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https://gitlab.com/OpenMW/openmw.git
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b4868c6094
To avoid trying those which will not lead to any actor movement due to absent animation.
225 lines
8.0 KiB
C++
225 lines
8.0 KiB
C++
#include "obstacle.hpp"
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#include <array>
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#include <span>
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#include <components/detournavigator/agentbounds.hpp>
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#include <components/esm3/loaddoor.hpp>
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/class.hpp"
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#include "movement.hpp"
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namespace MWMechanics
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{
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namespace
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{
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// NOTE: determined empirically but probably need further tweaking
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constexpr float distanceSameSpot = 0.5f;
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constexpr float durationSameSpot = 1.5f;
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constexpr float durationToEvade = 1;
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struct EvadeDirection
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{
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float mMovementX;
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float mMovementY;
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MWWorld::MovementDirectionFlag mRequiredAnimation;
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};
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constexpr EvadeDirection evadeDirections[] = {
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{ 1.0f, 1.0f, MWWorld::MovementDirectionFlag_Forward }, // move to right and forward
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{ 1.0f, 0.0f, MWWorld::MovementDirectionFlag_Right }, // move to right
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{ 1.0f, -1.0f, MWWorld::MovementDirectionFlag_Back }, // move to right and backwards
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{ 0.0f, -1.0f, MWWorld::MovementDirectionFlag_Back }, // move backwards
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{ -1.0f, -1.0f, MWWorld::MovementDirectionFlag_Back }, // move to left and backwards
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{ -1.0f, 0.0f, MWWorld::MovementDirectionFlag_Left }, // move to left
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{ -1.0f, 1.0f, MWWorld::MovementDirectionFlag_Forward }, // move to left and forward
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};
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}
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bool proximityToDoor(const MWWorld::Ptr& actor, float minDist)
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{
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if (getNearbyDoor(actor, minDist).isEmpty())
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return false;
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else
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return true;
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}
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const MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist)
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{
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MWWorld::CellStore* cell = actor.getCell();
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// Check all the doors in this cell
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const MWWorld::CellRefList<ESM::Door>& doors = cell->getReadOnlyDoors();
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osg::Vec3f pos(actor.getRefData().getPosition().asVec3());
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pos.z() = 0;
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osg::Vec3f actorDir = (actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0, 1, 0));
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for (const auto& ref : doors.mList)
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{
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osg::Vec3f doorPos(ref.mData.getPosition().asVec3());
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// FIXME: cast
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const MWWorld::Ptr doorPtr
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= MWWorld::Ptr(&const_cast<MWWorld::LiveCellRef<ESM::Door>&>(ref), actor.getCell());
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const auto doorState = doorPtr.getClass().getDoorState(doorPtr);
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float doorRot = ref.mData.getPosition().rot[2] - doorPtr.getCellRef().getPosition().rot[2];
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if (doorState != MWWorld::DoorState::Idle || doorRot != 0)
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continue; // the door is already opened/opening
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doorPos.z() = 0;
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float angle = std::acos(actorDir * (doorPos - pos) / (actorDir.length() * (doorPos - pos).length()));
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// Allow 60 degrees angle between actor and door
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if (angle < -osg::PI / 3 || angle > osg::PI / 3)
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continue;
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// Door is not close enough
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if ((pos - doorPos).length2() > minDist * minDist)
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continue;
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return doorPtr; // found, stop searching
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}
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return MWWorld::Ptr(); // none found
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}
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bool isAreaOccupiedByOtherActor(const MWWorld::ConstPtr& actor, const osg::Vec3f& destination, bool ignorePlayer,
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std::vector<MWWorld::Ptr>* occupyingActors)
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{
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const auto world = MWBase::Environment::get().getWorld();
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const osg::Vec3f halfExtents = world->getPathfindingAgentBounds(actor).mHalfExtents;
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const auto maxHalfExtent = std::max(halfExtents.x(), std::max(halfExtents.y(), halfExtents.z()));
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if (ignorePlayer)
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{
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const std::array ignore{ actor, world->getPlayerConstPtr() };
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return world->isAreaOccupiedByOtherActor(destination, 2 * maxHalfExtent, ignore, occupyingActors);
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}
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const std::array ignore{ actor };
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return world->isAreaOccupiedByOtherActor(destination, 2 * maxHalfExtent, ignore, occupyingActors);
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}
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ObstacleCheck::ObstacleCheck()
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: mEvadeDirectionIndex(std::size(evadeDirections) - 1)
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{
