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PathNode.cpp
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// @Begin License@
// This file is part of Coldest.
//
// Coldest is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Coldest is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Coldest. If not, see <http://www.gnu.org/licenses/>.
//
// Copyright 2008-2012 Ben Nemec
// @End License@
#include "PathNode.h"
#include "CollisionDetection.h"
PathNode::PathNode(const Vector3& pos) : position(pos),
nodes(8),
passable(8, false),
num(8, -1),
step(50.f)
{
}
Vector3vec PathNode::GetAdjacent(const float step)
{
Vector3vec ret;
ret.push_back(position + Vector3(-step, 0, -step));
ret.push_back(position + Vector3(0, 0, -step));
ret.push_back(position + Vector3(step, 0, -step));
ret.push_back(position + Vector3(-step, 0, 0));
ret.push_back(position + Vector3(step, 0, 0));
ret.push_back(position + Vector3(-step, 0, step));
ret.push_back(position + Vector3(0, 0, step));
ret.push_back(position + Vector3(step, 0, step));
return ret;
}
bool PathNode::Validate(Vector3 start, Vector3 move, const float radius)
{
set<PathNode*> dummy;
return Validate(start, move, radius, dummy);
}
bool PathNode::Validate(Vector3 start, Vector3 move, const float radius, set<PathNode*>& checked)
{
CollisionDetection cd;
start.y = position.y;
move.y = 0.f;
Vector3 end = start + move;
float movemaginv = 1.f / move.magnitude();
for (size_t i = 0; i < nodes.size(); ++i)
{
if (nodes[i] && checked.find(nodes[i].get()) == checked.end())
{
checked.insert(nodes[i].get());
Vector3 flatpos = nodes[i]->position;
flatpos.y = position.y;
Vector3 flatvec = flatpos - position;
flatvec.normalize();
Vector3 movenorm = move;
movenorm.normalize();
float dot = flatvec.dot(movenorm);
// Because DistanceBetween... checks an infinite line, we need to check that the node is in the direction
// of the movement, and is not past the end of the movement
if (dot > 1e-4f &&
flatpos.distance(start) < move.distance() + radius &&
cd.DistanceBetweenPointAndLine(flatpos, start, move, movemaginv) < radius + step / 2.f)
{
if (!passable[i] || !nodes[i]->Validate(start, move, radius, checked))
{
return false;
}
}
}
}
return true;
}