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OpenMW/apps/openmw/mwlua/nearbybindings.cpp

354 lines
17 KiB
C++

#include "nearbybindings.hpp"
#include <components/detournavigator/navigator.hpp>
#include <components/detournavigator/navigatorutils.hpp>
#include <components/lua/luastate.hpp>
#include <components/misc/constants.hpp>
#include <components/settings/values.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwphysics/raycasting.hpp"
#include "../mwworld/cell.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/scene.hpp"
#include "luamanagerimp.hpp"
#include "objectlists.hpp"
namespace
{
template <class T = MWWorld::Ptr>
std::vector<T> parseIgnoreList(const sol::table& options)
{
std::vector<T> ignore;
if (const auto& ignoreObj = options.get<sol::optional<MWLua::LObject>>("ignore"))
{
ignore.push_back(ignoreObj->ptr());
}
else if (const auto& ignoreTable = options.get<sol::optional<sol::table>>("ignore"))
{
ignoreTable->for_each([&](const auto& _, const sol::object& value) {
if (value.is<MWLua::LObject>())
{
ignore.push_back(value.as<MWLua::LObject>().ptr());
}
});
}
return ignore;
}
}
namespace sol
{
template <>
struct is_automagical<MWPhysics::RayCastingResult> : std::false_type
{
};
}
namespace MWLua
{
sol::table initNearbyPackage(const Context& context)
{
sol::state_view lua = context.sol();
sol::table api(lua, sol::create);
ObjectLists* objectLists = context.mObjectLists;
sol::usertype<MWPhysics::RayCastingResult> rayResult
= lua.new_usertype<MWPhysics::RayCastingResult>("RayCastingResult");
rayResult["hit"] = sol::readonly_property([](const MWPhysics::RayCastingResult& r) { return r.mHit; });
rayResult["hitPos"]
= sol::readonly_property([](const MWPhysics::RayCastingResult& r) -> sol::optional<osg::Vec3f> {
if (r.mHit)
return r.mHitPos;
else
return sol::nullopt;
});
rayResult["hitNormal"]
= sol::readonly_property([](const MWPhysics::RayCastingResult& r) -> sol::optional<osg::Vec3f> {
if (r.mHit)
return r.mHitNormal;
else
return sol::nullopt;
});
rayResult["hitObject"]
= sol::readonly_property([](const MWPhysics::RayCastingResult& r) -> sol::optional<LObject> {
if (r.mHitObject.isEmpty())
return sol::nullopt;
else
return LObject(getId(r.mHitObject));
});
api["COLLISION_TYPE"]
= LuaUtil::makeStrictReadOnly(LuaUtil::tableFromPairs<std::string_view, MWPhysics::CollisionType>(lua,
{
{ "World", MWPhysics::CollisionType_World },
{ "Door", MWPhysics::CollisionType_Door },
{ "Actor", MWPhysics::CollisionType_Actor },
{ "HeightMap", MWPhysics::CollisionType_HeightMap },
{ "Projectile", MWPhysics::CollisionType_Projectile },
{ "Water", MWPhysics::CollisionType_Water },
{ "Default", MWPhysics::CollisionType_Default },
{ "AnyPhysical", MWPhysics::CollisionType_AnyPhysical },
{ "Camera", MWPhysics::CollisionType_CameraOnly },
{ "VisualOnly", MWPhysics::CollisionType_VisualOnly },
}));
api["castRay"] = [](const osg::Vec3f& from, const osg::Vec3f& to, sol::optional<sol::table> options) {
std::vector<MWWorld::ConstPtr> ignore;
int collisionType = MWPhysics::CollisionType_Default;
float radius = 0;
if (options)
{
ignore = parseIgnoreList<MWWorld::ConstPtr>(*options);
collisionType = options->get<sol::optional<int>>("collisionType").value_or(collisionType);
radius = options->get<sol::optional<float>>("radius").value_or(0);
}
const MWPhysics::RayCastingInterface* rayCasting = MWBase::Environment::get().getWorld()->getRayCasting();
if (radius <= 0)
{
return rayCasting->castRay(from, to, ignore, {}, collisionType);
}
else
{
for (const auto& ptr : ignore)
{
if (!ptr.isEmpty())
throw std::logic_error("Currently castRay doesn't support `ignore` when radius > 0");
}
return rayCasting->castSphere(from, to, radius, collisionType);
}
};
// TODO: async raycasting
/*api["asyncCastRay"] = [luaManager = context.mLuaManager](
const Callback& luaCallback, const osg::Vec3f& from, const osg::Vec3f& to, sol::optional<sol::table>
options)
{
std::function<void(MWPhysics::RayCastingResult)> callback =
luaManager->wrapLuaCallback<MWPhysics::RayCastingResult>(luaCallback);
MWPhysics::RayCastingInterface* rayCasting = MWBase::Environment::get().getWorld()->getRayCasting();
// Handle options the same way as in `castRay`.
