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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_AI_NODE_CONTAINER_H
#define HPL_AI_NODE_CONTAINER_H
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/system/SystemTypes.h"
#include "common/array.h"
#include "common/list.h"
#include "hpl1/engine/physics/PhysicsWorld.h"
namespace hpl {
class cWorld3D;
//--------------------------------
typedef tFlag tAIFreePathFlag;
#define eAIFreePathFlag_SkipStatic (0x00000001)
#define eAIFreePathFlag_SkipDynamic (0x00000002)
#define eAIFreePathFlag_SkipVolatile (0x00000004)
//--------------------------------
class cAINode;
class cAINodeEdge {
public:
float mfDistance;
float mfSqrDistance;
cAINode *mpNode;
};
typedef Common::Array<cAINodeEdge> tAINodeEdgeVec;
typedef tAINodeEdgeVec::iterator tAINodeEdgeVecIt;
//--------------------------------
class cAINode {
friend class cAINodeContainer;
public:
cAINode();
~cAINode();
void AddEdge(cAINode *pNode);
int GetEdgeNum() const { return (int)mvEdges.size(); }
inline cAINodeEdge *GetEdge(int alIdx) { return &mvEdges[alIdx]; }
const cVector3f &GetPosition() { return mvPosition; }
const tString &GetName() { return msName; }
private:
tString msName;
cVector3f mvPosition;
void *mpUserData;
tAINodeEdgeVec mvEdges;
};
typedef Common::Array<cAINode *> tAINodeVec;
typedef tAINodeVec::iterator tAINodeVecIt;
typedef Common::List<cAINode *> tAINodeList;
typedef tAINodeList::iterator tAINodeListIt;
typedef Common::StableMap<tString, cAINode *> tAINodeMap;
typedef tAINodeMap::iterator tAINodeMapIt;
//--------------------------------
class iAIFreePathCallback {
public:
virtual ~iAIFreePathCallback() = default;
virtual bool Intersects(iPhysicsBody *pBody, cPhysicsRayParams *apParams) = 0;
};
//--------------------------------
class cAINodeRayCallback : public iPhysicsRayCallback {
public:
void Reset();
void SetFlags(tAIFreePathFlag aFlags) { mFlags = aFlags; }
bool BeforeIntersect(iPhysicsBody *pBody);
bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams);
bool Intersected();
iAIFreePathCallback *mpCallback;
private:
bool mbIntersected;
tAIFreePathFlag mFlags;
};
//--------------------------------
class cAIGridNode {
public:
tAINodeList mlstNodes;
};
//--------------------------------
class cAINodeContainer;
class cAINodeIterator {
public:
cAINodeIterator(cAINodeContainer *apContainer, const cVector3f &avPos, float afRadius);
bool HasNext();
cAINode *Next();
private:
bool IncGridPos();
cAINodeContainer *mpContainer;
cVector3f mvPosition;
float mfRadius;
cVector2l mvStartGridPos;
cVector2l mvEndGridPos;
cVector2l mvGridPos;
tAINodeList *mpNodeList;
tAINodeListIt mNodeIt;
};
//--------------------------------
class cAINodeContainer {
friend class cAINodeIterator;
public:
cAINodeContainer(const tString &asName, const tString &asNodeName,
cWorld3D *apWorld, const cVector3f &avCollideSize);
~cAINodeContainer();
const tString &GetNodeName() { return msNodeName; }
const tString &GetName() { return msName; }
const cVector3f &GetCollideSize() { return mvSize; }
/**
* Reserves spaces for nodes.
* \param alReserveSpace Number of nodes to reserve space for.
*/
void ReserveSpace(size_t alReserveSpace);
/**
* Adds a new node to the container.
* \param &asName Name of the node
* \param &avPosition Position of the node.
* \param *apUserData Data supplied by user.
*/
void AddNode(const tString &asName, const cVector3f &avPosition, void *apUserData = NULL);
/**
* Get the number of nodes.
*/
int GetNodeNum() const;
/**
* Get a node.
* \param alIdx index of node.
*/
inline cAINode *GetNode(int alIdx) { return mvNodes[alIdx]; }
/**
* Gets a node based on the name.
* \param &asName Name of the node.
*/
cAINode *GetNodeFromName(const tString &asName);
/**
* Compile the added nodes.
*/
void Compile();
/**
* Build a grid map for nodes. (Used internally mostly)
*/
void BuildNodeGridMap();
/**
* Returns a node iterator. Note that the radius is not checked, some nodes may lie outside.
* \param &avPosition
* \param afRadius
* \return
*/
cAINodeIterator GetNodeIterator(const cVector3f &avPosition, float afRadius);
/**
* Checks for a free path using the containers collide size.
* \param &avStart
* \param &avEnd
* \param alRayNum The max number of rays cast, -1 = maximum
* \param alFlags Set Flags for the ray casting.
* \param apCallback Check for every body and overrides alFlags.
* \return
*/
bool FreePath(const cVector3f &avStart, const cVector3f &avEnd, int alRayNum = -1,
tAIFreePathFlag aFlags = 0, iAIFreePathCallback *apCallback = NULL);
/**
* Sets the max number of end node added to a node.
* \param alX The max number, -1 = unlimited
*/
void SetMaxEdges(int alX) { mlMaxNodeEnds = alX; }
/**
* Sets the min number of end node added to a node. This overrides max distance when needed.
*/
void SetMinEdges(int alX) { mlMinNodeEnds = alX; }
/**
* Sets the max distance for an end node.
* \param afX
*/
void SetMaxEdgeDistance(float afX) { mfMaxEndDistance = afX; }
float GetMaxEdgeDistance() const { return mfMaxEndDistance; }
void SetMaxHeight(float afX) { mfMaxHeight = afX; }
float GetMaxHeight() const { return mfMaxHeight; }
/**
* When calculating if there is a free path between two nodes. Is the node position the center of the collider.
* If not the position is the feet position.
*/
void SetNodeIsAtCenter(bool abX) { mbNodeIsAtCenter = abX; }
bool GetNodeIsAtCenter() { return mbNodeIsAtCenter; }
/**
* Saves all the node connections to file.
*/
void SaveToFile(const tString &asFile);
/**
* Loads all node connections from file. Only to be done after all nodes are loaded.
*/
void LoadFromFile(const tString &asFile);
private:
cVector2l GetGridPosFromLocal(const cVector2f &avLocalPos);
cAIGridNode *GetGrid(const cVector2l &avPos);
tString msName;
tString msNodeName;
cWorld3D *mpWorld;
cVector3f mvSize;
cAINodeRayCallback *mpRayCallback;
tAINodeVec mvNodes;
tAINodeMap m_mapNodes;
bool mbNodeIsAtCenter;
cVector2l mvGridMapSize;
cVector2f mvGridSize;
cVector2f mvMinGridPos;
cVector2f mvMaxGridPos;
int mlNodesPerGrid;
Common::Array<cAIGridNode> mvGrids;
// properties
int mlMaxNodeEnds;
int mlMinNodeEnds;
float mfMaxEndDistance;
float mfMaxHeight;
};
} // namespace hpl
#endif // HPL_AI_NODE_CONTAINER_H
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