Initial commit
This commit is contained in:
397
engines/sword25/math/walkregion.cpp
Normal file
397
engines/sword25/math/walkregion.cpp
Normal file
@@ -0,0 +1,397 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* This code is based on Broken Sword 2.5 engine
|
||||
*
|
||||
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
|
||||
*
|
||||
* Licensed under GNU GPL v2
|
||||
*
|
||||
*/
|
||||
|
||||
#include "sword25/kernel/kernel.h"
|
||||
#include "sword25/kernel/inputpersistenceblock.h"
|
||||
#include "sword25/kernel/outputpersistenceblock.h"
|
||||
#include "sword25/math/walkregion.h"
|
||||
#include "sword25/math/line.h"
|
||||
|
||||
namespace Sword25 {
|
||||
|
||||
static const int Infinity = 0x7fffffff;
|
||||
|
||||
WalkRegion::WalkRegion() {
|
||||
_type = RT_WALKREGION;
|
||||
}
|
||||
|
||||
WalkRegion::WalkRegion(InputPersistenceBlock &reader, uint handle) :
|
||||
Region(reader, handle) {
|
||||
_type = RT_WALKREGION;
|
||||
unpersist(reader);
|
||||
}
|
||||
|
||||
WalkRegion::~WalkRegion() {
|
||||
}
|
||||
|
||||
bool WalkRegion::init(const Polygon &contour, const Common::Array<Polygon> *pHoles) {
|
||||
// Default initialisation of the region
|
||||
if (!Region::init(contour, pHoles)) return false;
|
||||
|
||||
// Prepare structures for pathfinding
|
||||
initNodeVector();
|
||||
computeVisibilityMatrix();
|
||||
|
||||
// Signal success
|
||||
return true;
|
||||
}
|
||||
|
||||
bool WalkRegion::queryPath(Vertex startPoint, Vertex endPoint, BS_Path &path) {
|
||||
assert(path.empty());
|
||||
|
||||
// If the start and finish are identical, no path can be found trivially
|
||||
if (startPoint == endPoint)
|
||||
return true;
|
||||
|
||||
// Ensure that the start and finish are valid and find new start points if either
|
||||
// are outside the polygon
|
||||
if (!checkAndPrepareStartAndEnd(startPoint, endPoint)) return false;
|
||||
|
||||
// If between the start and point a line of sight exists, then it can be returned.
|
||||
if (isLineOfSight(startPoint, endPoint)) {
|
||||
path.push_back(startPoint);
|
||||
path.push_back(endPoint);
|
||||
return true;
|
||||
}
|
||||
|
||||
return findPath(startPoint, endPoint, path);
|
||||
}
|
||||
|
||||
struct DijkstraNode {
|
||||
typedef Common::Array<DijkstraNode> Container;
|
||||
typedef Container::iterator Iter;
|
||||
typedef Container::const_iterator ConstIter;
|
||||
|
||||
DijkstraNode() : parentIter(), cost(Infinity), chosen(false) {}
|
||||
ConstIter parentIter;
|
||||
int cost;
|
||||
bool chosen;
|
||||
};
|
||||
|
||||
static void initDijkstraNodes(DijkstraNode::Container &dijkstraNodes, const Region ®ion,
|
||||
const Vertex &start, const Common::Array<Vertex> &nodes) {
|
||||
// Allocate sufficient space in the array
|
||||
dijkstraNodes.resize(nodes.size());
|
||||
|
||||
// Initialize all the nodes which are visible from the starting node
|
||||
DijkstraNode::Iter dijkstraIter = dijkstraNodes.begin();
|
||||
for (Common::Array<Vertex>::const_iterator nodesIter = nodes.begin();
|
||||
nodesIter != nodes.end(); nodesIter++, dijkstraIter++) {
|
||||
(*dijkstraIter).parentIter = dijkstraNodes.end();
|
||||
if (region.isLineOfSight(*nodesIter, start))(*dijkstraIter).cost = (*nodesIter).distance(start);
|
||||
}
|
||||
assert(dijkstraIter == dijkstraNodes.end());
|
||||
}
|
||||
|
||||
static DijkstraNode::Iter chooseClosestNode(DijkstraNode::Container &nodes) {
|
||||
DijkstraNode::Iter closestNodeInter = nodes.end();
|
||||
int minCost = Infinity;
|
||||
|
||||
for (DijkstraNode::Iter iter = nodes.begin(); iter != nodes.end(); iter++) {
|
||||
if (!(*iter).chosen && (*iter).cost < minCost) {
|
||||
minCost = (*iter).cost;
|
||||
closestNodeInter = iter;
|
||||
}
|
||||
}
|
||||
|
||||
return closestNodeInter;
|
||||
}
|
||||
|
||||
static void relaxNodes(DijkstraNode::Container &nodes,
|
||||
const Common::Array< Common::Array<int> > &visibilityMatrix,
|
||||
const DijkstraNode::ConstIter &curNodeIter) {
|
||||
// All the successors of the current node that have not been chosen will be
|
||||
// inserted into the boundary node list, and the cost will be updated if
|
||||
// a shorter path has been found to them.
