From e07d76836d3e2d9ee67f63489b5ced155c821c4a Mon Sep 17 00:00:00 2001 From: Sebastian Valle Date: Sat, 5 Oct 2013 18:11:39 -0500 Subject: 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. --- src/server/scripts/Commands/cs_mmaps.cpp | 130 +++++++++++++++++++++++++++++++ 1 file changed, 130 insertions(+) (limited to 'src/server/scripts/Commands') diff --git a/src/server/scripts/Commands/cs_mmaps.cpp b/src/server/scripts/Commands/cs_mmaps.cpp index 0beb10af4fc..88e364878cc 100644 --- a/src/server/scripts/Commands/cs_mmaps.cpp +++ b/src/server/scripts/Commands/cs_mmaps.cpp @@ -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; iarea) + 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)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=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(navMesh), const_cast(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); -- cgit v1.2.3