// NOTE: `callback` is not thread safe. If MWPhysics works in separate thread, it must put results to a
queue
// and use this callback from the main thread at the beginning of the next frame processing.
rayCasting->asyncCastRay(callback, from, to, ignore, std::vector<MWWorld::Ptr>(), collisionType);
};*/
api["castRenderingRay"] = [manager = context.mLuaManager](const osg::Vec3f& from, const osg::Vec3f& to,
const sol::optional<sol::table>& options) {
if (!manager->isProcessingInputEvents())
{
throw std::logic_error(
"castRenderingRay can be used only in player scripts during processing of input events; "
"use asyncCastRenderingRay instead.");
}
std::vector<MWWorld::Ptr> ignore;
if (options.has_value())
{
ignore = parseIgnoreList(*options);
}
MWPhysics::RayCastingResult res;
MWBase::Environment::get().getWorld()->castRenderingRay(res, from, to, false, false, ignore);
return res;
};
api["asyncCastRenderingRay"] = [context](const sol::table& callback, const osg::Vec3f& from,
const osg::Vec3f& to, const sol::optional<sol::table>& options) {
std::vector<MWWorld::Ptr> ignore;
if (options.has_value())
{
ignore = parseIgnoreList(*options);
}
context.mLuaManager->addAction(
[context, ignore = std::move(ignore), callback = LuaUtil::Callback::fromLua(callback), from, to] {
MWPhysics::RayCastingResult res;
MWBase::Environment::get().getWorld()->castRenderingRay(res, from, to, false, false, ignore);
context.mLuaManager->queueCallback(
callback, sol::main_object(context.mLua->unsafeState(), sol::in_place, res));
});
};
api["getObjectByFormId"] = [](std::string_view formIdStr) -> LObject {
ESM::RefId refId = ESM::RefId::deserializeText(formIdStr);
if (!refId.is<ESM::FormId>())
throw std::runtime_error("FormId expected, got " + std::string(formIdStr) + "; use core.getFormId");
return LObject(*refId.getIf<ESM::FormId>());
};
api["activators"] = LObjectList{ objectLists->getActivatorsInScene() };
api["actors"] = LObjectList{ objectLists->getActorsInScene() };
api["containers"] = LObjectList{ objectLists->getContainersInScene() };
api["doors"] = LObjectList{ objectLists->getDoorsInScene() };
api["items"] = LObjectList{ objectLists->getItemsInScene() };
api["players"] = LObjectList{ objectLists->getPlayers() };
api["NAVIGATOR_FLAGS"]
= LuaUtil::makeStrictReadOnly(LuaUtil::tableFromPairs<std::string_view, DetourNavigator::Flag>(lua,
{
{ "Walk", DetourNavigator::Flag_walk },
{ "Swim", DetourNavigator::Flag_swim },
{ "OpenDoor", DetourNavigator::Flag_openDoor },
{ "UsePathgrid", DetourNavigator::Flag_usePathgrid },
}));
api["COLLISION_SHAPE_TYPE"] = LuaUtil::makeStrictReadOnly(
LuaUtil::tableFromPairs<std::string_view, DetourNavigator::CollisionShapeType>(lua,
{
{ "Aabb", DetourNavigator::CollisionShapeType::Aabb },
{ "RotatingBox", DetourNavigator::CollisionShapeType::RotatingBox },
{ "Cylinder", DetourNavigator::CollisionShapeType::Cylinder },
}));
api["FIND_PATH_STATUS"]
