thug/Code/Sk/Objects/navigation.cpp

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2016-02-13 21:39:12 +00:00
///////////////////////////////////////////////////////
// rail.cpp
#include <sk/objects/navigation.h>
#include <core/defines.h>
#include <core/singleton.h>
#include <core/math.h>
#include <core/math/geometry.h>
#include <gel/modman.h>
#include <gel/scripting/script.h>
#include <gel/scripting/array.h>
#include <gel/scripting/symboltable.h>
#include <gel/scripting/struct.h>
#include <gel/scripting/utils.h>
#include <gel/environment/terrain.h>
#include <gel/collision/collision.h>
#include <gfx/nx.h>
#include <gfx/debuggfx.h>
#include <sk/engine/feeler.h>
#include <sk/modules/skate/skate.h>
#include <sk/scripting/nodearray.h>
namespace Obj
{
/******************************************************************/
/* */
/* */
/******************************************************************/
struct sAStarOpenList
{
CNavNode* m_open_list[512];
int m_num_open;
sAStarOpenList( void );
~sAStarOpenList( void );
bool IsEmpty( void ) { return m_num_open == 0; }
void Clear();
void Empty();
void Push( CNavNode* p_node );
CNavNode* Pop( void );
void SortOnTotalCost();
};
/******************************************************************/
/* */
/* */
/******************************************************************/
struct sAStarClosedList
{
CNavNode* m_closed_list[512];
int m_num_closed;
sAStarClosedList( void );
~sAStarClosedList( void );
bool IsEmpty( void ) { return m_num_closed == 0; }
void Clear();
void Empty( void );
void Add( CNavNode* p_node );
void Remove( CNavNode* p_node );
};
static sAStarOpenList openList;
static sAStarClosedList closedList;
/******************************************************************/
/* */
/* */
/******************************************************************/
void sAStarNode::Reset( void )
{
m_flags = 0;
m_cost_from_start = 0.0f;
m_cost_to_goal = 0.0f;
m_total_cost = 0.0f;
mp_parent = NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool normal_sensitive_collision( CFeeler& feeler, float normal_y_sensitivity )
{
// Safety check.
int iteration = 0;
// The feeler should already have been set up with the start and end points.
while( feeler.GetCollision())
{
// If this collision is with a normal that passes ouyr sensitivity test, consider it valid.
if( Mth::Abs( feeler.GetNormal()[Y] ) < normal_y_sensitivity )
{
return true;
}
// Otherwise move the start location on by 0.1 inch and continue.
feeler.m_start += ( feeler.m_end - feeler.m_start ).Normalize( 0.1f );
++iteration;
if( iteration > 8 )
{
Dbg_Message( "Multiple iterations in normal_sensitive_collision()" );
// Err on the side of caution.
return true;
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
float path_cost_estimate( Mth::Vector& pos_a, Mth::Vector& pos_b )
{
// Currently just use the distance between them. No consideration of terrain type.
return Mth::Distance( pos_a, pos_b );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
float traverse_cost( CNavNode* p_node_a, CNavNode* p_node_b )
{
// Currently just use the distance between them. No consideration of terrain type.
return Mth::Distance( p_node_a->GetPos(), p_node_b->GetPos());
}
/******************************************************************/
/* */
/* */
/******************************************************************/
int sort_on_total_cost( const void *p1, const void *p2 )
{
CNavNode* p_node1 = *((CNavNode**)p1 );
CNavNode* p_node2 = *((CNavNode**)p2 );
return ( p_node1->GetAStarNode()->m_total_cost < p_node2->GetAStarNode()->m_total_cost ) ? 1 : (( p_node1->GetAStarNode()->m_total_cost > p_node2->GetAStarNode()->m_total_cost ) ? -1 : 0 );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CNavNode* get_nearest_visible_node( Mth::Vector& pos, Mth::Vector& heading )
{
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
Obj::CNavManager* p_nav_man = skate_mod->GetNavManager();
float best_dp = -0.707106f; // cosine of 135 degrees
CNavNode* p_best_node = NULL;
int num_nodes = p_nav_man->GetNumNodes();
for( int i = 0; i < num_nodes; ++i )
{
CNavNode* p_node = p_nav_man->GetNavNodeByIndex( i );
// Discard nodes that are not in the required direction.