|
||||
|
||||
int curNodeIndex = curNodeIter - nodes.begin();
|
||||
for (uint i = 0; i < nodes.size(); i++) {
|
||||
int cost = visibilityMatrix[curNodeIndex][i];
|
||||
if (!nodes[i].chosen && cost != Infinity) {
|
||||
int totalCost = (*curNodeIter).cost + cost;
|
||||
if (totalCost < nodes[i].cost) {
|
||||
nodes[i].parentIter = curNodeIter;
|
||||
nodes[i].cost = totalCost;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void relaxEndPoint(const Vertex &curNodePos,
|
||||
const DijkstraNode::ConstIter &curNodeIter,
|
||||
const Vertex &endPointPos,
|
||||
DijkstraNode &endPoint,
|
||||
const Region ®ion) {
|
||||
if (region.isLineOfSight(curNodePos, endPointPos)) {
|
||||
int totalCost = (*curNodeIter).cost + curNodePos.distance(endPointPos);
|
||||
if (totalCost < endPoint.cost) {
|
||||
endPoint.parentIter = curNodeIter;
|
||||
endPoint.cost = totalCost;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template<class T>
|
||||
void reverseArray(Common::Array<T> &arr) {
|
||||
const uint size = arr.size();
|
||||
if (size < 2)
|
||||
return;
|
||||
|
||||
for (uint i = 0; i <= (size / 2 - 1); ++i) {
|
||||
SWAP(arr[i], arr[size - i - 1]);
|
||||
}
|
||||
}
|
||||
|
||||
bool WalkRegion::findPath(const Vertex &start, const Vertex &end, BS_Path &path) const {
|
||||
// This is an implementation of Dijkstra's algorithm
|
||||
|
||||
// Initialize edge node list
|
||||
DijkstraNode::Container dijkstraNodes;
|
||||
initDijkstraNodes(dijkstraNodes, *this, start, _nodes);
|
||||
|
||||
// The end point is treated separately, since it does not exist in the visibility graph
|
||||
DijkstraNode endPoint;
|
||||
|
||||
// Since a node is selected each round from the node list, and can never be selected again
|
||||
// after that, the maximum number of loop iterations is limited by the number of nodes
|
||||
for (uint i = 0; i < _nodes.size(); i++) {
|
||||
// Determine the nearest edge node in the node list
|
||||
DijkstraNode::Iter nodeInter = chooseClosestNode(dijkstraNodes);
|
||||
|
||||
// If no free nodes are absent from the edge node list, there is no path from start
|
||||
// to end node. This case should never occur, since the number of loop passes is
|
||||
// limited, but etter safe than sorry
|
||||
if (nodeInter == dijkstraNodes.end())
|
||||
return false;
|
||||
|
||||
// If the destination point is closer than the point cost, scan can stop
|
||||
(*nodeInter).chosen = true;
|
||||
if (endPoint.cost <= (*nodeInter).cost) {
|
||||
// Insert the end point in the list
|
||||
path.push_back(end);
|
||||
|
||||
// The list is done in reverse order and inserted into the path
|
||||
DijkstraNode::ConstIter curNode = endPoint.parentIter;
|
||||
while (curNode != dijkstraNodes.end()) {
|
||||
assert((*curNode).chosen);
|
||||
path.push_back(_nodes[curNode - dijkstraNodes.begin()]);
|
||||
curNode = (*curNode).parentIter;
|
||||
}
|
||||
|
||||
// The starting point is inserted into the path
|
||||
path.push_back(start);
|
||||
|
||||
// The nodes of the path must be untwisted, as they were extracted in reverse order.
