Пример #1
0
void PathFinder::BuildPointPath(const float* startPoint, const float* endPoint)
{
    float pathPoints[MAX_POINT_PATH_LENGTH * VERTEX_SIZE];
    uint32 pointCount = 0;
    dtStatus dtResult = DT_FAILURE;
    if (m_useStraightPath)
    {
        dtResult = m_navMeshQuery->findStraightPath(
                startPoint,         // start position
                endPoint,           // end position
                m_pathPolyRefs,     // current path
                m_polyLength,       // lenth of current path
                pathPoints,         // [out] path corner points
                NULL,               // [out] flags
                NULL,               // [out] shortened path
                (int*)&pointCount,
                m_pointPathLimit);   // maximum number of points/polygons to use
    }
    else
    {
        dtResult = findSmoothPath(
                startPoint,         // start position
                endPoint,           // end position
                m_pathPolyRefs,     // current path
                m_polyLength,       // length of current path
                pathPoints,         // [out] path corner points
                (int*)&pointCount,
                m_pointPathLimit);    // maximum number of points
    }

    if (pointCount < 2 || dtStatusFailed(dtResult))
    {
        // only happens if pass bad data to findStraightPath or navmesh is broken
        // single point paths can be generated here
        // TODO : check the exact cases
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::BuildPointPath FAILED! path sized %d returned\n", pointCount);
        BuildShortcut();
        m_type = PATHFIND_NOPATH;
        return;
    }

    uint32 tempPointCounter = 2;
    uint8  cutLimit         = 0;

    PointsArray    tempPathPoints;
    tempPathPoints.resize(pointCount);

    for (uint32 i = 0; i < pointCount; ++i)
        tempPathPoints[i] = Vector3(pathPoints[i*VERTEX_SIZE+2], pathPoints[i*VERTEX_SIZE], pathPoints[i*VERTEX_SIZE+1]);

    // Optimize points
    for (uint32 i = 1; i < pointCount - 1; ++i)
    {
        G3D::Vector3 p  = tempPathPoints[i];     // Point        
        G3D::Vector3 p1 = tempPathPoints[i - 1]; // PrevPoint
        G3D::Vector3 p2 = tempPathPoints[i + 1]; // NextPoint

        float line = (p1.y - p2.y) * p.x + (p2.x - p1.x) * p.y + (p1.x * p2.y - p2.x * p1.y);

        if (fabs(line) < LINE_FAULT && cutLimit < SKIP_POINT_LIMIT)
        {
            tempPathPoints[i] = Vector3(0, 0, 0);
            ++cutLimit;
        }
        else
        {
            ++tempPointCounter;
            cutLimit = 0;
        }
    }

    m_pathPoints.resize(tempPointCounter);

    uint32 b = 0;
    for (uint32 i = 0; i < pointCount; ++i)
    {
        if (tempPathPoints[i] != Vector3(0, 0, 0))
        {
            m_pathPoints[b] = tempPathPoints[i];
            ++b;
        }
    }

    pointCount = tempPointCounter;

    // first point is always our current location - we need the next one
    setActualEndPosition(m_pathPoints[pointCount - 1]);

    // force the given destination, if needed
    if (m_forceDestination &&
        (!(m_type & PATHFIND_NORMAL) || !inRange(getEndPosition(), getActualEndPosition(), 1.0f, 1.0f)))
    {
        // we may want to keep partial subpath
        if (dist3DSqr(getActualEndPosition(), getEndPosition()) <
            0.3f * dist3DSqr(getStartPosition(), getEndPosition()))
        {
            setActualEndPosition(getEndPosition());
            m_pathPoints[m_pathPoints.size()-1] = getEndPosition();
        }
        else
        {
            setActualEndPosition(getEndPosition());
            BuildShortcut();
        }