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}
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void ObstacleCheck::clear()
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{
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mWalkState = WalkState::Initial;
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}
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bool ObstacleCheck::isEvading() const
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{
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return mWalkState == WalkState::Evade;
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}
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/*
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* input - actor, duration (time since last check)
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* output - true if evasive action needs to be taken
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*
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* Walking state transitions (player greeting check not shown):
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*
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* Initial ----> Norm <--------> CheckStuck -------> Evade ---+
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* ^ ^ | f ^ | t ^ | |
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* | | | | | | | |
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* | +-+ +---+ +---+ | u
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* | any < t < u |
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* +---------------------------------------------+
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*
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* f = one reaction time
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* t = how long before considered stuck
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* u = how long to move sideways
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*
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*/
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void ObstacleCheck::update(const MWWorld::Ptr& actor, const osg::Vec3f& destination, float duration,
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MWWorld::MovementDirectionFlags supportedMovementDirection)
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{
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const auto position = actor.getRefData().getPosition().asVec3();
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if (mWalkState == WalkState::Initial)
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{
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mWalkState = WalkState::Norm;
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mStateDuration = 0;
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mPrev = position;
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mInitialDistance = (destination - position).length();
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mDestination = destination;
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return;
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}
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if (mWalkState != WalkState::Evade)
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{
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if (mDestination != destination)
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{
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mInitialDistance = (destination - mPrev).length();
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mDestination = destination;
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}
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const float distSameSpot = distanceSameSpot * actor.getClass().getCurrentSpeed(actor) * duration;
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const float prevDistance = (destination - mPrev).length();
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const float currentDistance = (destination - position).length();
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const float movedDistance = prevDistance - currentDistance;
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const float movedFromInitialDistance = mInitialDistance - currentDistance;
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mPrev = position;
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if (movedDistance >= distSameSpot && movedFromInitialDistance >= distSameSpot)
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{
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mWalkState = WalkState::Norm;
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mStateDuration = 0;
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return;
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}
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if (mWalkState == WalkState::Norm)
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{
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mWalkState = WalkState::CheckStuck;
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mStateDuration = duration;
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mInitialDistance = (destination - position).length();
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return;
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}
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mStateDuration += duration;
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if (mStateDuration < durationSameSpot)
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{
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return;
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}
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mWalkState = WalkState::Evade;
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mStateDuration = 0;
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std::size_t newEvadeDirectionIndex = mEvadeDirectionIndex;
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do
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{
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++newEvadeDirectionIndex;
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if (newEvadeDirectionIndex == std::size(evadeDirections))
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newEvadeDirectionIndex = 0;
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if ((evadeDirections[newEvadeDirectionIndex].mRequiredAnimation & supportedMovementDirection) != 0)
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break;
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} while (mEvadeDirectionIndex != newEvadeDirectionIndex);
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return;
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}
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mStateDuration += duration;
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if (mStateDuration >= durationToEvade)
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{
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// tried to evade, assume all is ok and start again
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mWalkState = WalkState::Norm;
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mStateDuration = 0;
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mPrev = position;
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}
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}
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void ObstacleCheck::takeEvasiveAction(MWMechanics::Movement& actorMovement) const
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{
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actorMovement.mPosition[0] = evadeDirections[mEvadeDirectionIndex].mMovementX;
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actorMovement.mPosition[1] = evadeDirections[mEvadeDirectionIndex].mMovementY;
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}
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}
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