Added collision
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2ee288cbe0
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@ -78,6 +78,43 @@ void Character::setPathPlanner(PathPlanner planner) {
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pathPlanner = std::move(planner);
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pathPlanner = std::move(planner);
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}
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}
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bool Character::isMoving() const
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{
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Eigen::Vector3f toTarget = walkTarget - position;
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toTarget.y() = 0.f;
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return !pathWaypoints.empty() || toTarget.norm() > WALK_THRESHOLD;
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}
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Eigen::Vector3f Character::getCurrentNavigationTarget() const
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{
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if (!pathWaypoints.empty() && currentWaypointIndex < pathWaypoints.size()) {
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return pathWaypoints[currentWaypointIndex];
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}
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return walkTarget;
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}
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void Character::forceReplan()
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{
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if (!pathPlanner) {
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return;
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}
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const Eigen::Vector3f normalizedTarget(requestedWalkTarget.x(), 0.f, requestedWalkTarget.z());
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pathWaypoints = pathPlanner(position, normalizedTarget);
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currentWaypointIndex = 0;
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if (!pathWaypoints.empty()) {
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for (Eigen::Vector3f& waypoint : pathWaypoints) {
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waypoint.y() = 0.f;
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}
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walkTarget = pathWaypoints.back();
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return;
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}
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walkTarget = Eigen::Vector3f(position.x(), 0.f, position.z());
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onArrivedCallback = nullptr;
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}
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void Character::setTexture(std::shared_ptr<ZL::Texture> texture)
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void Character::setTexture(std::shared_ptr<ZL::Texture> texture)
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{
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{
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for (auto& animEntry : animations) {
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for (auto& animEntry : animations) {
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@ -53,11 +53,21 @@ public:
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void drawShadowDepth(Renderer& renderer);
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void drawShadowDepth(Renderer& renderer);
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void drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
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void drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
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// Character-to-character collision (XZ-plane). Used by Location to keep
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// player/NPCs from walking through each other.
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float collisionRadius = 0.45f;
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// attackDirection is a world-space horizontal vector pointing from the
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// Movement/path introspection used for dynamic replanning.
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// attacker toward this character — i.e. the direction the hit pushes
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bool isMoving() const;
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// them. A zero vector disables directional sparks (isotropic burst).
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const Eigen::Vector3f& getRequestedWalkTarget() const { return requestedWalkTarget; }
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void applyDamage(float damageAmount, const Eigen::Vector3f& attackDirection = Eigen::Vector3f::Zero());
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Eigen::Vector3f getCurrentNavigationTarget() const;
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void forceReplan();
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// attackDirection is a world-space horizontal vector pointing from the
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// attacker toward this character — i.e. the direction the hit pushes
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// them. A zero vector disables directional sparks (isotropic burst).
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void applyDamage(float damageAmount, const Eigen::Vector3f& attackDirection = Eigen::Vector3f::Zero());
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// Configures the per-character hit-spark emitter with the shared spark
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// Configures the per-character hit-spark emitter with the shared spark
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// texture. Safe to call once per character after construction.
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// texture. Safe to call once per character after construction.
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206
src/Location.cpp
206
src/Location.cpp
@ -23,6 +23,23 @@ namespace ZL
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// on_npc_interact callback fires and the conversation begins.
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// on_npc_interact callback fires and the conversation begins.
