#include "pathfinding.hpp" #include #include "OgreMath.h" #include "OgreVector3.h" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/cellstore.hpp" namespace { float distanceZCorrected(ESM::Pathgrid::Point point, float x, float y, float z) { x -= point.mX; y -= point.mY; z -= point.mZ; return sqrt(x * x + y * y + 0.1 * z * z); } float distance(ESM::Pathgrid::Point point, float x, float y, float z) { x -= point.mX; y -= point.mY; z -= point.mZ; return sqrt(x * x + y * y + z * z); } float distance(ESM::Pathgrid::Point a, ESM::Pathgrid::Point b) { float x = a.mX - b.mX; float y = a.mY - b.mY; float z = a.mZ - b.mZ; return sqrt(x * x + y * y + z * z); } // See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html // // One of the smallest cost in Seyda Neen is between points 77 & 78: // pt x y // 77 = 8026, 4480 // 78 = 7986, 4218 // // Euclidean distance is about 262 (ignoring z) and Manhattan distance is 300 // (again ignoring z). Using a value of about 300 for D seems like a reasonable // starting point for experiments. If in doubt, just use value 1. // // The distance between 3 & 4 are pretty small, too. // 3 = 5435, 223 // 4 = 5948, 193 // // Approx. 514 Euclidean distance and 533 Manhattan distance. // float manhattan(ESM::Pathgrid::Point a, ESM::Pathgrid::Point b) { return 300 * (abs(a.mX - b.mX) + abs(a.mY - b.mY) + abs(a.mZ - b.mZ)); } // Choose a heuristics - these may not be the best for directed graphs with // non uniform edge costs. // // distance: // - sqrt((curr.x - goal.x)^2 + (curr.y - goal.y)^2 + (curr.z - goal.z)^2) // - slower but more accurate // // Manhattan: // - |curr.x - goal.x| + |curr.y - goal.y| + |curr.z - goal.z| // - faster but not the shortest path float costAStar(ESM::Pathgrid::Point a, ESM::Pathgrid::Point b) { //return distance(a, b); return manhattan(a, b); } // Slightly cheaper version for comparisons. // Caller needs to be careful for very short distances (i.e. less than 1) // or when accumuating the results i.e. (a + b)^2 != a^2 + b^2 // float distanceSquared(ESM::Pathgrid::Point point, Ogre::Vector3 pos) { return Ogre::Vector3(point.mX, point.mY, point.mZ).squaredDistance(pos); } // Return the closest pathgrid point index from the specified position co // -ordinates. NOTE: Does not check if there is a sensible way to get there // (e.g. a cliff in front). // // NOTE: pos is expected to be in local co-ordinates, as is grid->mPoints // int getClosestPoint(const ESM::Pathgrid* grid, Ogre::Vector3 pos) { if(!grid || grid->mPoints.empty()) return -1; float distanceBetween = distanceSquared(grid->mPoints[0], pos); int closestIndex = 0; // TODO: if this full scan causes performance problems mapping pathgrid // points to a quadtree may help for(unsigned int counter = 1; counter < grid->mPoints.size(); counter++) { float potentialDistBetween = distanceSquared(grid->mPoints[counter], pos); if(potentialDistBetween < distanceBetween) { distanceBetween = potentialDistBetween; closestIndex = counter; } } return closestIndex; } // Uses mSCComp to choose a reachable end pathgrid point. start is assumed reachable. std::pair getClosestReachablePoint(const ESM::Pathgrid* grid, Ogre::Vector3 pos, int start, std::vector &sCComp) { // assume grid is fine int startGroup = sCComp[start]; float distanceBetween = distanceSquared(grid->mPoints[0], pos); int closestIndex = 0; int closestReachableIndex = 0; // TODO: if this full scan causes performance problems mapping pathgrid // points to a quadtree may help for(unsigned int counter = 1; counter < grid->mPoints.size(); counter++) { float potentialDistBetween = distanceSquared(grid->mPoints[counter], pos); if(potentialDistBetween < distanceBetween) { // found a closer one distanceBetween = potentialDistBetween; closestIndex = counter; if (sCComp[counter] == startGroup) { closestReachableIndex = counter; } } } if(start == closestReachableIndex) closestReachableIndex = -1; // couldn't find anyting other than start return std::pair (closestReachableIndex, closestReachableIndex == closestIndex); } } namespace MWMechanics { PathFinder::PathFinder() : mIsPathConstructed(false), mIsGraphConstructed(false), mCell(NULL) { } void PathFinder::clearPath() { if(!mPath.empty()) mPath.clear(); mIsPathConstructed = false; } /* * NOTE: Based on buildPath2(), please check