Core/MMaps: Separate the path from the walls to prevent falling off the edges client-side and improve the behavior.

Thanks to Game2Mesh user in ownedcore.
This commit is contained in:
Sebastian Valle
2013-10-05 18:11:39 -05:00
parent 6b149d18cd
commit e07d76836d
3 changed files with 268 additions and 0 deletions

View File

@@ -27,6 +27,8 @@
#include "DetourCommon.h"
#include "DetourNavMeshQuery.h"
float PathGenerator::MinWallDistance = 2.5f;
////////////////// PathGenerator //////////////////
PathGenerator::PathGenerator(const Unit* owner) :
_type(PATHFIND_BLANK), _endPosition(G3D::Vector3::zero()),
@@ -131,6 +133,8 @@ bool PathGenerator::CalculatePath(float destX, float destY, float destZ, bool fo
return false;
}
SmoothPath(polyPickExt, resultHopCount, straightPath); // Separate the path from the walls
for (uint32 i = 0; i < resultHopCount; ++i)
_pathPoints.push_back(G3D::Vector3(-straightPath[i * 3 + 2], -straightPath[i * 3 + 0], straightPath[i * 3 + 1]));
@@ -157,4 +161,129 @@ void PathGenerator::CreateFilter()
void PathGenerator::UpdateFilter()
{
}
float PathGenerator::GetTriangleArea(float* verts, int nv)
{
float area = 0;
for (int i = 0; i < nv - 1; i++)
area += verts[i * 3] * verts[i * 3 + 5] - verts[i * 3 + 3] * verts[i * 3 + 2];
area += verts[(nv - 1) * 3] * verts[2] - verts[0] * verts[(nv - 1) * 3 + 2];
return area * 0.5f;
}
bool PathGenerator::PointInPoly(float* pos, float* verts, int nv, float err)
{
// Poly area
float area = abs(PathGenerator::GetTriangleArea(verts, nv));
// Calculate each area of the triangles
float testTri[9];
memcpy(testTri, pos, sizeof(float) * 3);
float area1 = 0;
for(int i = 0; i < nv - 1; ++i)
{
memcpy(&testTri[3], &verts[i * 3], sizeof(float) * 3);
memcpy(&testTri[6], &verts[i * 3 + 3], sizeof(float) * 3);
area1 += abs(PathGenerator::GetTriangleArea(testTri, 3));
if (area1 - err > area)
return false;
}
// Last one
memcpy(&testTri[3], verts, sizeof(float) * 3);
memcpy(&testTri[6], &verts[nv * 3 - 3] , sizeof(float) * 3);
area1 += abs(PathGenerator::GetTriangleArea(testTri, 3));
return abs(area1 - area) < err;
}
float PathGenerator::DistanceToWall(float* polyPickExt, float* pos, float* hitPos, float* hitNormal)
{
float distanceToWall = 0;
dtPolyRef ref;
dtStatus status = _navMeshQuery->findNearestPoly(pos, polyPickExt, &_filter, &ref, 0);
if (!dtStatusSucceed(status) || ref == 0)
return -1;
const dtMeshTile* tile = 0;
const dtPoly* poly = 0;
if (dtStatusFailed(_navMesh->getTileAndPolyByRef(ref, &tile, &poly)))
return -1;
// Collect vertices.
float verts[DT_VERTS_PER_POLYGON * 3];
int nv = 0;
for (unsigned char i = 0; i < poly->vertCount; ++i)
{
dtVcopy(&verts[nv * 3], &tile->verts[poly->verts[i] * 3]);
nv++;
}
bool inside = PathGenerator::PointInPoly(pos, verts, nv, 0.05f);
if (!inside)
return -1;
if (!dtStatusSucceed(_navMeshQuery->findDistanceToWall(ref, pos, 100.0f, &_filter, &distanceToWall, hitPos, hitNormal)))
return -1;
return distanceToWall;
}
void PathGenerator::SmoothPath(float* polyPickExt, int pathLength, float*& straightPath)
{
float hitPos[3];
float hitNormal[3];
float testPos[3];
float distanceToWall = 0;
float up[]= { 0, 1, 0 };
float origDis = 0;
for (int i = 1; i < pathLength - 1; ++i)
{
dtPolyRef pt;
float* curPoi = &straightPath[i * 3];
distanceToWall = DistanceToWall(polyPickExt, curPoi, hitPos, hitNormal);
if (distanceToWall < PathGenerator::MinWallDistance && distanceToWall >= 0)
{
float vec[3];
dtVsub(vec, &straightPath[i * 3 - 3], &straightPath[i * 3]);
// If distanceToWall is 0 means the point is in the edge, so we can't get the hitpos.
if (distanceToWall == 0)
{
// Test the left side
dtVcross(testPos, vec, up);
dtVadd(testPos, testPos, curPoi);
float ft = PathGenerator::MinWallDistance / dtVdist(testPos, curPoi);
dtVlerp(testPos, curPoi, testPos, ft);
distanceToWall = DistanceToWall(polyPickExt, testPos, hitPos, hitNormal);
if (abs(PathGenerator::MinWallDistance - distanceToWall) > 0.1f)
{
// Test the right side
dtVcross(testPos, up, vec);
dtVadd(testPos, testPos, curPoi);
ft = PathGenerator::MinWallDistance / dtVdist(testPos, curPoi);
dtVlerp(testPos, curPoi, testPos, ft);
distanceToWall = DistanceToWall(polyPickExt, testPos, hitPos, hitNormal);
}
// If the test point is better than the orig point, replace it.
if (abs(distanceToWall - PathGenerator::MinWallDistance) < 0.1f)
dtVcopy(curPoi, testPos);
}
else
{
// We get the hitpos with a ray
float ft = PathGenerator::MinWallDistance / distanceToWall;
dtVlerp(testPos, hitPos, curPoi, ft);
distanceToWall = DistanceToWall(polyPickExt, testPos, hitPos, hitNormal);
if (abs(distanceToWall - PathGenerator::MinWallDistance) < 0.1f)
dtVcopy(curPoi, testPos);
}
}
}
}