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static constexpr float NPC_TALK_DISTANCE = 1.25f;
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static constexpr float NPC_TALK_DISTANCE = 1.25f;
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static float distancePointToSegmentXZ(const Eigen::Vector3f& p,
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const Eigen::Vector3f& a,
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const Eigen::Vector3f& b)
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{
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const Eigen::Vector2f p2(p.x(), p.z());
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const Eigen::Vector2f a2(a.x(), a.z());
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const Eigen::Vector2f b2(b.x(), b.z());
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const Eigen::Vector2f ab = b2 - a2;
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const float abLenSq = ab.squaredNorm();
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if (abLenSq <= 1e-8f) {
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return (p2 - a2).norm();
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}
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const float t = std::clamp((p2 - a2).dot(ab) / abLenSq, 0.0f, 1.0f);
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const Eigen::Vector2f closest = a2 + ab * t;
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return (p2 - closest).norm();
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}
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Location::Location(Renderer& iRenderer, Inventory& iInventory)
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Location::Location(Renderer& iRenderer, Inventory& iInventory)
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: renderer(iRenderer)
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: renderer(iRenderer)
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, inventory(iInventory)
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, inventory(iInventory)
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@ -201,17 +218,43 @@ namespace ZL
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buildDebugNavMeshes();
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buildDebugNavMeshes();
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#endif
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#endif
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auto planner = [this](const Eigen::Vector3f& start, const Eigen::Vector3f& end) {
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static constexpr float kDynamicObstacleInfluenceDist = 6.0f;
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return navigation.findPath(start, end);
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auto makePlanner = [this](const Character* self) {
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return [this, self](const Eigen::Vector3f& start, const Eigen::Vector3f& end) {
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std::vector<PathFinder::DynamicObstacle> dynamicObstacles;
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dynamicObstacles.reserve(npcs.size() + 1);
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const auto addCharacter = [&](const Character* other) {
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if (!other || other == self) return;
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if (other->hp <= 0.f) return;
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if (distancePointToSegmentXZ(other->position, start, end) > kDynamicObstacleInfluenceDist) {
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return;
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}
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PathFinder::DynamicObstacle obs;
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obs.position = Eigen::Vector3f(other->position.x(), navigation.getFloorY(), other->position.z());
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obs.radius = (std::max)(0.0f, other->collisionRadius);
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dynamicObstacles.push_back(obs);
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};
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addCharacter(player.get());
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for (const auto& npc : npcs) {
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addCharacter(npc.get());
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}
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return navigation.findPath(start, end, dynamicObstacles);
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};
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};
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};
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if (player) {
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if (player) {
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player->setPathPlanner(planner);
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player->setPathPlanner(makePlanner(player.get()));
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}
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}
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for (auto& npc : npcs) {
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for (auto& npc : npcs) {
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if (npc) {
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if (npc) {
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npc->setPathPlanner(planner);
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npc->setPathPlanner(makePlanner(npc.get()));
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}
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}
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}
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}
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}
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}
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@ -640,6 +683,156 @@ namespace ZL
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return navigation.setAreaAvailable(areaName, available);
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return navigation.setAreaAvailable(areaName, available);