= LuaUtil::makeStrictReadOnly(LuaUtil::tableFromPairs<std::string_view, DetourNavigator::Status>(lua,
{
{ "Success", DetourNavigator::Status::Success },
{ "PartialPath", DetourNavigator::Status::PartialPath },
{ "NavMeshNotFound", DetourNavigator::Status::NavMeshNotFound },
{ "StartPolygonNotFound", DetourNavigator::Status::StartPolygonNotFound },
{ "EndPolygonNotFound", DetourNavigator::Status::EndPolygonNotFound },
{ "MoveAlongSurfaceFailed", DetourNavigator::Status::MoveAlongSurfaceFailed },
{ "FindPathOverPolygonsFailed", DetourNavigator::Status::FindPathOverPolygonsFailed },
{ "InitNavMeshQueryFailed", DetourNavigator::Status::InitNavMeshQueryFailed },
{ "FindStraightPathFailed", DetourNavigator::Status::FindStraightPathFailed },
}));
static const DetourNavigator::AgentBounds defaultAgentBounds{
Settings::game().mActorCollisionShapeType,
Settings::game().mDefaultActorPathfindHalfExtents,
};
static constexpr DetourNavigator::Flags defaultIncludeFlags = DetourNavigator::Flag_walk
| DetourNavigator::Flag_swim | DetourNavigator::Flag_openDoor | DetourNavigator::Flag_usePathgrid;
api["findPath"]
= [](const osg::Vec3f& source, const osg::Vec3f& destination, const sol::optional<sol::table>& options) {
DetourNavigator::AgentBounds agentBounds = defaultAgentBounds;
DetourNavigator::Flags includeFlags = defaultIncludeFlags;
DetourNavigator::AreaCosts areaCosts{};
float destinationTolerance = 1;
if (options.has_value())
{
if (const auto& t = options->get<sol::optional<sol::table>>("agentBounds"))
{
if (const auto& v = t->get<sol::optional<DetourNavigator::CollisionShapeType>>("shapeType"))
agentBounds.mShapeType = *v;
if (const auto& v = t->get<sol::optional<osg::Vec3f>>("halfExtents"))
agentBounds.mHalfExtents = *v;
}
if (const auto& v = options->get<sol::optional<DetourNavigator::Flags>>("includeFlags"))
includeFlags = *v;
if (const auto& t = options->get<sol::optional<sol::table>>("areaCosts"))
{
if (const auto& v = t->get<sol::optional<float>>("water"))
areaCosts.mWater = *v;
if (const auto& v = t->get<sol::optional<float>>("door"))
areaCosts.mDoor = *v;
if (const auto& v = t->get<sol::optional<float>>("pathgrid"))
areaCosts.mPathgrid = *v;
if (const auto& v = t->get<sol::optional<float>>("ground"))
areaCosts.mGround = *v;
}
if (const auto& v = options->get<sol::optional<float>>("destinationTolerance"))
destinationTolerance = *v;
}
std::vector<osg::Vec3f> result;
const DetourNavigator::Status status = DetourNavigator::findPath(
*MWBase::Environment::get().getWorld()->getNavigator(), agentBounds, source, destination,
includeFlags, areaCosts, destinationTolerance, std::back_inserter(result));
return std::make_tuple(status, std::move(result));
};
api["findRandomPointAroundCircle"] = [](const osg::Vec3f& position, float maxRadius,
const sol::optional<sol::table>& options) {
DetourNavigator::AgentBounds agentBounds = defaultAgentBounds;
DetourNavigator::Flags includeFlags = defaultIncludeFlags;
if (options.has_value())
{