View File

@@ -61,6 +61,8 @@ class PathGenerator
Movement::PointsArray const& GetPath() const { return _pathPoints; }
PathType GetPathType() const { return _type; }
static float MinWallDistance;
private:
Movement::PointsArray _pathPoints; // our actual (x,y,z) path to the target
@@ -80,6 +82,13 @@ class PathGenerator
void SetEndPosition(G3D::Vector3 const& point) { _actualEndPosition = point; _endPosition = point; }
void SetActualEndPosition(G3D::Vector3 const& point) { _actualEndPosition = point; }
// Path smoothing
void SmoothPath(float* polyPickExt, int pathLength, float*& straightPath);
float DistanceToWall(float* polyPickExt, float* pos, float* hitPos, float* hitNormal);
// dtPointInPolygon will return false when the point is too close to the edge, so we rewrite the test function.
static bool PointInPoly(float* pos, float* verts, int nv, float err);
static float GetTriangleArea(float* verts, int nv);
void CreateFilter();
void UpdateFilter();
};

View File

@@ -30,6 +30,7 @@
#include "PointMovementGenerator.h"
#include "PathGenerator.h"
#include "MMapFactory.h"
#include "DetourCommon.h"
#include "Map.h"
#include "TargetedMovementGenerator.h"
#include "GridNotifiers.h"
@@ -62,6 +63,134 @@ public:
return commandTable;
}
static float Fix_GetXZArea(float* verts, int nv)
{
float area = 0;
for(int i=0; i<nv-1; i++)
area+=(verts[i*3]*verts[i*3+5]-verts[i*3+3]*verts[i*3+2]);
area += (verts[(nv-1)*3]*verts[2] - verts[0]*verts[(nv-1)*3+2]);
return area*0.5f;
}
//dtPointInPolygon will return false when the point is too close to the edge,so we rewite the test function.
static bool Fix_PointIsInPoly(float* pos,float* verts,int nv,float err)
{
//poly area
float area = abs(Fix_GetXZArea(verts,nv));
//calculate each area of triangles
float TestTri[9];
memcpy(TestTri,pos,sizeof(float)*3);
float area1 = 0;
for(int i=0;i<nv-1;++i)
{
memcpy(&TestTri[3],&verts[i*3],sizeof(float)*3);
memcpy(&TestTri[6],&verts[i*3+3],sizeof(float)*3);
area1+= abs(Fix_GetXZArea(TestTri,3));
if(area1-err>area)
return false;
}
//last one
memcpy(&TestTri[3],verts,sizeof(float)*3);
memcpy(&TestTri[6],&verts[nv*3-3],sizeof(float)*3);
area1+= abs(Fix_GetXZArea(TestTri,3));
return abs(area1-area)<err;
}
static float DistanceToWall(dtNavMeshQuery* navQuery, dtNavMesh* navMesh, float* polyPickExt, dtQueryFilter& filter, float* pos,float* hitPos,float* hitNormal)
{
float distanceToWall=0;
dtPolyRef ref;
if(dtStatusSucceed(navQuery->findNearestPoly(pos, polyPickExt, &filter, &ref, 0))==false || ref ==0)
return -1;
const dtMeshTile* tile = 0;
const dtPoly* poly = 0;
if (dtStatusFailed(navMesh->getTileAndPolyByRef(ref, &tile, &poly)))
return -1;
// Collect vertices.
float verts[DT_VERTS_PER_POLYGON*3];
int nv = 0;
for (int i = 0; i < (int)poly->vertCount; ++i)
{
dtVcopy(&verts[nv*3], &tile->verts[poly->verts[i]*3]);