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}
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}
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void Location::resolveCharacterCollisions()
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{
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std::vector<Character*> characters;
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characters.reserve(npcs.size() + 1);
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if (player) {
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characters.push_back(player.get());
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}
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for (auto& npc : npcs) {
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if (npc) {
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characters.push_back(npc.get());
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}
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}
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if (characters.size() < 2) {
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return;
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}
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static constexpr int kIterations = 3;
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static constexpr float kMinSeparationEps = 1e-4f;
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for (int iter = 0; iter < kIterations; ++iter) {
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for (size_t i = 0; i < characters.size(); ++i) {
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for (size_t j = i + 1; j < characters.size(); ++j) {
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Character* a = characters[i];
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Character* b = characters[j];
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if (!a || !b) continue;
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if (a->hp <= 0.f || b->hp <= 0.f) continue;
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const float minDist = a->collisionRadius + b->collisionRadius;
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if (minDist <= 0.f) continue;
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const Eigen::Vector2f pa(a->position.x(), a->position.z());
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const Eigen::Vector2f pb(b->position.x(), b->position.z());
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const Eigen::Vector2f delta = pb - pa;
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const float dist = delta.norm();
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if (dist >= minDist) {
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continue;
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}
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Eigen::Vector2f normal(1.f, 0.f);
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if (dist > kMinSeparationEps) {
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normal = delta / dist;
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}
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const float penetration = (minDist - dist);
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const float push = penetration * 0.5f;
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Eigen::Vector3f newA = a->position;
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Eigen::Vector3f newB = b->position;
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newA.x() -= normal.x() * push;
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newA.z() -= normal.y() * push;
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newA.y() = 0.f;
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newB.x() += normal.x() * push;
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newB.z() += normal.y() * push;
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newB.y() = 0.f;
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if (navigation.isReady()) {
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const bool aOk = navigation.isWalkable(newA);
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const bool bOk = navigation.isWalkable(newB);
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if (aOk && bOk) {
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a->position = newA;
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b->position = newB;
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}
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else if (aOk && !bOk) {
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a->position = newA;
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}
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else if (!aOk && bOk) {
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b->position = newB;
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}
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}
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else {
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a->position = newA;
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b->position = newB;
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}
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}
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}
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}
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}
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void Location::updateDynamicReplans(int64_t deltaMs)
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{
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static constexpr float kMovedEps = 0.05f;
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static constexpr float kReplanTriggerDist = 1.1f;
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static constexpr int64_t kReplanCooldownMs = 300;
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for (auto it = replanCooldownRemainingMs.begin(); it != replanCooldownRemainingMs.end();) {
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it->second -= deltaMs;
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if (it->second <= 0) {
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it = replanCooldownRemainingMs.erase(it);