Mth::Vector node_pos = p_node->GetPos() + Mth::Vector( 0.0f, 60.0f, 0.0f, 0.0f );
Mth::Vector pos_to_node = node_pos - pos;
pos_to_node[Y] = 0.0f;
pos_to_node[W] = 0.0f;
pos_to_node.Normalize();
float dp = Mth::DotProduct( pos_to_node, heading );
// Do we already have a better node.
if( dp < best_dp )
{
continue;
}
// Discard nodes that are not visible.
CFeeler feeler;
feeler.m_start = pos;
feeler.m_end = node_pos;
if( normal_sensitive_collision( feeler, 0.2f ))
{
continue;
}
best_dp = dp;
p_best_node = p_node;
}
return p_best_node;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CNavNode* CalculateNodePath( Mth::Vector pos, Mth::Vector target_pos )
{
// Clear open and closed nodes.
openList.Clear();
closedList.Clear();
// Find nearest visible node from current location, preferably in direction currently facing.
Mth::Vector heading = target_pos - pos;
heading[Y] = 0.0f;
heading[W] = 0.0f;
heading.Normalize();
CNavNode* p_nearest_visible = get_nearest_visible_node( pos, heading );
if( p_nearest_visible == NULL )
{
return false;
}
// Initialise the A* section of the node.
p_nearest_visible->GetAStarNode()->m_cost_from_start = path_cost_estimate( pos, p_nearest_visible->GetPos());
p_nearest_visible->GetAStarNode()->m_cost_to_goal = path_cost_estimate( p_nearest_visible->GetPos(), target_pos );
p_nearest_visible->GetAStarNode()->m_total_cost = p_nearest_visible->GetAStarNode()->m_cost_from_start + p_nearest_visible->GetAStarNode()->m_cost_to_goal;
p_nearest_visible->GetAStarNode()->mp_parent = NULL;
// Push this node on to the open list.
openList.Push( p_nearest_visible );
while( !openList.IsEmpty())
{
// Pop lowest total cost node from open list.
CNavNode* p_this_node = openList.Pop();
// If goal visible from this node, we're done.
Mth::Vector raised_node_pos = p_this_node->GetPos() + Mth::Vector( 0.0f, 60.0f, 0.0f, 0.0f );
CFeeler feeler;
feeler.m_start = raised_node_pos;
feeler.m_end = target_pos;
if( !normal_sensitive_collision( feeler, 0.2f ))
{
// Build list of nodes.
// Empty lists.
openList.Empty();
closedList.Empty();
return p_this_node;
}
// For each node linked to this node...
for( int l = 0; l < p_this_node->GetNumLinks(); ++l )
{
CNavNode* p_new_node = p_this_node->GetLink( l );
float new_cost = p_this_node->GetAStarNode()->m_cost_from_start + traverse_cost( p_this_node, p_new_node );
// Ignore this node if it is already in a list and provides no improvement.
if(( p_new_node->GetAStarNode()->InOpen() || p_new_node->GetAStarNode()->InClosed()) &&
p_new_node->GetAStarNode()->m_cost_from_start <= new_cost )
{
continue;
}
// Store the new or improved information.
p_new_node->GetAStarNode()->mp_parent = p_this_node;
p_new_node->GetAStarNode()->m_cost_from_start = new_cost;
p_new_node->GetAStarNode()->m_cost_to_goal = path_cost_estimate( p_new_node->GetPos(), target_pos );
p_new_node->GetAStarNode()->m_total_cost = p_new_node->GetAStarNode()->m_cost_from_start + p_new_node->GetAStarNode()->m_cost_to_goal;
// Remove new node from closed list if it's in there.
if( p_new_node->GetAStarNode()->InClosed())
{
closedList.Remove( p_new_node );
}
// Push new node onto open list (if it's not already in there).