|
||||
// This step could be saved if the path from end to the beginning was desired
|
||||
reverseArray<Vertex>(path);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Relaxation step for nodes of the graph, and perform the end nodes
|
||||
relaxNodes(dijkstraNodes, _visibilityMatrix, nodeInter);
|
||||
relaxEndPoint(_nodes[nodeInter - dijkstraNodes.begin()], nodeInter, end, endPoint, *this);
|
||||
}
|
||||
|
||||
// If the loop has been completely run through, all the nodes have been chosen, and still
|
||||
// no path was found. There is therefore no path available
|
||||
return false;
|
||||
}
|
||||
|
||||
void WalkRegion::initNodeVector() {
|
||||
// Empty the Node list
|
||||
_nodes.clear();
|
||||
|
||||
// Determine the number of nodes
|
||||
int nodeCount = 0;
|
||||
{
|
||||
for (uint i = 0; i < _polygons.size(); i++)
|
||||
nodeCount += _polygons[i].vertexCount;
|
||||
}
|
||||
|
||||
// Knoten-Vector füllen
|
||||
_nodes.reserve(nodeCount);
|
||||
{
|
||||
for (uint j = 0; j < _polygons.size(); j++)
|
||||
for (int i = 0; i < _polygons[j].vertexCount; i++)
|
||||
_nodes.push_back(_polygons[j].vertices[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void WalkRegion::computeVisibilityMatrix() {
|
||||
// Initialize visibility matrix
|
||||
_visibilityMatrix = Common::Array< Common::Array <int> >();
|
||||
for (uint idx = 0; idx < _nodes.size(); ++idx) {
|
||||
Common::Array<int> arr;
|
||||
for (uint idx2 = 0; idx2 < _nodes.size(); ++idx2)
|
||||
arr.push_back(Infinity);
|
||||
|
||||
_visibilityMatrix.push_back(arr);
|
||||
}
|
||||
|
||||
// Calculate visibility been vertecies
|
||||
for (uint j = 0; j < _nodes.size(); ++j) {
|
||||
for (uint i = j; i < _nodes.size(); ++i) {
|
||||
if (isLineOfSight(_nodes[i], _nodes[j])) {
|
||||
// There is a line of sight, so save the distance between the two
|
||||
int distance = _nodes[i].distance(_nodes[j]);
|
||||
_visibilityMatrix[i][j] = distance;
|
||||
_visibilityMatrix[j][i] = distance;
|
||||
} else {
|
||||
// There is no line of sight, so save Infinity as the distance
|
||||
_visibilityMatrix[i][j] = Infinity;
|
||||
_visibilityMatrix[j][i] = Infinity;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool WalkRegion::checkAndPrepareStartAndEnd(Vertex &start, Vertex &end) const {
|
||||
if (!isPointInRegion(start)) {
|
||||
Vertex newStart = findClosestRegionPoint(start);
|
||||
|
||||
// Check to make sure the point is really in the region. If not, stop with an error
|
||||
if (!isPointInRegion(newStart)) {
|
||||
error("Constructed startpoint ((%d,%d) from (%d,%d)) is not inside the region.",
|
||||
newStart.x, newStart.y,
|
||||
start.x, start.y);
|
||||
return false;
|
||||
}
|
||||
|
||||
start = newStart;
|
||||
}
|
||||
|
||||
// If the destination is outside the region, a point is determined that is within the region,
|
||||
// and that is used as an endpoint instead
|
||||
if (!isPointInRegion(end)) {
|
||||
Vertex newEnd = findClosestRegionPoint(end);
|
||||
|
||||
// Make sure that the determined point is really within the region