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}
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else {
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++it;
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}
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}
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std::vector<Character*> characters;
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characters.reserve(npcs.size() + 1);
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if (player) characters.push_back(player.get());
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for (auto& npc : npcs) if (npc) characters.push_back(npc.get());
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std::vector<Character*> movers;
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movers.reserve(characters.size());
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for (Character* c : characters) {
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if (!c) continue;
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auto it = lastCharacterPositions.find(c);
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if (it == lastCharacterPositions.end()) {
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lastCharacterPositions[c] = c->position;
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continue;
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}
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const Eigen::Vector3f prev = it->second;
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const float moved = (c->position - prev).norm();
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it->second = c->position;
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if (moved > kMovedEps) {
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movers.push_back(c);
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}
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}
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if (movers.empty()) {
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return;
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}
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for (Character* mover : movers) {
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if (!mover) continue;
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for (Character* walker : characters) {
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if (!walker || walker == mover) continue;
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if (walker->hp <= 0.f) continue;
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if (!walker->isMoving()) continue;
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if (replanCooldownRemainingMs.find(walker) != replanCooldownRemainingMs.end()) {
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continue;
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}
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const Eigen::Vector3f nextTarget = walker->getCurrentNavigationTarget();
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const float distToSegment = distancePointToSegmentXZ(mover->position, walker->position, nextTarget);
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if (distToSegment > kReplanTriggerDist) {
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continue;
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}
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walker->forceReplan();
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replanCooldownRemainingMs[walker] = kReplanCooldownMs;
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}
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}
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}
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void Location::update(int64_t delta)
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void Location::update(int64_t delta)
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{
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{
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if (player) {
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if (player) {
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@ -651,6 +844,9 @@ namespace ZL
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npc->update(delta);
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npc->update(delta);
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}
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}
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resolveCharacterCollisions();
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updateDynamicReplans(delta);
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// Check if player reached target interactive object
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// Check if player reached target interactive object
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if (targetInteractiveObject && player) {
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if (targetInteractiveObject && player) {
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float distToObject = (player->position - targetInteractiveObject->position).norm();
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float distToObject = (player->position - targetInteractiveObject->position).norm();
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@ -883,4 +1079,4 @@ namespace ZL
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}
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}
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} // namespace ZL
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} // namespace ZL
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@ -13,6 +13,8 @@
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#include "dialogue/DialogueSystem.h"
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#include "dialogue/DialogueSystem.h"
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#include "SparkEmitter.h"
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#include "SparkEmitter.h"
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#include <functional>
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#include <functional>
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#include <cstdint>