nv++;
}
bool inside = Fix_PointIsInPoly(pos, verts, nv,0.05f);
if(inside == false)
return -1;
if(dtStatusSucceed(navQuery->findDistanceToWall(ref, pos, 100.0f, &filter, &distanceToWall, hitPos, hitNormal))==false)
return -1;
return distanceToWall;
}
#define MIN_WALL_DISTANCE 1.5f //set this value bigger to make the path point far way from wall
//Try to fix the path,
static void FixPath(dtNavMesh* navMesh, dtNavMeshQuery* navQuery, float* polyPickExt, dtQueryFilter& filter, int pathLength, float*& straightPath)
{
float hitPos[3];
float hitNormal[3];
float TestPos[3];
float distanceToWall=0;
float up[3]={0,1,0};
float origDis = 0;
for(int i=1;i<pathLength-1;++i)
{
dtPolyRef pt;
float* pCurPoi=&straightPath[i*3];
distanceToWall = DistanceToWall(navQuery, navMesh, polyPickExt, filter, pCurPoi,hitPos,hitNormal);
if(distanceToWall<MIN_WALL_DISTANCE && distanceToWall>=0)
{
float vec[3];
dtVsub(vec,&straightPath[i*3-3],&straightPath[i*3]);
//distanceToWall is 0 means the point is in the edge.so we can't get the hitpos.
if(distanceToWall == 0)
{
//test left side
dtVcross(TestPos,vec,up);
dtVadd(TestPos,TestPos,pCurPoi);
float ft = MIN_WALL_DISTANCE/dtVdist(TestPos,pCurPoi);
dtVlerp(TestPos,pCurPoi,TestPos,ft);
distanceToWall = DistanceToWall(navQuery, navMesh, polyPickExt, filter,TestPos,hitPos,hitNormal);
if(abs(MIN_WALL_DISTANCE - distanceToWall)>0.1f)
{
//test right side
dtVcross(TestPos,up,vec);
dtVadd(TestPos,TestPos,pCurPoi);
ft = MIN_WALL_DISTANCE/dtVdist(TestPos,pCurPoi);
dtVlerp(TestPos,pCurPoi,TestPos,ft);
distanceToWall = DistanceToWall(navQuery, navMesh, polyPickExt, filter,TestPos,hitPos,hitNormal);
}
//if test point is better than the orig point,replace it.
if(abs(distanceToWall-MIN_WALL_DISTANCE)<0.1f)
dtVcopy(pCurPoi,TestPos);
}
else
{
//ok,we get the hitpos,just make a ray
float ft = MIN_WALL_DISTANCE/distanceToWall;
dtVlerp(TestPos,hitPos,pCurPoi,ft);
distanceToWall = DistanceToWall(navQuery, navMesh, polyPickExt, filter, TestPos,hitPos,hitNormal);
if(abs(distanceToWall-MIN_WALL_DISTANCE)<0.1f)
dtVcopy(pCurPoi,TestPos);
}
}
}
}
static bool HandleMmapPathCommand(ChatHandler* handler, char const* args)
{
if (!MMAP::MMapFactory::CreateOrGetMMapManager()->GetNavMesh(handler->GetSession()->GetPlayer()->GetMapId()))
@@ -159,6 +288,7 @@ public:
dtPolyRef* pathRefs = new dtPolyRef[2048];
status = navMeshQuery->findStraightPath(m_spos, m_epos, hopBuffer, hops, straightPath, pathFlags, pathRefs, &resultHopCount, 2048);
FixPath(const_cast<dtNavMesh*>(navMesh), const_cast<dtNavMeshQuery*>(navMeshQuery), m_polyPickExt, m_filter, resultHopCount, straightPath);
for (uint32 i = 0; i < resultHopCount; ++i)
player->SummonCreature(VISUAL_WAYPOINT, -straightPath[i * 3 + 2], -straightPath[i * 3 + 0], straightPath[i * 3 + 1], 0, TEMPSUMMON_TIMED_DESPAWN, 9000);