// This will re-sort the open list.
if( !p_new_node->GetAStarNode()->InOpen())
{
openList.Push( p_new_node );
}
}
// Add node onto the closed list.
closedList.Add( p_this_node );
}
// Empty lists.
openList.Empty();
closedList.Empty();
// If we get here we have failed to find any valid path.
return NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
sAStarOpenList::sAStarOpenList( void )
{
Clear();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
sAStarOpenList::~sAStarOpenList( void )
{
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void sAStarOpenList::Clear( void )
{
memset( m_open_list, 0, sizeof( m_open_list ));
m_num_open = 0;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void sAStarOpenList::Empty( void )
{
while( !IsEmpty())
{
Pop();
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void sAStarOpenList::Push( CNavNode* p_node )
{
Dbg_Assert( m_num_open < 512 );
m_open_list[m_num_open++] = p_node;
// Flag this node as now being in the open list.
p_node->GetAStarNode()->m_flags |= sAStarNode::IN_OPEN;
SortOnTotalCost();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CNavNode* sAStarOpenList::Pop( void )
{
Dbg_Assert( m_num_open > 0 );
// Assumes always sorted, so just return lowest cost node.
--m_num_open;
CNavNode* p_return = m_open_list[m_num_open];
m_open_list[m_num_open] = NULL;
// Flag this node as no longer being in the open list.
p_return->GetAStarNode()->m_flags &= ~sAStarNode::IN_OPEN;
return p_return;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void sAStarOpenList::SortOnTotalCost( void )
{
if( m_num_open > 1 )
{
qsort( m_open_list, m_num_open, sizeof( CNavNode* ), sort_on_total_cost );
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
sAStarClosedList::sAStarClosedList( void )
{
Clear();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
sAStarClosedList::~sAStarClosedList( void )
{
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void sAStarClosedList::Clear( void )
{
memset( m_closed_list, 0, sizeof( m_closed_list ));
m_num_closed = 0;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void sAStarClosedList::Empty( void )
{
if( !IsEmpty())
{
for( int i = 0; i < 512; ++i )
{
if( m_closed_list[i] )
{
Remove( m_closed_list[i] );
}
}
Dbg_Assert( IsEmpty());
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void sAStarClosedList::Add( CNavNode* p_node )
{
for( int i = 0; i < 512; ++i )
{
if( m_closed_list[i] == NULL )
{
m_closed_list[i] = p_node;
++m_num_closed;
p_node->GetAStarNode()->m_flags |= sAStarNode::IN_CLOSED;
return;
}
}
Dbg_Assert( 0 );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void sAStarClosedList::Remove( CNavNode* p_node )
{
for( int i = 0; i < 512; ++i )
{
if( m_closed_list[i] == p_node )
{
m_closed_list[i] = NULL;
--m_num_closed;
p_node->GetAStarNode()->m_flags &= ~sAStarNode::IN_CLOSED;
return;
}
}
Dbg_Assert( 0 );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CNavManager::CNavManager()
{
mp_nodes = NULL;
m_num_nodes = 0;
mp_node_array = NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CNavManager::~CNavManager()
{
Cleanup();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CNavManager::Cleanup()
{
m_num_nodes = 0;
Mem::Free( mp_nodes );
mp_nodes = NULL;
mp_node_array = NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CNavManager::AddNavNode( int node_number, Script::CStruct* p_node_struct )
{
CNavNode* pNavNode = &mp_nodes[m_current_node];
uint32 class_checksum;
p_node_struct->GetChecksum( CRCD( 0x12b4e660, "class" ), &class_checksum );
uint32 type_checksum;
p_node_struct->GetChecksum( CRCD( 0x7321a8d6, "type" ), &type_checksum );
// No links as yet.
pNavNode->m_num_links = 0;
for( int i = 0;i < MAX_NAV_LINKS; ++i )
{
pNavNode->mp_links[i] = NULL;
}
// The node_number is use primarily for calculating links.
pNavNode->m_node = node_number;
// Reset the A* node.
pNavNode->m_astar_node.Reset();
// pNavNode->m_flags = 0;
// pNavNode->SetActive( p_node_struct->ContainsFlag( 0x7c2552b9 /*"CreatedAtStart"*/ )); // Created at start or not?
// Set the position from the node structure.