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#include <unordered_map>
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namespace ZL
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namespace ZL
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{
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{
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@ -112,6 +114,13 @@ namespace ZL
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protected:
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protected:
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Renderer& renderer;
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Renderer& renderer;
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Inventory& inventory;
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Inventory& inventory;
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private:
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void resolveCharacterCollisions();
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void updateDynamicReplans(int64_t deltaMs);
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std::unordered_map<Character*, Eigen::Vector3f> lastCharacterPositions;
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std::unordered_map<Character*, int64_t> replanCooldownRemainingMs;
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};
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};
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} // namespace ZL
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} // namespace ZL
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@ -74,8 +74,8 @@ std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
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Cell startCell;
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Cell startCell;
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Cell endCell;
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Cell endCell;
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if (!findNearestWalkableCell(start, startCell) ||
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if (!findNearestWalkableCell(start, startCell, walkable) ||
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!findNearestWalkableCell(end, endCell)) {
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!findNearestWalkableCell(end, endCell, walkable)) {
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return {};
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return {};
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}
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}
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@ -121,7 +121,7 @@ std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
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for (const auto& offset : offsets) {
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for (const auto& offset : offsets) {
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Cell next{ currentCell.x + offset[0], currentCell.z + offset[1] };
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Cell next{ currentCell.x + offset[0], currentCell.z + offset[1] };
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if (!isCellWalkable(next)) {
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if (!isCellWalkable(next, walkable)) {
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continue;
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continue;
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}
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}
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@ -129,7 +129,7 @@ std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
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if (diagonal) {
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if (diagonal) {
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Cell horizontal{ currentCell.x + offset[0], currentCell.z };
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Cell horizontal{ currentCell.x + offset[0], currentCell.z };
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Cell vertical{ currentCell.x, currentCell.z + offset[1] };
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Cell vertical{ currentCell.x, currentCell.z + offset[1] };
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if (!isCellWalkable(horizontal) || !isCellWalkable(vertical)) {
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if (!isCellWalkable(horizontal, walkable) || !isCellWalkable(vertical, walkable)) {
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continue;
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continue;
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}
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}
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}
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}
|
||||||
@ -160,7 +160,161 @@ std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
std::reverse(cells.begin(), cells.end());
|
std::reverse(cells.begin(), cells.end());
|
||||||
cells = smoothCells(cells);
|
cells = smoothCells(cells, walkable);
|
||||||
|
|
||||||
|
std::vector<Eigen::Vector3f> path;
|
||||||
|
path.reserve(cells.size());
|
||||||
|
for (const Cell& cell : cells) {
|
||||||
|
path.push_back(cellCenter(cell));
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!path.empty() && (path.front() - Eigen::Vector3f(start.x(), floorY, start.z())).norm() < cellSize * 0.75f) {
|
||||||
|
path.erase(path.begin());
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!path.empty()) {
|
||||||
|
Cell requestedEndCell;
|
||||||
|
if (worldToCell(end, requestedEndCell) &&
|
||||||
|
requestedEndCell.x == endCell.x &&
|
||||||
|
requestedEndCell.z == endCell.z) {
|
||||||
|
path.back() = Eigen::Vector3f(end.x(), floorY, end.z());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return path;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
|
||||||
|
const Eigen::Vector3f& end,
|
||||||
|
const std::vector<DynamicObstacle>& dynamicObstacles) const
|
||||||
|
{
|
||||||
|
if (!ready || walkable.empty()) {
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<unsigned char> walkableGrid = walkable;
|
||||||
|
if (!dynamicObstacles.empty()) {
|
||||||
|
for (const DynamicObstacle& obstacle : dynamicObstacles) {