        m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
    }

    DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::BuildPointPath path type %d size %d poly-size %d\n", m_type, pointCount, m_polyLength);
}
Пример #2
0
void PathFinder::BuildPointPath(const float *startPoint, const float *endPoint)
{
    float pathPoints[MAX_POINT_PATH_LENGTH*VERTEX_SIZE];
    uint32 pointCount = 0;
    dtStatus dtResult = DT_FAILURE;
    if(m_useStraightPath)
    {
        dtResult = m_navMeshQuery->findStraightPath(
                startPoint,         // start position
                endPoint,           // end position
                m_pathPolyRefs,     // current path
                m_polyLength,       // lenth of current path
                pathPoints,         // [out] path corner points
                NULL,               // [out] flags
                NULL,               // [out] shortened path
                (int*)&pointCount,
                m_pointPathLimit);   // maximum number of points/polygons to use
    }
    else
    {
        dtResult = findSmoothPath(
                startPoint,         // start position
                endPoint,           // end position
                m_pathPolyRefs,     // current path
                m_polyLength,       // length of current path
                pathPoints,         // [out] path corner points
                (int*)&pointCount,
                m_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
        sLog->outDebug(LOG_FILTER_PATHFINDING, "++ PathFinder::BuildPointPath FAILED! path sized %d returned\n", pointCount);
        BuildShortcut();
        m_type = PATHFIND_NOPATH;
        return;
    }

    m_pathPoints.resize(pointCount);
    for(uint32 i = 0; i < pointCount; ++i)
        m_pathPoints[i] = 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(m_pathPoints[pointCount-1]);

    // force the given destination, if needed
    if(m_forceDestination &&
        (!(m_type & PATHFIND_NORMAL) || !inRange(getEndPosition(), getActualEndPosition(), 1.0f, 1.0f)))
    {
        // we may want to keep partial subpath
        if(dist3DSqr(getActualEndPosition(), getEndPosition()) <
            0.3f * dist3DSqr(getStartPosition(), getEndPosition()))
        {
            setActualEndPosition(getEndPosition());
            m_pathPoints[m_pathPoints.size()-1] = getEndPosition();
        }
        else
        {
            setActualEndPosition(getEndPosition());
            BuildShortcut();
        }

        m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
    }

    sLog->outDebug(LOG_FILTER_PATHFINDING, "++ PathFinder::BuildPointPath path type %d size %d poly-size %d\n", m_type, pointCount, m_polyLength);
}
void PathFinderMovementGenerator::BuildPointPath(const float *startPoint, const float *endPoint)
{
    float pathPoints[MAX_POINT_PATH_LENGTH*VERTEX_SIZE];
    uint32 pointCount = 0;
    dtStatus dtResult = DT_FAILURE;
    if (m_useStraightPath)
    {
        dtResult = m_navMeshQuery->findStraightPath(
                startPoint,         // start position
                endPoint,           // end position
                m_pathPolyRefs,     // current path
                m_polyLength,       // lenth of current path
                pathPoints,         // [out] path corner points
                NULL,               // [out] flags
                NULL,               // [out] shortened path
                (int*)&pointCount,
                m_pointPathLimit);   // maximum number of points/polygons to use
    }
    else
    {
        dtResult = findSmoothPath(
                startPoint,         // start position
                endPoint,           // end position
                m_pathPolyRefs,     // current path
                m_polyLength,       // length of current path
                pathPoints,         // [out] path corner points
                (int*)&pointCount,
                m_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
        sLog->outDebug(LOG_FILTER_MAPS, "++ PathFinderMovementGenerator::BuildPointPath FAILED! path sized %d returned\n", pointCount);
        BuildShortcut();
        m_type = PATHFIND_NOPATH;
        return;
    }
    else if (pointCount == m_pointPathLimit)
    {
        sLog->outDebug(LOG_FILTER_MAPS, "++ PathGenerator::BuildPointPath FAILED! path sized %d returned, lower than limit set to %d\n", pointCount, m_pointPathLimit);
        BuildShortcut();
        m_type = PATHFIND_SHORT;
        return;
    }

    m_pathPoints.resize(pointCount);
    for (uint32 i = 0; i < pointCount; ++i)
        m_pathPoints[i] = 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(m_pathPoints[pointCount-1]);

    // force the given destination, if needed
    if(m_forceDestination &&
        (!(m_type & PATHFIND_NORMAL) || !inRange(getEndPosition(), getActualEndPosition(), 1.0f, 1.0f)))
    {
        // we may want to keep partial subpath
        if(dist3DSqr(getActualEndPosition(), getEndPosition()) <
            0.3f * dist3DSqr(getStartPosition(), getEndPosition()))
        {
            setActualEndPosition(getEndPosition());
            m_pathPoints[m_pathPoints.size()-1] = getEndPosition();
        }
        else
        {
            setActualEndPosition(getEndPosition());
            BuildShortcut();
        }

        m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
    }

	// Custom point for bugged zone - start
    float startEndDist = dist3DSqr(getStartPosition(), getEndPosition());   