|
||||
if (!isPointInRegion(newEnd)) {
|
||||
error("Constructed endpoint ((%d,%d) from (%d,%d)) is not inside the region.",
|
||||
newEnd.x, newEnd.y,
|
||||
end.x, end.y);
|
||||
return false;
|
||||
}
|
||||
|
||||
end = newEnd;
|
||||
}
|
||||
|
||||
// Signal success
|
||||
return true;
|
||||
}
|
||||
|
||||
void WalkRegion::setPos(int x, int y) {
|
||||
// Calculate the difference between old and new position
|
||||
Vertex Delta(x - _position.x, y - _position.y);
|
||||
|
||||
// Move all the nodes
|
||||
for (uint i = 0; i < _nodes.size(); i++)
|
||||
_nodes[i] += Delta;
|
||||
|
||||
// Move regions
|
||||
Region::setPos(x, y);
|
||||
}
|
||||
|
||||
bool WalkRegion::persist(OutputPersistenceBlock &writer) {
|
||||
bool result = true;
|
||||
|
||||
// Persist the parent region
|
||||
result &= Region::persist(writer);
|
||||
|
||||
// Persist the nodes
|
||||
writer.write((uint32)_nodes.size());
|
||||
Common::Array<Vertex>::const_iterator it = _nodes.begin();
|
||||
while (it != _nodes.end()) {
|
||||
writer.write((int32)it->x);
|
||||
writer.write((int32)it->y);
|
||||
++it;
|
||||
}
|
||||
|
||||
// Persist the visibility matrix
|
||||
writer.write((uint32)_visibilityMatrix.size());
|
||||
Common::Array< Common::Array<int> >::const_iterator rowIter = _visibilityMatrix.begin();
|
||||
while (rowIter != _visibilityMatrix.end()) {
|
||||
writer.write((uint32)rowIter->size());
|
||||
Common::Array<int>::const_iterator colIter = rowIter->begin();
|
||||
while (colIter != rowIter->end()) {
|
||||
writer.write((int32)*colIter);
|
||||
++colIter;
|
||||
}
|
||||
|
||||
++rowIter;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
bool WalkRegion::unpersist(InputPersistenceBlock &reader) {
|
||||
bool result = true;
|
||||
|
||||
// The parent object was already loaded in the constructor of BS_Region, so at
|
||||
// this point only the additional data from BS_WalkRegion needs to be loaded
|
||||
|
||||
// Node load
|
||||
uint32 nodeCount;
|
||||
reader.read(nodeCount);
|
||||
_nodes.clear();
|
||||
_nodes.resize(nodeCount);
|
||||
Common::Array<Vertex>::iterator it = _nodes.begin();
|
||||
while (it != _nodes.end()) {
|
||||
reader.read(it->x);
|
||||
reader.read(it->y);
|
||||
++it;
|
||||
}
|
||||
|
||||
// Visibility matrix load
|
||||
uint32 rowCount;
|
||||
reader.read(rowCount);
|
||||
_visibilityMatrix.clear();
|
||||
_visibilityMatrix.resize(rowCount);
|
||||
Common::Array< Common::Array<int> >::iterator rowIter = _visibilityMatrix.begin();
|
||||
while (rowIter != _visibilityMatrix.end()) {
|
||||
uint32 colCount;
|
||||
reader.read(colCount);
|
||||
rowIter->resize(colCount);
|
||||
Common::Array<int>::iterator colIter = rowIter->begin();
|
||||
while (colIter != rowIter->end()) {
|
||||
int32 t;
|
||||
reader.read(t);
|
||||
*colIter = t;
|
||||
++colIter;
|
||||
}
|
||||
|
||||
++rowIter;
|
||||
}
|
||||
|
||||
return result && reader.isGood();
|
||||
}
|
||||
|
||||
} // End of namespace Sword25
|
||||
Reference in New Issue
Block a user