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Merge branch 'pathfinding_fix' into 'master'
Pathfinding fixes See merge request OpenMW/openmw!576
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commit
e83a9cdc89
@ -96,6 +96,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f&
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const float distToTarget = distance(position, dest);
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const bool isDestReached = (distToTarget <= destTolerance);
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const bool actorCanMoveByZ = canActorMoveByZAxis(actor);
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if (!isDestReached && mTimer > AI_REACTION_TIME)
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{
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@ -104,7 +105,6 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f&
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const bool wasShortcutting = mIsShortcutting;
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bool destInLOS = false;
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const bool actorCanMoveByZ = canActorMoveByZAxis(actor);
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// Prohibit shortcuts for AiWander, if the actor can not move in 3 dimensions.
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mIsShortcutting = actorCanMoveByZ
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@ -150,7 +150,9 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f&
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+ 1.2 * std::max(halfExtents.x(), halfExtents.y());
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const float pointTolerance = std::max(MIN_TOLERANCE, actorTolerance);
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mPathFinder.update(position, pointTolerance, DEFAULT_TOLERANCE);
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static const bool smoothMovement = Settings::Manager::getBool("smooth movement", "Game");
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mPathFinder.update(position, pointTolerance, DEFAULT_TOLERANCE,
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/*shortenIfAlmostStraight=*/smoothMovement, actorCanMoveByZ);
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if (isDestReached || mPathFinder.checkPathCompleted()) // if path is finished
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{
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@ -180,7 +182,6 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f&
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const auto destination = mPathFinder.getPath().empty() ? dest : mPathFinder.getPath().front();
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mObstacleCheck.update(actor, destination, duration);
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static const bool smoothMovement = Settings::Manager::getBool("smooth movement", "Game");
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if (smoothMovement)
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{
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const float smoothTurnReservedDist = 150;
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@ -97,12 +97,12 @@ namespace
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float dotProduct = v1.x() * v3.x() + v1.y() * v3.y();
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float crossProduct = v1.x() * v3.y() - v1.y() * v3.x();
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// Check that the angle between v1 and v3 is less or equal than 10 degrees.
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static const float cos170 = std::cos(osg::PI / 180 * 170);
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bool checkAngle = dotProduct <= cos170 * v1.length() * v3.length();
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// Check that the angle between v1 and v3 is less or equal than 5 degrees.
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static const float cos175 = std::cos(osg::PI * (175.0 / 180));
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bool checkAngle = dotProduct <= cos175 * v1.length() * v3.length();
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// Check that distance from p2 to the line (p1, p3) is less or equal than `pointTolerance`.
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bool checkDist = std::abs(crossProduct) <= pointTolerance * (p3 - p1).length() * 2;
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bool checkDist = std::abs(crossProduct) <= pointTolerance * (p3 - p1).length();
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return checkAngle && checkDist;
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}
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@ -296,7 +296,8 @@ namespace MWMechanics
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return getXAngleToDir(dir);
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}
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void PathFinder::update(const osg::Vec3f& position, const float pointTolerance, const float destinationTolerance)
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void PathFinder::update(const osg::Vec3f& position, float pointTolerance, float destinationTolerance,
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bool shortenIfAlmostStraight, bool canMoveByZ)
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{
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if (mPath.empty())
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return;
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@ -304,13 +305,24 @@ namespace MWMechanics
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while (mPath.size() > 1 && sqrDistanceIgnoreZ(mPath.front(), position) < pointTolerance * pointTolerance)
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mPath.pop_front();
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while (mPath.size() > 2 && isAlmostStraight(mPath[0], mPath[1], mPath[2], pointTolerance))
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mPath.erase(mPath.begin() + 1);
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if (mPath.size() > 1 && isAlmostStraight(position, mPath[0], mPath[1], pointTolerance))
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mPath.pop_front();
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if (shortenIfAlmostStraight)
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{
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while (mPath.size() > 2 && isAlmostStraight(mPath[0], mPath[1], mPath[2], pointTolerance))
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mPath.erase(mPath.begin() + 1);
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if (mPath.size() > 1 && isAlmostStraight(position, mPath[0], mPath[1], pointTolerance))
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mPath.pop_front();
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}
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if (mPath.size() == 1 && sqrDistanceIgnoreZ(mPath.front(), position) < destinationTolerance * destinationTolerance)
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mPath.pop_front();
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if (mPath.size() == 1)
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{
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float distSqr;
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if (canMoveByZ)
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distSqr = (mPath.front() - position).length2();
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else
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distSqr = sqrDistanceIgnoreZ(mPath.front(), position);
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if (distSqr < destinationTolerance * destinationTolerance)
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mPath.pop_front();
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}
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}
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void PathFinder::buildStraightPath(const osg::Vec3f& endPoint)
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@ -102,7 +102,8 @@ namespace MWMechanics
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const DetourNavigator::Flags flags, const DetourNavigator::AreaCosts& areaCosts);
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/// Remove front point if exist and within tolerance
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void update(const osg::Vec3f& position, const float pointTolerance, const float destinationTolerance);
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void update(const osg::Vec3f& position, float pointTolerance, float destinationTolerance,
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bool shortenIfAlmostStraight, bool canMoveByZ);
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bool checkPathCompleted() const
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{
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