343 lines
10 KiB
C++
343 lines
10 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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#include "hpl1/engine/ai/AINodeGenerator.h"
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#include "hpl1/engine/scene/World3D.h"
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#include "hpl1/engine/system/String.h"
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#include "hpl1/engine/system/System.h"
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#include "hpl1/engine/system/low_level_system.h"
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#include "hpl1/engine/resources/FileSearcher.h"
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#include "hpl1/engine/resources/Resources.h"
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#include "hpl1/engine/physics/PhysicsBody.h"
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#include "hpl1/engine/physics/PhysicsWorld.h"
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#include "hpl1/engine/impl/tinyXML/tinyxml.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// PARAMS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cAINodeGeneratorParams::cAINodeGeneratorParams() {
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msNodeType = "node";
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mfHeightFromGround = 0.1f;
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mfMinWallDist = 0.4f;
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mvMinPos = cVector3f(-10000, -10000, -10000);
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mvMaxPos = cVector3f(10000, 10000, 10000);
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mfGridSize = 0.4f;
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}
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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bool cCollideRayCallback::OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams) {
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if (pBody->GetMass() != 0)
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return true;
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mbIntersected = true;
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mvPos = apParams->mvPoint;
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mfDist = apParams->mfDist;
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return false;
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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unsigned generatorInstances = 0;
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cAINodeGenerator::cAINodeGenerator() {
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++generatorInstances;
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assert(generatorInstances == 1);
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}
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cAINodeGenerator::~cAINodeGenerator() {
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--generatorInstances;
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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// static cCollideRayCallback gCollideRayCallback;
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//-----------------------------------------------------------------------
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void cAINodeGenerator::Generate(cWorld3D *apWorld, cAINodeGeneratorParams *apParams) {
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mpWorld = apWorld;
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mpParams = apParams;
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iPhysicsWorld *pPhysicsWorld = apWorld->GetPhysicsWorld();
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// bool mbLoadFromFile = false;
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/*cSystem *pSystem = */ apWorld->GetSystem();
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cResources *pResources = apWorld->GetResources();
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cFileSearcher *pFileSearcher = pResources->GetFileSearcher();
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mpNodeList = apWorld->GetAINodeList(mpParams->msNodeType);
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if (mpWorld->GetFileName() != "") {
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tString sPath = pFileSearcher->GetFilePath(mpWorld->GetFileName());
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tWString sSaveFile = cString::To16Char(cString::SetFileExt(sPath, "ainodes"));
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if (sPath != "" && FileExists(sSaveFile)) {
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cDate mapDate = FileModifiedDate(cString::To16Char(sPath));
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cDate saveDate = FileModifiedDate(sSaveFile);
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// If the save file is newer than the map load from it.
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if (saveDate > mapDate) {
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LoadFromFile();
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return;
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}
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}
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}
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/////////////////////////////////
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// Get the size of the world
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cPhysicsBodyIterator it = pPhysicsWorld->GetBodyIterator();
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cVector3f vWorldMax(-100000, -100000, -100000);
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cVector3f vWorldMin(100000, 100000, 100000);
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while (it.HasNext()) {
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iPhysicsBody *pBody = it.Next();
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cVector3f vMin = pBody->GetBV()->GetMin();
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cVector3f vMax = pBody->GetBV()->GetMax();
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// X
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if (vWorldMin.x > vMin.x)
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vWorldMin.x = vMin.x;
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if (vWorldMax.x < vMax.x)
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vWorldMax.x = vMax.x;
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// Y
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if (vWorldMin.y > vMin.y)
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vWorldMin.y = vMin.y;
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if (vWorldMax.y < vMax.y)
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vWorldMax.y = vMax.y;
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// Z
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if (vWorldMin.z > vMin.z)
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vWorldMin.z = vMin.z;
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if (vWorldMax.z < vMax.z)
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vWorldMax.z = vMax.z;
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}
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// Make the world small according to grid size.
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vWorldMin.x += mpParams->mfGridSize;
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vWorldMin.z += mpParams->mfGridSize;
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vWorldMax.x -= mpParams->mfGridSize;
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vWorldMax.z -= mpParams->mfGridSize;
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/////////////////////////////////////////
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// Check against the user set min and max
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if (vWorldMin.x < mpParams->mvMinPos.x)
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vWorldMin.x = mpParams->mvMinPos.x;
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if (vWorldMax.x > mpParams->mvMaxPos.x)
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vWorldMax.x = mpParams->mvMaxPos.x;
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if (vWorldMin.y < mpParams->mvMinPos.y)
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vWorldMin.y = mpParams->mvMinPos.y;
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if (vWorldMax.y > mpParams->mvMaxPos.y)
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vWorldMax.y = mpParams->mvMaxPos.y;
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if (vWorldMin.z < mpParams->mvMinPos.z)
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vWorldMin.z = mpParams->mvMinPos.z;
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if (vWorldMax.z > mpParams->mvMaxPos.z)
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vWorldMax.z = mpParams->mvMaxPos.z;
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/////////////////////////////////////////
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// Place the nodes in the world
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cVector3f vPos(vWorldMin.x, 0, vWorldMin.z);
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while (vPos.z <= vWorldMax.z) {
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cVector3f vStart(vPos.x, vWorldMax.y, vPos.z);
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cVector3f vEnd(vPos.x, vWorldMin.y, vPos.z);
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pPhysicsWorld->CastRay(this, vStart, vEnd, false, false, true);
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// Log("Pos: %s Min: %s Max: %s\n",vPos.ToString().c_str(),
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// vWorldMin.ToString().c_str(),
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// vWorldMax.ToString().c_str());
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vPos.x += apParams->mfGridSize;
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if (vPos.x > vWorldMax.x) {
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vPos.x = vWorldMin.x;
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vPos.z += apParams->mfGridSize;
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}
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}
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/////////////////////////////////////////
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// Check so that the nodes are not too close to walls
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cVector3f vEnds[4] = {cVector3f(mpParams->mfMinWallDist, 0, 0),
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cVector3f(-mpParams->mfMinWallDist, 0, 0),
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cVector3f(0, 0, mpParams->mfMinWallDist),
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cVector3f(0, 0, -mpParams->mfMinWallDist)};
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cVector3f vPushBackDirs[4] = {cVector3f(-1, 0, 0),
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cVector3f(1, 0, 0),
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cVector3f(0, 0, -1),
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cVector3f(0, 0, 1)};
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tTempAiNodeListIt nodeIt = mpNodeList->begin();
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for (; nodeIt != mpNodeList->end(); ++nodeIt) {
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cTempAiNode &Node = *nodeIt;
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// Check if there are any walls close by.