    // Blade's Edge Arena (mapid)
	if (m_sourceUnit->GetMapId() == 562)
    {
    	// Start & End Position
		// NAPOLOVINA RABOTESHT PILLAR
		if (startEndDist < 3000.0f && startPoint[1] >= 9.000000f && startPoint[2] <= 6234.335938f && startPoint[2] >= 6224.140430f && startPoint[0] >= 244.160000f && startPoint[0] <= 255.118940f) // southeast pillar
	    {
			clear();
            m_pathPoints.resize(4);
			m_pathPoints[0] = getStartPosition();
			m_pathPoints[1] = Vector3(6231.038574f, 252.630981f, 11.300000f);
			m_pathPoints[2] = Vector3(6234.254395f, 256.513702f, 11.280000f);
			m_pathPoints[3] = getEndPosition();
		}
		// Problemna chast:
		else if (startEndDist < 3000.0f && endPoint[1] >= 9.000000f && endPoint[2] <= 6234.335938f && endPoint[2] >= 6224.140430f && endPoint[0] >= 244.160000f && endPoint[0] <= 255.118940f) // southeast pillar
		{
			clear();
            m_pathPoints.resize(4);
		    m_pathPoints[0] = getStartPosition();
			m_pathPoints[1] = Vector3(6234.254395f, 256.513702f, 11.280000f);
			m_pathPoints[2] = Vector3(6231.038574f, 252.630981f, 11.300000f);
			m_pathPoints[3] = getEndPosition();
		}

		// RABOTESHT PILLAR 
		// TODO: (na zemqta ima mqsto na koeto Z e > 9 koeto znachi che moje da se charge i ot dolu -> fail
		if (startEndDist < 3000.0f && startPoint[1] >= 9.000000f && startPoint[2] >= 6243.385660f && startPoint[2] <= 6254.611660f && startPoint[0] >= 268.757917f && startPoint[0] <= 279.558794f) // northwest pillar
        {
    		clear();
            m_pathPoints.resize(4);
            m_pathPoints[0] = getStartPosition();
            m_pathPoints[1] = Vector3(6246.324219f, 271.570000f, 11.300000f);
            m_pathPoints[2] = Vector3(6242.942484f, 267.210030f, 11.280000f);
            m_pathPoints[3] = getEndPosition();
        } 
		else if (startEndDist < 3000.0f && endPoint[1] >= 9.000000f && endPoint[2] >= 6243.385660f && endPoint[2] <= 6254.611660f && endPoint[0] >= 268.757917f && endPoint[0] <= 279.558794f) // northwest pillar
        {
		    clear();
            m_pathPoints.resize(4);
            m_pathPoints[0] = getStartPosition();
            m_pathPoints[1] = Vector3(6242.942484f, 267.210030f, 11.280000f);
            m_pathPoints[2] = Vector3(6246.324219f, 271.570000f, 11.300000f);
            m_pathPoints[3] = getEndPosition();
        }
    }
    // Dalaran Sewers
    if (m_sourceUnit->GetMapId() == 617)
    {
        if (startPoint[2] >= 1330.033223f && startPoint[1] >= 9.000000f)      // Canal 1#
        {
            //  Path x,y,z
            m_pathPoints.resize(5);
            m_pathPoints[0] = getStartPosition();
            m_pathPoints[1] = Vector3(1332.749268f, 816.274780f, 8.355900f);
            m_pathPoints[2] = Vector3(1325.749268f, 816.602539f, 5.4000000f);
            m_pathPoints[3] = Vector3(1328.749268f, 816.602539f, 3.4000000f);
            m_pathPoints[4] = getEndPosition();
        }
        else if (startPoint[2] <= 1253.904785f && startPoint[1] >= 9.000000f)      // Canal 2#
        {
            //  Path x,y,z
            m_pathPoints.resize(5);
            m_pathPoints[0] = getStartPosition();
            m_pathPoints[1] = Vector3(1252.425395f, 764.971680f, 8.000000f); 
            m_pathPoints[3] = Vector3(1255.425395f, 764.971680f, 5.3559000f);
            m_pathPoints[3] = Vector3(1257.425395f, 764.971680f, 3.3559000f);
            m_pathPoints[4] = getEndPosition();
        }
    }
    // Custom point for bugged zone - end

    sLog->outDebug(LOG_FILTER_MAPS, "++ PathFinderMovementGenerator::BuildPointPath path type %d size %d poly-size %d\n", m_type, pointCount, m_polyLength);
}