git history if interested * * Populate mGraph with the cost of each allowed edge. * * Any existing data in mGraph is wiped clean first. The node's parent * is set with initial value of -1. The parent values are populated by * aStarSearch() in order to reconstruct a path. * * mGraph[f].edges[n].destination = t * * f = point index of location "from" * t = point index of location "to" * n = index of edges from point f * * * Example: (note from p(0) to p(2) not allowed in this example) * * mGraph[0].edges[0].destination = 1 * .edges[1].destination = 3 * * mGraph[1].edges[0].destination = 0 * .edges[1].destination = 2 * .edges[2].destination = 3 * * mGraph[2].edges[0].destination = 1 * * (etc, etc) * * * low * cost * p(0) <---> p(1) <------------> p(2) * ^ ^ * | | * | +-----> p(3) * +----------------> * high cost */ void PathFinder::buildPathgridGraph(const ESM::Pathgrid* pathGrid) { mGraph.clear(); // resize lists mGScore.resize(pathGrid->mPoints.size(), -1); mFScore.resize(pathGrid->mPoints.size(), -1); Node defaultNode; defaultNode.label = -1; defaultNode.parent = -1; mGraph.resize(pathGrid->mPoints.size(),defaultNode); // initialise mGraph for(unsigned int i = 0; i < pathGrid->mPoints.size(); i++) { Node node; node.label = i; node.parent = -1; mGraph[i] = node; } // store the costs of each edge for(unsigned int i = 0; i < pathGrid->mEdges.size(); i++) { Edge edge; edge.cost = costAStar(pathGrid->mPoints[pathGrid->mEdges[i].mV0], pathGrid->mPoints[pathGrid->mEdges[i].mV1]); // forward path of the edge edge.destination = pathGrid->mEdges[i].mV1; mGraph[pathGrid->mEdges[i].mV0].edges.push_back(edge); // reverse path of the edge // NOTE: These are redundant, the ESM already contains the reverse paths. //edge.destination = pathGrid->mEdges[i].mV0; //mGraph[pathGrid->mEdges[i].mV1].edges.push_back(edge); } mIsGraphConstructed = true; } // v is the pathgrid point index (some call them vertices) void PathFinder::recursiveStrongConnect(int v) { mSCCPoint[v].first = mSCCIndex; // index mSCCPoint[v].second = mSCCIndex; // lowlink mSCCIndex++; mSCCStack.push_back(v); int w; for(int i = 0; i < mGraph[v].edges.size(); i++) { w = mGraph[v].edges[i].destination; if(mSCCPoint[w].first == -1) // not visited { recursiveStrongConnect(w); // recurse mSCCPoint[v].second = std::min(mSCCPoint[v].second, mSCCPoint[w].second); } else { if(find(mSCCStack.begin(), mSCCStack.end(), w) != mSCCStack.end()) mSCCPoint[v].second = std::min(mSCCPoint[v].second, mSCCPoint[w].first); } } if(mSCCPoint[v].second == mSCCPoint[v].first) { // new component do { w = mSCCStack.back(); mSCCStack.pop_back(); mSCComp[w] = mSCCId; } while(w != v); mSCCId++; } return; } /* * mSCComp contains the strongly connected component group id's. * * A cell can have disjointed pathgrid, e.g. Seyda Neen which has 3 * * mSCComp for Seyda Neen will have 3 different values. When selecting a * random pathgrid point for AiWander, mSCComp can be checked for quickly * finding whether the destination is reachable. * * Otherwise, buildPath will automatically select a closest reachable end * pathgrid point (reachable from the closest start point). * * Using Tarjan's algorithm * * mGraph | graph G | * mSCCPoint | V | derived from pathGrid->mPoints * mGraph[v].edges | E (for v) | * mSCCIndex | index | keep track of smallest unused index * mSCCStack | S | * pathGrid * ->mEdges[v].mV1 | w | = mGraph[v].edges[i].destination * * FIXME: Some of these can be cleaned up by including them to struct * Node used by mGraph */ void PathFinder::buildConnectedPoints(const ESM::Pathgrid* pathGrid) { mSCComp.clear(); mSCComp.resize(pathGrid->mPoints.size(), 0); mSCCId = 0; mSCCIndex = 0; mSCCStack.clear(); mSCCPoint.clear(); mSCCPoint.resize(pathGrid->mPoints.size(), std::pair (-1, -1)); for(unsigned int v = 0; v < pathGrid->mPoints.size(); v++) { if(mSCCPoint[v].first == -1) // undefined (haven't visited) recursiveStrongConnect(v); } } void PathFinder::cleanUpAStar() { for(int i = 0; i < static_cast (mGraph.size()); i++) { mGraph[i].parent = -1; mGScore[i] = -1; mFScore[i] = -1; } } /* * NOTE: Based on buildPath2(), please check git history if interested * Should consider a using 3rd party library version (e.g. boost) * * Find the shortest path to the target goal using a well known algorithm. * Uses