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for (int i = 0; i < 4; ++i) {
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_rayCallback.mbIntersected = false;
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pPhysicsWorld->CastRay(&_rayCallback, Node.mvPos, Node.mvPos + vEnds[i], true, false, true);
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if (_rayCallback.mbIntersected) {
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// Log("Walldistance %f : Add: (%s) Push (%s) Min: %f\n",gCollideRayCallback.mfDist,
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// vEnds[i].ToString().c_str(),
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// vPushBackDirs[i].ToString().c_str(),
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// mpParams->mfMinWallDist);
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if (_rayCallback.mfDist < mpParams->mfMinWallDist) {
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Node.mvPos += vPushBackDirs[i] * (mpParams->mfMinWallDist - _rayCallback.mfDist);
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}
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}
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}
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}
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///////////////////////////////////////////
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// Save to file
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SaveToFile();
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}
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//////////////////////////////////////////////////////////////////////////
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// PRIVATE
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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bool cAINodeGenerator::OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams) {
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if (pBody->GetMass() != 0)
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return true;
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/*iPhysicsWorld *pPhysicsWorld = */ mpWorld->GetPhysicsWorld();
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cVector3f vPosition = apParams->mvPoint + cVector3f(0, mpParams->mfHeightFromGround, 0);
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mpNodeList->push_back(cTempAiNode(vPosition, ""));
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return true;
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}
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//-----------------------------------------------------------------------
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void cAINodeGenerator::SaveToFile() {
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if (mpWorld->GetFileName() == "")
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return;
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/*cSystem *pSystem = */ mpWorld->GetSystem();
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cResources *pResources = mpWorld->GetResources();
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cFileSearcher *pFileSearcher = pResources->GetFileSearcher();
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tString sMapPath = pFileSearcher->GetFilePath(mpWorld->GetFileName());
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tString sSaveFile = cString::SetFileExt(sMapPath, "ainodes");
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TiXmlDocument *pXmlDoc = hplNew(TiXmlDocument, (sSaveFile.c_str()));
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TiXmlElement *pRootElem = static_cast<TiXmlElement *>(pXmlDoc->InsertEndChild(TiXmlElement("AiNodes")));
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tTempAiNodeListIt nodeIt = mpNodeList->begin();
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for (; nodeIt != mpNodeList->end(); ++nodeIt) {
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cTempAiNode &Node = *nodeIt;
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TiXmlElement *pNodeElem = static_cast<TiXmlElement *>(pRootElem->InsertEndChild(TiXmlElement("Node")));
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tString sPos = cString::ToString(Node.mvPos.x) + " " +
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cString::ToString(Node.mvPos.y) + " " +
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cString::ToString(Node.mvPos.z);
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pNodeElem->SetAttribute("Pos", sPos.c_str());
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pNodeElem->SetAttribute("Name", Node.msName.c_str());
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}
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if (pXmlDoc->SaveFile() == false) {
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Error("Couldn't save XML file %s\n", sSaveFile.c_str());
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}
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hplDelete(pXmlDoc);
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}
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//-----------------------------------------------------------------------
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void cAINodeGenerator::LoadFromFile() {
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if (mpWorld->GetFileName() == "")
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return;
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/*cSystem *pSystem = */ mpWorld->GetSystem();
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cResources *pResources = mpWorld->GetResources();
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cFileSearcher *pFileSearcher = pResources->GetFileSearcher();
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tString sMapPath = pFileSearcher->GetFilePath(mpWorld->GetFileName());
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tString sSaveFile = cString::SetFileExt(sMapPath, "ainodes");
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TiXmlDocument *pXmlDoc = hplNew(TiXmlDocument, (sSaveFile.c_str()));
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if (pXmlDoc->LoadFile() == false) {
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Warning("Couldn't open XML file %s\n", sSaveFile.c_str());
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hplDelete(pXmlDoc);
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return;
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}
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TiXmlElement *pRootElem = pXmlDoc->RootElement();
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TiXmlElement *pNodeElem = pRootElem->FirstChildElement("Node");
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for (; pNodeElem != NULL; pNodeElem = pNodeElem->NextSiblingElement("Node")) {
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cVector3f vPos = cString::ToVector3f(pNodeElem->Attribute("Pos"), 0);
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tString sName = cString::ToString(pNodeElem->Attribute("Name"), "");
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mpNodeList->push_back(cTempAiNode(vPos, sName));
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}
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hplDelete(pXmlDoc);
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}
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//-----------------------------------------------------------------------
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} // namespace hpl
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