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Pathfinder - Bounding boxes and some tweaks

This commit is contained in:
SafwatHalaby
2015-05-23 17:41:29 +03:00
parent 6bafff0560
commit 7021547e99
3 changed files with 114 additions and 26 deletions

View File

@@ -6,6 +6,7 @@
#include "Path.h"
#include "../Chunk.h"
#define JUMP_G_COST 20
#define DISTANCE_MANHATTAN 0 // 1: More speed, a bit less accuracy 0: Max accuracy, less speed.
#define HEURISTICS_ONLY 0 // 1: Much more speed, much less accurate.
@@ -31,12 +32,11 @@ bool compareHeuristics::operator()(cPathCell * & a_Cell1, cPathCell * & a_Cell2)
/* cPath implementation */
cPath::cPath(
cChunk & a_Chunk,
const Vector3i & a_StartingPoint, const Vector3i & a_EndingPoint, int a_MaxSteps,
const Vector3d & a_StartingPoint, const Vector3d & a_EndingPoint, int a_MaxSteps,
double a_BoundingBoxWidth, double a_BoundingBoxHeight,
int a_MaxUp, int a_MaxDown
) :
m_Destination(a_EndingPoint.Floor()),
m_Source(a_StartingPoint.Floor()),
m_CurrentPoint(0), // GetNextPoint increments this to 1, but that's fine, since the first cell is always a_StartingPoint
m_Chunk(&a_Chunk),
m_BadChunkFound(false)
@@ -44,6 +44,21 @@ cPath::cPath(
// TODO: if src not walkable OR dest not walkable, then abort.
// Borrow a new "isWalkable" from ProcessIfWalkable, make ProcessIfWalkable also call isWalkable
a_BoundingBoxWidth = 1; // Until we improve physics, if ever.
m_BoundingBoxWidth = ceil(a_BoundingBoxWidth);
m_BoundingBoxHeight = ceil(a_BoundingBoxHeight);
m_HalfWidth = a_BoundingBoxWidth / 2;
int HalfWidthInt = a_BoundingBoxWidth / 2;
m_Source.x = floor(a_StartingPoint.x - HalfWidthInt);
m_Source.y = floor(a_StartingPoint.y);
m_Source.z = floor(a_StartingPoint.z - HalfWidthInt);
m_Destination.x = floor(a_EndingPoint.x - HalfWidthInt);
m_Destination.y = floor(a_EndingPoint.y);
m_Destination.z = floor(a_EndingPoint.z - HalfWidthInt);
if (GetCell(m_Source)->m_IsSolid || GetCell(m_Destination)->m_IsSolid)
{
m_Status = ePathFinderStatus::PATH_NOT_FOUND;
@@ -148,7 +163,7 @@ bool cPath::IsSolid(const Vector3i & a_Location)
}
if (BlockType == E_BLOCK_STATIONARY_WATER)
{
GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid = true; // Mobs will always think that the fence is 2 blocks high and therefore won't jump over.
GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid = true;
}
return cBlockInfo::IsSolid(BlockType);
@@ -179,7 +194,7 @@ bool cPath::Step_Internal()
// Calculation not finished yet.
// Check if we have a new NearestPoint.
// TODO I don't like this that much, there should be a smarter way.
if ((m_Destination - CurrentCell->m_Location).Length() < 5)
{
if (m_Rand.NextInt(4) == 0)
@@ -193,21 +208,43 @@ bool cPath::Step_Internal()
}
// process a currentCell by inspecting all neighbors.
// Check North, South, East, West on all 3 different heights.
int i;
for (i = -1; i <= 1; ++i)
// Check North, South, East, West on our height.
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, 0, 0), CurrentCell, 10);
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, 0, 0), CurrentCell, 10);
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 0, 1), CurrentCell, 10);
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 0, -1), CurrentCell, 10);
// Check diagonals on XY plane.
for (int x = -1; x <= 1; x += 2)
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(1, i, 0), CurrentCell, 10);
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(-1, i, 0), CurrentCell, 10);
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, 1), CurrentCell, 10);
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, i, -1), CurrentCell, 10);
if (GetCell(CurrentCell->m_Location + Vector3i(x, 0, 0))->m_IsSolid) // If there's a solid our east / west.
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, 1, 0), CurrentCell, JUMP_G_COST); // Check east / west-up.
}
else
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(x, -1, 0), CurrentCell, 14); // Else check east / west-down.
}
}
// Check diagonals on mob's height only.
int x, z;
for (x = -1; x <= 1; x += 2)
// Check diagonals on the YZ plane.
for (int z = -1; z <= 1; z += 2)
{
for (z = -1; z <= 1; z += 2)
if (GetCell(CurrentCell->m_Location + Vector3i(0, 0, z))->m_IsSolid) // If there's a solid our east / west.
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, 1, z), CurrentCell, JUMP_G_COST); // Check east / west-up.
}
else
{
ProcessIfWalkable(CurrentCell->m_Location + Vector3i(0, -1, z), CurrentCell, 14); // Else check east / west-down.
}
}
// Check diagonals on the XZ plane. (Normal diagonals, this plane is special because of gravity, etc)
for (int x = -1; x <= 1; x += 2)
{
for (int z = -1; z <= 1; z += 2)
{
// This condition prevents diagonal corner cutting.
if (!GetCell(CurrentCell->m_Location + Vector3i(x, 0, 0))->m_IsSolid && !GetCell(CurrentCell->m_Location + Vector3i(0, 0, z))->m_IsSolid)
@@ -320,7 +357,53 @@ si::setBlock((Ret)->m_Location.x, (Ret)->m_Location.y, (Ret)->m_Location.z, debu
void cPath::ProcessIfWalkable(const Vector3i & a_Location, cPathCell * a_Parent, int a_Cost)
{
cPathCell * cell = GetCell(a_Location);
if (!cell->m_IsSolid && GetCell(a_Location + Vector3i(0, -1, 0))->m_IsSolid && !GetCell(a_Location + Vector3i(0, 1, 0))->m_IsSolid)
int x, y, z;
// Make sure we fit in the position.
for (y = 0; y < m_BoundingBoxHeight; ++y)
{
for (x = 0; x < m_BoundingBoxWidth; ++x)
{
for (z = 0; z < m_BoundingBoxWidth; ++z)
{
if (GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid)
{
return;
}
}
}
}
/*y =-1;
for (x = 0; x < m_BoundingBoxWidth; ++x)
{
for (z = 0; z < m_BoundingBoxWidth; ++z)
{
if (!GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid)
{
return;
}
}
}
ProcessCell(cell, a_Parent, a_Cost);*/
// Make sure there's at least 1 piece of solid below us.
bool GroundFlag = false;
y =-1;
for (x = 0; x < m_BoundingBoxWidth; ++x)
{
for (z = 0; z < m_BoundingBoxWidth; ++z)
{
if (GetCell(a_Location + Vector3i(x, y, z))->m_IsSolid)
{
GroundFlag = true;
break;
}
}
}
if (GroundFlag)
{
ProcessCell(cell, a_Parent, a_Cost);
}