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OpenMW/apps/openmw/mwmechanics/obstacle.cpp
2024-10-30 12:41:36 +03:00

239 lines
8.3 KiB
C++

#include "obstacle.hpp"
#include <array>
#include <span>
#include <components/detournavigator/agentbounds.hpp>
#include <components/esm3/loaddoor.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/class.hpp"
#include "movement.hpp"
namespace MWMechanics
{
namespace
{
// NOTE: determined empirically but probably need further tweaking
constexpr float distanceSameSpot = 0.5f;
constexpr float durationSameSpot = 1.5f;
constexpr float durationToEvade = 1;
struct EvadeDirection
{
float mMovementX;
float mMovementY;
MWWorld::MovementDirectionFlag mRequiredAnimation;
};
constexpr EvadeDirection evadeDirections[] = {
{ 1.0f, 1.0f, MWWorld::MovementDirectionFlag_Forward }, // move to right and forward
{ 1.0f, 0.0f, MWWorld::MovementDirectionFlag_Right }, // move to right
{ 1.0f, -1.0f, MWWorld::MovementDirectionFlag_Back }, // move to right and backwards
{ 0.0f, -1.0f, MWWorld::MovementDirectionFlag_Back }, // move backwards
{ -1.0f, -1.0f, MWWorld::MovementDirectionFlag_Back }, // move to left and backwards
{ -1.0f, 0.0f, MWWorld::MovementDirectionFlag_Left }, // move to left
{ -1.0f, 1.0f, MWWorld::MovementDirectionFlag_Forward }, // move to left and forward
};
}
bool proximityToDoor(const MWWorld::Ptr& actor, float minDist)
{
if (getNearbyDoor(actor, minDist).isEmpty())
return false;
else
return true;
}
struct GetNearbyDoorVisitor
{
MWWorld::Ptr mResult;
GetNearbyDoorVisitor(const MWWorld::Ptr& actor, const float minDist)
: mPos(actor.getRefData().getPosition().asVec3())
, mDir(actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0, 1, 0))
, mMinDist(minDist)
{
mPos.z() = 0;
mDir.normalize();
}
bool operator()(const MWWorld::Ptr& ptr)
{
MWWorld::LiveCellRef<ESM::Door>& ref = *static_cast<MWWorld::LiveCellRef<ESM::Door>*>(ptr.getBase());
if (!ptr.getRefData().isEnabled() || ref.isDeleted())
return true;
if (ptr.getClass().getDoorState(ptr) != MWWorld::DoorState::Idle)
return true;
const float doorRot = ref.mData.getPosition().rot[2] - ptr.getCellRef().getPosition().rot[2];
if (doorRot != 0)
return true;
osg::Vec3f doorPos(ref.mData.getPosition().asVec3());
doorPos.z() = 0;
osg::Vec3f actorToDoor = doorPos - mPos;
// Door is not close enough
if (actorToDoor.length2() > mMinDist * mMinDist)
return true;
actorToDoor.normalize();
const float angle = std::acos(mDir * actorToDoor);
// Allow 60 degrees angle between actor and door
if (angle < -osg::PI / 3 || angle > osg::PI / 3)
return true;
mResult = ptr;
return false; // found, stop searching
}
private:
osg::Vec3f mPos, mDir;
float mMinDist;
};
const MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist)
{
GetNearbyDoorVisitor visitor(actor, minDist);
actor.getCell()->forEachType<ESM::Door>(visitor);
return visitor.mResult;
}
bool isAreaOccupiedByOtherActor(const MWWorld::ConstPtr& actor, const osg::Vec3f& destination, bool ignorePlayer,
std::vector<MWWorld::Ptr>* occupyingActors)
{
const auto world = MWBase::Environment::get().getWorld();
const osg::Vec3f halfExtents = world->getPathfindingAgentBounds(actor).mHalfExtents;
const auto maxHalfExtent = std::max(halfExtents.x(), std::max(halfExtents.y(), halfExtents.z()));
if (ignorePlayer)
{
const std::array ignore{ actor, world->getPlayerConstPtr() };
return world->isAreaOccupiedByOtherActor(destination, 2 * maxHalfExtent, ignore, occupyingActors);
}
const std::array ignore{ actor };
return world->isAreaOccupiedByOtherActor(destination, 2 * maxHalfExtent, ignore, occupyingActors);
}
ObstacleCheck::ObstacleCheck()
: mEvadeDirectionIndex(std::size(evadeDirections) - 1)
{
}
void ObstacleCheck::clear()
{
mWalkState = WalkState::Initial;
}
bool ObstacleCheck::isEvading() const
{
return mWalkState == WalkState::Evade;
}
/*
* input - actor, duration (time since last check)
* output - true if evasive action needs to be taken
*
* Walking state transitions (player greeting check not shown):
*
* Initial ----> Norm <--------> CheckStuck -------> Evade ---+
* ^ ^ | f ^ | t ^ | |
* | | | | | | | |
* | +-+ +---+ +---+ | u
* | any < t < u |
* +---------------------------------------------+
*
* f = one reaction time
* t = how long before considered stuck
* u = how long to move sideways
*
*/
void ObstacleCheck::update(const MWWorld::Ptr& actor, const osg::Vec3f& destination, float duration,
MWWorld::MovementDirectionFlags supportedMovementDirection)
{
const auto position = actor.getRefData().getPosition().asVec3();
if (mWalkState == WalkState::Initial)
{
mWalkState = WalkState::Norm;
mStateDuration = 0;
mPrev = position;
mInitialDistance = (destination - position).length();
mDestination = destination;
return;
}
if (mWalkState != WalkState::Evade)
{
if (mDestination != destination)
{
mInitialDistance = (destination - mPrev).length();
mDestination = destination;
}
const float distSameSpot = distanceSameSpot * actor.getClass().getCurrentSpeed(actor) * duration;
const float prevDistance = (destination - mPrev).length();
const float currentDistance = (destination - position).length();
const float movedDistance = prevDistance - currentDistance;
const float movedFromInitialDistance = mInitialDistance - currentDistance;
mPrev = position;
if (movedDistance >= distSameSpot && movedFromInitialDistance >= distSameSpot)
{
mWalkState = WalkState::Norm;
mStateDuration = 0;
return;
}
if (mWalkState == WalkState::Norm)
{
mWalkState = WalkState::CheckStuck;
mStateDuration = duration;
mInitialDistance = (destination - position).length();
return;
}
mStateDuration += duration;
if (mStateDuration < durationSameSpot)
{
return;
}
mWalkState = WalkState::Evade;
mStateDuration = 0;
std::size_t newEvadeDirectionIndex = mEvadeDirectionIndex;
do
{
++newEvadeDirectionIndex;
if (newEvadeDirectionIndex == std::size(evadeDirections))
newEvadeDirectionIndex = 0;
if ((evadeDirections[newEvadeDirectionIndex].mRequiredAnimation & supportedMovementDirection) != 0)
break;
} while (mEvadeDirectionIndex != newEvadeDirectionIndex);
return;
}
mStateDuration += duration;
if (mStateDuration >= durationToEvade)
{
// tried to evade, assume all is ok and start again
mWalkState = WalkState::Norm;
mStateDuration = 0;
mPrev = position;
}
}
void ObstacleCheck::takeEvasiveAction(MWMechanics::Movement& actorMovement) const
{
actorMovement.mPosition[0] = evadeDirections[mEvadeDirectionIndex].mMovementX;
actorMovement.mPosition[1] = evadeDirections[mEvadeDirectionIndex].mMovementY;
}
}