mGraph which has pre-computed costs for allowed edges. It is assumed * that mGraph is already constructed. The caller, i.e. buildPath(), needs * to ensure this. * * Returns path (a list of pathgrid point indexes) which may be empty. * * Input params: * start, goal - pathgrid point indexes (for this cell) * xCell, yCell - values to add to convert path back to world scale * * Variables: * openset - point indexes to be traversed, lowest cost at the front * closedset - point indexes already traversed * * Class variables: * mGScore - past accumulated costs vector indexed by point index * mFScore - future estimated costs vector indexed by point index * these are resized by buildPathgridGraph() */ std::list PathFinder::aStarSearch(const ESM::Pathgrid* pathGrid, int start, int goal, float xCell, float yCell) { cleanUpAStar(); // mGScore & mFScore keep costs for each pathgrid point in pathGrid->mPoints mGScore[start] = 0; mFScore[start] = costAStar(pathGrid->mPoints[start], pathGrid->mPoints[goal]); std::list openset; std::list closedset; openset.push_back(start); int current = -1; while(!openset.empty()) { current = openset.front(); // front has the lowest cost openset.pop_front(); if(current == goal) break; closedset.push_back(current); // remember we've been here // check all edges for the current point index for(int j = 0; j < static_cast (mGraph[current].edges.size()); j++) { if(std::find(closedset.begin(), closedset.end(), mGraph[current].edges[j].destination) == closedset.end()) { // not in closedset - i.e. have not traversed this edge destination int dest = mGraph[current].edges[j].destination; float tentative_g = mGScore[current] + mGraph[current].edges[j].cost; bool isInOpenSet = std::find(openset.begin(), openset.end(), dest) != openset.end(); if(!isInOpenSet || tentative_g < mGScore[dest]) { mGraph[dest].parent = current; mGScore[dest] = tentative_g; mFScore[dest] = tentative_g + costAStar(pathGrid->mPoints[dest], pathGrid->mPoints[goal]); if(!isInOpenSet) { // add this edge to openset, lowest cost goes to the front // TODO: if this causes performance problems a hash table may help std::list::iterator it = openset.begin(); for(it = openset.begin(); it!= openset.end(); it++) { if(mFScore[*it] > mFScore[dest]) break; } openset.insert(it, dest); } } } // if in closedset, i.e. traversed this edge already, try the next edge } } std::list path; if(current != goal) return path; // for some reason couldn't build a path // e.g. start was not reachable (we assume it is) // reconstruct path to return, using world co-ordinates while(mGraph[current].parent != -1) { ESM::Pathgrid::Point pt = pathGrid->mPoints[current]; pt.mX += xCell; pt.mY += yCell; path.push_front(pt); current = mGraph[current].parent; } // TODO: Is this a bug? If path is empty the algorithm couldn't find a path. // Simply using the destination as the path in this scenario seems strange. // Commented out pending further testing. #if 0 if(path.empty()) { ESM::Pathgrid::Point pt = pathGrid->mPoints[goal]; pt.mX += xCell; pt.mY += yCell; path.push_front(pt); } #endif return path; } /* * NOTE: This method may fail to find a path. The caller must check the * result before using it. If there is no path the AI routies need to * implement some other heuristics to reach the target. * * NOTE: startPoint & endPoint are in world co-ordinates * * Updates mPath using aStarSearch() or ray test (if shortcut allowed). * mPath consists of pathgrid points, except the last element which is * endPoint. This may be useful where the endPoint is not on a pathgrid * point (e.g. combat). However, if the caller has already chosen a * pathgrid point (e.g. wander) then it may be worth while to call * pop_back() to remove the redundant entry. * * mPathConstructed is set true if successful, false if not * * May update mGraph by calling buildPathgridGraph() if it isn't * constructed yet. At the same time mConnectedPoints is also updated. * * NOTE: co-ordinates must be converted prior to calling getClosestPoint() * * | * | cell * | +-----------+ * | | | * | | | * | | @ | * | i | j | * |<--->|<---->| | * | +-----------+ * | k * |<---------->| world * +----------------------------- * * i = x value of cell itself (multiply by ESM::Land::REAL_SIZE to convert) * j = @.x in local co-ordinates (i.e. within the cell) * k = @.x in world co-ordinates */ void PathFinder::buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::CellStore* cell, bool allowShortcuts) { mPath.clear(); if(allowShortcuts) { // if there's a ray cast hit, can't take a direct path if(!MWBase::Environment::get().getWorld()->castRay(startPoint.mX, startPoint.mY, startPoint.mZ, endPoint.mX, endPoint.mY, endPoint.mZ)) { mPath.push_back(endPoint); mIsPathConstructed = true; return; } } if(mCell != cell) { mIsGraphConstructed = false; // must be in a new cell, need a new mGraph and mSCComp mCell = cell; } const ESM::Pathgrid *pathGrid = MWBase::Environment::get().getWorld()->getStore().get().search(*mCell->getCell()); float xCell = 0; float yCell = 0; if (mCell->isExterior()) { xCell = mCell->getCell()->mData.mX * ESM::Land::REAL_SIZE; yCell = mCell->getCell()->mData.mY * ESM::Land::REAL_SIZE; } // NOTE: It is possible that getClosestPoint returns a pathgrind point index // that is unreachable in some situations. e.g. actor is standing // outside an area enclosed by walls, but there is a pathgrid // point right behind the wall that is closer than any pathgrid // point outside the wall // // NOTE: getClosestPoint expects local co-ordinates // int startNode = getClosestPoint(pathGrid, Ogre::Vector3(startPoint.mX - xCell, startPoint.mY - yCell, startPoint.mZ)); if(startNode != -1) // only check once, assume pathGrid won't change { if(!mIsGraphConstructed) { buildPathgridGraph(pathGrid); // pre-compute costs for use with aStarSearch buildConnectedPoints(pathGrid); // must before calling getClosestReachablePoint } std::pair endNode = getClosestReachablePoint(pathGrid, Ogre::Vector3(endPoint.mX - xCell, endPoint.mY - yCell, endPoint.mZ), startNode, mSCComp); if(endNode.first != -1) { mPath = aStarSearch(pathGrid, startNode, endNode.first, xCell, yCell); if(!mPath.empty()) { mIsPathConstructed = true; // Add the destination (which may be different to the closest // pathgrid point). However only add if endNode was the closest // point to endPoint. // // This logic can fail in the opposite situate, e.g. endPoint may // have been reachable but happened to be very close to an // unreachable pathgrid point. // // The AI routines will have to deal with such situations. if(endNode.second) mPath.push_back(endPoint); } else mIsPathConstructed = false; } else mIsPathConstructed = false; } else mIsPathConstructed = false; // this shouldn't really happen, but just in case } float PathFinder::getZAngleToNext(float x, float y) const { // This should never happen (programmers should have an if statement checking // mIsPathConstructed that prevents this call if otherwise). if(mPath.empty()) return 0.; const ESM::Pathgrid::Point &nextPoint = *mPath.begin(); float directionX = nextPoint.mX - x; float directionY = nextPoint.mY - y; float directionResult = sqrt(directionX * directionX + directionY * directionY); return Ogre::Radian(Ogre::Math::ACos(directionY / directionResult) * sgn(Ogre::Math::ASin(directionX / directionResult))).valueDegrees(); } // Used by AiCombat, use Euclidean distance float PathFinder::getDistToNext(float x, float y, float z) { ESM::Pathgrid::Point nextPoint = *mPath.begin(); return distance(nextPoint, x, y, z); } bool PathFinder::checkWaypoint(float x, float y, float z) { if(mPath.empty()) return true; ESM::Pathgrid::Point nextPoint = *mPath.begin(); if(distanceZCorrected(nextPoint, x, y, z) < 64) { mPath.pop_front(); if(mPath.empty()) mIsPathConstructed = false; return true; } return false; } bool PathFinder::checkPathCompleted(float x, float y, float z) { if(mPath.empty()) return true; ESM::Pathgrid::Point nextPoint = *mPath.begin(); if(distanceZCorrected(nextPoint, x, y, z) < 64) { mPath.pop_front(); if(mPath.empty()) { mIsPathConstructed = false; return true; } } return false; } // used by AiCombat, see header for the rationale void PathFinder::syncStart(const std::list &path) { if (mPath.size() < 2) return; //nothing to pop std::list::const_iterator oldStart = path.begin(); std::list::iterator iter = ++mPath.begin(); if( (*iter).mX == oldStart->mX && (*iter).mY == oldStart->mY && (*iter).mZ == oldStart->mZ && (*iter).mAutogenerated == oldStart->mAutogenerated && (*iter).mConnectionNum == oldStart->mConnectionNum ) { mPath.pop_front(); } } }