SkateScript::GetPosition( p_node_struct, &pNavNode->m_pos );
int links = SkateScript::GetNumLinks( p_node_struct );
if( links )
{
Dbg_MsgAssert( links <= MAX_NAV_LINKS, ( "Nav node %d has %d linkes, max is %d", node_number, links, MAX_NAV_LINKS ));
pNavNode->m_num_links = links;
for( int i = 0; i < links; ++i )
{
// For now we just set the link to be the node number in the node array.
pNavNode->mp_links[i] = (CNavNode*)SkateScript::GetLink( p_node_struct, i );
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CNavManager::AddNavsFromNodeArray( Script::CArray *p_nodearray )
{
Dbg_MsgAssert( !mp_node_array, ( "Setting two node arrays in rail manager" ));
mp_node_array = p_nodearray;
Mdl::Skate* skate_mod = Mdl::Skate::Instance();
uint32 i;
Dbg_MsgAssert( m_num_nodes == 0, ("Can only addd nodes once, already %d there\n", m_num_nodes ));
// First iterate over the node array, and count the number of nodes needed.
m_num_nodes = 0;
for( i = 0; i < p_nodearray->GetSize(); ++i )
{
Script::CStruct* p_node_struct = p_nodearray->GetStructure( i );
Dbg_MsgAssert( p_node_struct, ( "Error getting node from node array for navigation" ));
if( !skate_mod->ShouldBeAbsentNode( p_node_struct ))
{
uint32 class_checksum = 0;
p_node_struct->GetChecksum( CRCD( 0x12b4e660, "Class" ), &class_checksum );
if( class_checksum == CRCD( 0x4c23a77e, "Waypoint" ))
{
uint32 type_checksum = 0;
p_node_struct->GetChecksum( CRCD( 0x7321a8d6, "Type" ), &type_checksum );
if( type_checksum == CRCD( 0x9784feb5, "HorseNav" ))
{
++m_num_nodes;
}
}
}
}
// No nodes found, so just return
if( m_num_nodes == 0 )
{
return;
}
mp_nodes = (CNavNode*)Mem::Malloc( m_num_nodes * sizeof( CNavNode ));
// Iterate over the nodes and add them to the array.
m_current_node = 0;
for( i = 0; i < p_nodearray->GetSize(); ++i )
{
Script::CStruct *p_node_struct = p_nodearray->GetStructure( i );
Dbg_MsgAssert( p_node_struct, ("Error getting node from node array for navigation" ));
if( !skate_mod->ShouldBeAbsentNode( p_node_struct ))
{
uint32 class_checksum = 0;
p_node_struct->GetChecksum( CRCD( 0x12b4e660, "Class" ), &class_checksum );
if( class_checksum == CRCD( 0x4c23a77e, "Waypoint" ))
{
uint32 type_checksum = 0;
p_node_struct->GetChecksum( CRCD( 0x7321a8d6, "Type" ), &type_checksum );
if( type_checksum == CRCD( 0x9784feb5, "HorseNav" ))
{
AddNavNode( i, p_node_struct );
++m_current_node;
}
}
}
}
// We are creating a table of all nodes, and the pointer to the CNavNode for that node, so we can do a reverse lookup.
int num_nodes = p_nodearray->GetSize();
CNavNode **pp_navnodes = (CNavNode**)Mem::Malloc( num_nodes * sizeof( CNavNode* ));
for( int i = 0; i < num_nodes; ++i )
{
pp_navnodes[i] = NULL;
}
// Now fill it in.
CNavNode* p_node;
for( int node = 0; node < m_num_nodes; ++node )
{
p_node = &mp_nodes[node];
pp_navnodes[p_node->GetNode()] = p_node;
}
// Now go through all the nodes.
for( int node = 0; node < m_num_nodes; ++node )
{
p_node = &mp_nodes[node];
for( int i = 0; i < p_node->m_num_links; ++i )
{
int index = (int)p_node->mp_links[i];
Dbg_MsgAssert( index < num_nodes, ( "Node %d, Nav link node (%d) out of range (0 .. %d). Bad Node array?", p_node->m_node, index, num_nodes ));
Dbg_MsgAssert( pp_navnodes[index], ( "NavNode %d linked to something (node %d) that is not a NavNode", p_node->m_node, index ));
p_node->mp_links[i] = pp_navnodes[index];
}
}
// Don't need the temporary array anymore.
Mem::Free( pp_navnodes );
}
Mth::Vector CNavManager::GetPos( const CNavNode* p_node ) const
{
Dbg_Assert( p_node );
return p_node->GetPos();
}
}