // calculate path times
    keyFrames[0].ArriveTime = 0;
    float curPathTime = 0.0f;
    if (keyFrames[0].IsStopFrame())
    {
        curPathTime = float(keyFrames[0].Node->delay);
        keyFrames[0].DepartureTime = uint32(curPathTime * IN_MILLISECONDS);
    }

    for (size_t i = 1; i < keyFrames.size(); ++i)
    {
        curPathTime += keyFrames[i - 1].TimeTo;
        if (keyFrames[i].IsStopFrame())
        {
            keyFrames[i].ArriveTime = uint32(curPathTime * IN_MILLISECONDS);
            keyFrames[i - 1].NextArriveTime = keyFrames[i].ArriveTime;
            curPathTime += float(keyFrames[i].Node->delay);
            keyFrames[i].DepartureTime = uint32(curPathTime * IN_MILLISECONDS);
        }
        else
        {
            curPathTime -= keyFrames[i].TimeTo;
            keyFrames[i].ArriveTime = uint32(curPathTime * IN_MILLISECONDS);
            keyFrames[i - 1].NextArriveTime = keyFrames[i].ArriveTime;
            keyFrames[i].DepartureTime = keyFrames[i].ArriveTime;
        }
    }

    keyFrames.back().NextArriveTime = keyFrames.back().DepartureTime;

    transport->pathTime = keyFrames.back().DepartureTime;
}
bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
{
    if (!creature || !creature->IsAlive())
        return false;

    if (!i_path || i_path->nodes.empty())
        return false;

    bool transportPath = creature->GetTransport() != nullptr;

    if (IsArrivalDone)
    {
        if ((i_currentNode == i_path->nodes.size() - 1) && !repeating) // If that's our last waypoint
        {
            WaypointNode const &waypoint = i_path->nodes.at(i_currentNode);

            float x = waypoint.x;
            float y = waypoint.y;
            float z = waypoint.z;
            float o = creature->GetOrientation();

            if (!transportPath)
                creature->SetHomePosition(x, y, z, o);
            else
            {
                if (Transport* trans = creature->GetTransport())
                {
                    o -= trans->GetOrientation();
                    creature->SetTransportHomePosition(x, y, z, o);
                    trans->CalculatePassengerPosition(x, y, z, &o);
                    creature->SetHomePosition(x, y, z, o);
                }
                else
                    transportPath = false;
                // else if (vehicle) - this should never happen, vehicle offsets are const
            }
            return false;
        }

        i_currentNode = (i_currentNode + 1) % i_path->nodes.size();
    }

    float finalOrient = 0.0f;
    uint8 finalMove = WAYPOINT_MOVE_TYPE_WALK;

    Movement::PointsArray pathing;
    pathing.reserve((i_path->nodes.size() - i_currentNode) + 1);

    pathing.push_back(G3D::Vector3(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ()));
    for (uint32 i = i_currentNode; i < i_path->nodes.size(); ++i)
    {
        WaypointNode const &waypoint = i_path->nodes.at(i);

        pathing.push_back(G3D::Vector3(waypoint.x, waypoint.y, waypoint.z));

        finalOrient = waypoint.orientation;
        finalMove = waypoint.moveType;

        if (waypoint.delay)
            break;
    }

    // if we have only 1 point, only current position, we shall return
    if (pathing.size() < 2)
        return false;

    IsArrivalDone = false;
    i_recalculateSpeed = false;

    creature->AddUnitState(UNIT_STATE_ROAMING_MOVE);

    Movement::MoveSplineInit init(creature);

    Movement::Location formationDest(i_path->nodes.at(i_currentNode).x, i_path->nodes.at(i_currentNode).y, i_path->nodes.at(i_currentNode).z, 0.0f);

    //! If creature is on transport, we assume waypoints set in DB are already transport offsets
    if (transportPath)
    {
        init.DisableTransportPathTransformations();
        if (TransportBase* trans = creature->GetDirectTransport())
            trans->CalculatePassengerPosition(formationDest.x, formationDest.y, formationDest.z, &formationDest.orientation);
    }

    init.MovebyPath(pathing, i_currentNode);

    switch (finalMove)
    {
        case WAYPOINT_MOVE_TYPE_LAND:
            init.SetAnimation(Movement::ToGround);
            break;
        case WAYPOINT_MOVE_TYPE_TAKEOFF:
            init.SetAnimation(Movement::ToFly);
            break;
        case WAYPOINT_MOVE_TYPE_RUN:
            init.SetWalk(false);
            break;
        case WAYPOINT_MOVE_TYPE_WALK:
            init.SetWalk(true);
            break;
    }

    if (finalOrient != 0.0f)
        init.SetFacing(finalOrient);

    init.Launch();

    //Call for creature group update
    if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature)
        creature->GetFormation()->LeaderMoveTo(formationDest.x, formationDest.y, formationDest.z);

    return true;
}