|
||||||
|
const float radius = obstacle.radius + agentRadius;
|
||||||
|
if (radius <= 0.0f) continue;
|
||||||
|
|
||||||
|
const float minWorldX = obstacle.position.x() - radius;
|
||||||
|
const float maxWorldX = obstacle.position.x() + radius;
|
||||||
|
const float minWorldZ = obstacle.position.z() - radius;
|
||||||
|
const float maxWorldZ = obstacle.position.z() + radius;
|
||||||
|
|
||||||
|
const int minCellX = (std::max)(0, static_cast<int>(std::floor((minWorldX - minX) / cellSize)));
|
||||||
|
const int maxCellX = (std::min)(gridWidth - 1, static_cast<int>(std::floor((maxWorldX - minX) / cellSize)));
|
||||||
|
const int minCellZ = (std::max)(0, static_cast<int>(std::floor((minWorldZ - minZ) / cellSize)));
|
||||||
|
const int maxCellZ = (std::min)(gridDepth - 1, static_cast<int>(std::floor((maxWorldZ - minZ) / cellSize)));
|
||||||
|
|
||||||
|
const float radiusSq = radius * radius;
|
||||||
|
for (int z = minCellZ; z <= maxCellZ; ++z) {
|
||||||
|
for (int x = minCellX; x <= maxCellX; ++x) {
|
||||||
|
const Cell cell{ x, z };
|
||||||
|
const Eigen::Vector3f center = cellCenter(cell);
|
||||||
|
const float dx = center.x() - obstacle.position.x();
|
||||||
|
const float dz = center.z() - obstacle.position.z();
|
||||||
|
if (dx * dx + dz * dz <= radiusSq) {
|
||||||
|
const int idx = indexOf(cell);
|
||||||
|
if (idx >= 0 && idx < static_cast<int>(walkableGrid.size())) {
|
||||||
|
walkableGrid[static_cast<size_t>(idx)] = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Cell startCell;
|
||||||
|
Cell endCell;
|
||||||
|
if (!findNearestWalkableCell(start, startCell, walkableGrid) ||
|
||||||
|
!findNearestWalkableCell(end, endCell, walkableGrid)) {
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
|
||||||
|
if (startCell.x == endCell.x && startCell.z == endCell.z) {
|
||||||
|
return { cellCenter(endCell) };
|
||||||
|
}
|
||||||
|
|
||||||
|
struct QueueNode {
|
||||||
|
int index = 0;
|
||||||
|
float priority = 0.0f;
|
||||||
|
|
||||||
|
bool operator<(const QueueNode& other) const
|
||||||
|
{
|
||||||
|
return priority > other.priority;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
const int cellCount = gridWidth * gridDepth;
|
||||||
|
std::vector<float> cost(static_cast<size_t>(cellCount), INF_COST);
|
||||||
|
std::vector<int> cameFrom(static_cast<size_t>(cellCount), -1);
|
||||||
|
std::priority_queue<QueueNode> open;
|
||||||
|
|
||||||
|
const int startIndex = indexOf(startCell);
|
||||||
|
const int endIndex = indexOf(endCell);
|
||||||
|
|
||||||
|
cost[static_cast<size_t>(startIndex)] = 0.0f;
|
||||||
|
open.push({ startIndex, 0.0f });
|
||||||
|
|
||||||
|
static const int offsets[8][2] = {
|
||||||
|
{ 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 },
|
||||||
|
{ 1, 1 }, { 1, -1 }, { -1, 1 }, { -1, -1 }
|
||||||
|
};
|
||||||
|
|
||||||
|
while (!open.empty()) {
|
||||||
|
const QueueNode current = open.top();
|
||||||
|
open.pop();
|
||||||
|
|
||||||
|
if (current.index == endIndex) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
const Cell currentCell{ current.index % gridWidth, current.index / gridWidth };
|
||||||
|
|
||||||
|
for (const auto& offset : offsets) {
|
||||||
|
Cell next{ currentCell.x + offset[0], currentCell.z + offset[1] };
|
||||||
|
if (!isCellWalkable(next, walkableGrid)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
const bool diagonal = offset[0] != 0 && offset[1] != 0;
|
||||||
|
if (diagonal) {
|
||||||
|
Cell horizontal{ currentCell.x + offset[0], currentCell.z };
|
||||||
|
Cell vertical{ currentCell.x, currentCell.z + offset[1] };
|
||||||
|
if (!isCellWalkable(horizontal, walkableGrid) || !isCellWalkable(vertical, walkableGrid)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const int nextIndex = indexOf(next);
|
||||||
|
const float stepCost = diagonal ? 1.41421356f : 1.0f;
|
||||||
|
const float newCost = cost[static_cast<size_t>(current.index)] + stepCost;
|
||||||
|
if (newCost >= cost[static_cast<size_t>(nextIndex)]) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
cost[static_cast<size_t>(nextIndex)] = newCost;
|
||||||
|
cameFrom[static_cast<size_t>(nextIndex)] = current.index;
|
||||||
|
const float priority = newCost + distanceCells(next, endCell);
|
||||||
|
open.push({ nextIndex, priority });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (cameFrom[static_cast<size_t>(endIndex)] == -1) {
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<Cell> cells;
|
||||||
|
for (int current = endIndex; current != -1; current = cameFrom[static_cast<size_t>(current)]) {
|
||||||
|
cells.push_back({ current % gridWidth, current / gridWidth });
|
||||||
|
if (current == startIndex) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
std::reverse(cells.begin(), cells.end());
|
||||||
|
cells = smoothCells(cells, walkableGrid);
|
||||||
|
|
||||||
std::vector<Eigen::Vector3f> path;
|
std::vector<Eigen::Vector3f> path;
|
||||||
path.reserve(cells.size());
|
path.reserve(cells.size());
|
||||||
@ -206,7 +360,7 @@ bool PathFinder::setAreaAvailable(const std::string& areaName, bool available)
|
|||||||
bool PathFinder::isWalkable(const Eigen::Vector3f& point) const
|
bool PathFinder::isWalkable(const Eigen::Vector3f& point) const
|
||||||
{
|
{
|
||||||
Cell cell;
|
Cell cell;
|
||||||
return worldToCell(point, cell) && isCellWalkable(cell);
|
return worldToCell(point, cell) && isCellWalkable(cell, walkable);
|
||||||
}
|
}
|
||||||
|
|
||||||
void PathFinder::loadConfig(const std::string& configPath, const std::string& zipPath)
|
void PathFinder::loadConfig(const std::string& configPath, const std::string& zipPath)
|
||||||
@ -406,7 +560,16 @@ bool PathFinder::isInsideGrid(const Cell& cell) const
|
|||||||
|
|
||||||
bool PathFinder::isCellWalkable(const Cell& cell) const
|
bool PathFinder::isCellWalkable(const Cell& cell) const
|
||||||
{
|
{
|
||||||
return isInsideGrid(cell) && walkable[static_cast<size_t>(indexOf(cell))] != 0;
|
return isCellWalkable(cell, walkable);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool PathFinder::isCellWalkable(const Cell& cell, const std::vector<unsigned char>& walkableGrid) const
|
||||||
|
{
|
||||||
|
const int idx = indexOf(cell);
|
||||||
|
return isInsideGrid(cell) &&
|
||||||
|
idx >= 0 &&
|
||||||
|
idx < static_cast<int>(walkableGrid.size()) &&
|
||||||
