#ifndef GAME_MWMECHANICS_PATHFINDING_H #define GAME_MWMECHANICS_PATHFINDING_H #include #include #include namespace MWWorld { class CellStore; } namespace MWMechanics { class PathFinder { public: PathFinder(); static float sgn(Ogre::Radian a) { if(a.valueRadians() > 0) return 1.0; return -1.0; } static float sgn(float a) { if(a > 0) return 1.0; return -1.0; } void clearPath(); void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::CellStore* cell, bool allowShortcuts = true); bool checkPathCompleted(float x, float y, float z); ///< \Returns true if the last point of the path has been reached. bool checkWaypoint(float x, float y, float z); ///< \Returns true if a way point was reached float getZAngleToNext(float x, float y) const; float getDistToNext(float x, float y, float z); bool isPathConstructed() const { return mIsPathConstructed; } int getPathSize() const { return mPath.size(); } std::list getPath() const { return mPath; } // When first point of newly created path is the nearest to actor point, // then a situation can occure when this point is undesirable // (if the 2nd point of new path == the 1st point of old path) // This functions deletes that point. void syncStart(const std::list &path); void addPointToPath(ESM::Pathgrid::Point &point) { mPath.push_back(point); } private: bool mIsPathConstructed; std::list mPath; const ESM::Pathgrid *mPathgrid; const MWWorld::CellStore* mCell; }; } #endif