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