|
walkableGrid[static_cast<size_t>(idx)] != 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
int PathFinder::indexOf(const Cell& cell) const
|
int PathFinder::indexOf(const Cell& cell) const
|
||||||
@ -415,6 +578,11 @@ int PathFinder::indexOf(const Cell& cell) const
|
|||||||
}
|
}
|
||||||
|
|
||||||
bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out) const
|
bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out) const
|
||||||
|
{
|
||||||
|
return findNearestWalkableCell(point, out, walkable);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out, const std::vector<unsigned char>& walkableGrid) const
|
||||||
{
|
{
|
||||||
Cell origin;
|
Cell origin;
|
||||||
if (!worldToCell(point, origin)) {
|
if (!worldToCell(point, origin)) {
|
||||||
@ -424,7 +592,7 @@ bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out
|
|||||||
origin.z = (std::min)((std::max)(z, 0), gridDepth - 1);
|
origin.z = (std::min)((std::max)(z, 0), gridDepth - 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (isCellWalkable(origin)) {
|
if (isCellWalkable(origin, walkableGrid)) {
|
||||||
out = origin;
|
out = origin;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@ -438,7 +606,7 @@ bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out
|
|||||||
}
|
}
|
||||||
|
|
||||||
Cell candidate{ origin.x + dx, origin.z + dz };
|
Cell candidate{ origin.x + dx, origin.z + dz };
|
||||||
if (isCellWalkable(candidate)) {
|
if (isCellWalkable(candidate, walkableGrid)) {
|
||||||
out = candidate;
|
out = candidate;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@ -450,6 +618,11 @@ bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out
|
|||||||
}
|
}
|
||||||
|
|
||||||
bool PathFinder::hasLineOfSight(const Cell& from, const Cell& to) const
|
bool PathFinder::hasLineOfSight(const Cell& from, const Cell& to) const
|
||||||
|
{
|
||||||
|
return hasLineOfSight(from, to, walkable);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool PathFinder::hasLineOfSight(const Cell& from, const Cell& to, const std::vector<unsigned char>& walkableGrid) const
|
||||||
{
|
{
|
||||||
const Eigen::Vector3f a = cellCenter(from);
|
const Eigen::Vector3f a = cellCenter(from);
|
||||||
const Eigen::Vector3f b = cellCenter(to);
|
const Eigen::Vector3f b = cellCenter(to);
|
||||||
@ -460,7 +633,7 @@ bool PathFinder::hasLineOfSight(const Cell& from, const Cell& to) const
|
|||||||
const float t = static_cast<float>(i) / static_cast<float>(steps);
|
const float t = static_cast<float>(i) / static_cast<float>(steps);
|
||||||
const Eigen::Vector3f p = a * (1.0f - t) + b * t;
|
const Eigen::Vector3f p = a * (1.0f - t) + b * t;
|
||||||
Cell cell;
|
Cell cell;
|
||||||
if (!worldToCell(p, cell) || !isCellWalkable(cell)) {
|
if (!worldToCell(p, cell) || !isCellWalkable(cell, walkableGrid)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -469,6 +642,11 @@ bool PathFinder::hasLineOfSight(const Cell& from, const Cell& to) const
|
|||||||
}
|
}
|
||||||
|
|
||||||
std::vector<PathFinder::Cell> PathFinder::smoothCells(const std::vector<Cell>& cells) const
|
std::vector<PathFinder::Cell> PathFinder::smoothCells(const std::vector<Cell>& cells) const
|
||||||
|
{
|
||||||
|
return smoothCells(cells, walkable);
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<PathFinder::Cell> PathFinder::smoothCells(const std::vector<Cell>& cells, const std::vector<unsigned char>& walkableGrid) const
|
||||||
{
|
{
|
||||||
if (cells.size() <= 2) {
|
if (cells.size() <= 2) {
|
||||||
return cells;
|
return cells;
|
||||||
@ -480,7 +658,7 @@ std::vector<PathFinder::Cell> PathFinder::smoothCells(const std::vector<Cell>& c
|
|||||||
|
|
||||||
while (anchor < cells.size() - 1) {
|
while (anchor < cells.size() - 1) {
|
||||||
size_t next = cells.size() - 1;
|
size_t next = cells.size() - 1;
|
||||||
while (next > anchor + 1 && !hasLineOfSight(cells[anchor], cells[next])) {
|
while (next > anchor + 1 && !hasLineOfSight(cells[anchor], cells[next], walkableGrid)) {
|
||||||
--next;
|
--next;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -14,6 +14,11 @@ public:
|
|||||||
Eigen::Vector3f offset = Eigen::Vector3f::Zero();
|
Eigen::Vector3f offset = Eigen::Vector3f::Zero();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct DynamicObstacle {
|
||||||
|
Eigen::Vector3f position = Eigen::Vector3f::Zero();
|
||||||
|
float radius = 0.0f;
|
||||||
|
};
|
||||||
|
|
||||||
struct Cell {
|
struct Cell {
|
||||||
int x = 0;
|
int x = 0;
|
||||||
int z = 0;
|
int z = 0;
|
||||||
@ -32,6 +37,10 @@ public:
|
|||||||
std::vector<Eigen::Vector3f> findPath(const Eigen::Vector3f& start,
|
std::vector<Eigen::Vector3f> findPath(const Eigen::Vector3f& start,
|
||||||
const Eigen::Vector3f& end) const;
|
const Eigen::Vector3f& end) const;
|
||||||
|
|
||||||
|
std::vector<Eigen::Vector3f> findPath(const Eigen::Vector3f& start,
|
||||||
|
const Eigen::Vector3f& end,
|
||||||
|
const std::vector<DynamicObstacle>& dynamicObstacles) const;
|
||||||
|
|
||||||
bool setAreaAvailable(const std::string& areaName, bool available);
|
bool setAreaAvailable(const std::string& areaName, bool available);
|
||||||
bool isReady() const { return ready; }
|
bool isReady() const { return ready; }
|
||||||
bool isWalkable(const Eigen::Vector3f& point) const;
|
bool isWalkable(const Eigen::Vector3f& point) const;
|
||||||
@ -74,6 +83,11 @@ private:
|
|||||||
std::vector<Cell> smoothCells(const std::vector<Cell>& cells) const;
|
std::vector<Cell> smoothCells(const std::vector<Cell>& cells) const;
|
||||||
|
|
||||||
static bool pointInPolygon(float x, float z, const std::vector<Eigen::Vector2f>& polygon);
|
static bool pointInPolygon(float x, float z, const std::vector<Eigen::Vector2f>& polygon);
|
||||||
|
|
||||||
|
bool isCellWalkable(const Cell& cell, const std::vector<unsigned char>& walkableGrid) const;
|
||||||
|
bool findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out, const std::vector<unsigned char>& walkableGrid) const;
|
||||||
|
bool hasLineOfSight(const Cell& from, const Cell& to, const std::vector<unsigned char>& walkableGrid) const;
|
||||||
|
std::vector<Cell> smoothCells(const std::vector<Cell>& cells, const std::vector<unsigned char>& walkableGrid) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace ZL
|
} // namespace ZL
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user