if (const auto& t = options->get<sol::optional<sol::table>>("agentBounds"))
{
if (const auto& v = t->get<sol::optional<DetourNavigator::CollisionShapeType>>("shapeType"))
agentBounds.mShapeType = *v;
if (const auto& v = t->get<sol::optional<osg::Vec3f>>("halfExtents"))
agentBounds.mHalfExtents = *v;
}
if (const auto& v = options->get<sol::optional<DetourNavigator::Flags>>("includeFlags"))
includeFlags = *v;
}
constexpr auto getRandom
= [] { return Misc::Rng::rollProbability(MWBase::Environment::get().getWorld()->getPrng()); };
return DetourNavigator::findRandomPointAroundCircle(*MWBase::Environment::get().getWorld()->getNavigator(),
agentBounds, position, maxRadius, includeFlags, getRandom);
};
api["castNavigationRay"]
= [](const osg::Vec3f& from, const osg::Vec3f& to, const sol::optional<sol::table>& options) {
DetourNavigator::AgentBounds agentBounds = defaultAgentBounds;
DetourNavigator::Flags includeFlags = defaultIncludeFlags;
if (options.has_value())
{
if (const auto& t = options->get<sol::optional<sol::table>>("agentBounds"))
{
if (const auto& v = t->get<sol::optional<DetourNavigator::CollisionShapeType>>("shapeType"))
agentBounds.mShapeType = *v;
if (const auto& v = t->get<sol::optional<osg::Vec3f>>("halfExtents"))
agentBounds.mHalfExtents = *v;
}
if (const auto& v = options->get<sol::optional<DetourNavigator::Flags>>("includeFlags"))
includeFlags = *v;
}
return DetourNavigator::raycast(
*MWBase::Environment::get().getWorld()->getNavigator(), agentBounds, from, to, includeFlags);
};
api["findNearestNavMeshPosition"] = [](const osg::Vec3f& position, const sol::optional<sol::table>& options) {
DetourNavigator::AgentBounds agentBounds = defaultAgentBounds;
std::optional<osg::Vec3f> searchAreaHalfExtents;
DetourNavigator::Flags includeFlags = defaultIncludeFlags;
if (options.has_value())
{
if (const auto& t = options->get<sol::optional<sol::table>>("agentBounds"))
{
if (const auto& v = t->get<sol::optional<DetourNavigator::CollisionShapeType>>("shapeType"))
agentBounds.mShapeType = *v;
if (const auto& v = t->get<sol::optional<osg::Vec3f>>("halfExtents"))
agentBounds.mHalfExtents = *v;
}
if (const auto& v = options->get<sol::optional<osg::Vec3f>>("searchAreaHalfExtents"))
searchAreaHalfExtents = *v;
if (const auto& v = options->get<sol::optional<DetourNavigator::Flags>>("includeFlags"))
includeFlags = *v;
}
if (!searchAreaHalfExtents.has_value())
{
const bool isEsm4 = MWBase::Environment::get().getWorldScene()->getCurrentCell()->getCell()->isEsm4();
const float halfExtents = isEsm4
? (1 + 2 * Constants::ESM4CellGridRadius) * Constants::ESM4CellSizeInUnits
: (1 + 2 * Constants::CellGridRadius) * Constants::CellSizeInUnits;
searchAreaHalfExtents = osg::Vec3f(halfExtents, halfExtents, halfExtents);
}
return DetourNavigator::findNearestNavMeshPosition(*MWBase::Environment::get().getWorld()->getNavigator(),
agentBounds, position, *searchAreaHalfExtents, includeFlags);
};
return LuaUtil::makeReadOnly(api);
}
}