Files
bearstonem--openmohaa-vr/code/fgame/navigation_legacy_path.cpp
T
smallmodel a4391bc320 Implement Recast-based navigation system (#726)
- Paths are generated automatically during map loading, for any map
- Bots can take path that requires climbing ladders (can climb ladders)
- Bots can take path that requires jump (like the ledge on Stalingrad)
- Bots will try to avoid obstacles in front of them by navigating on the
side

The old navigation system with pathnodes can still be used with `g_navigation_legacy
1`
2025-05-29 12:22:27 +02:00

152 lines
3.9 KiB
C++

/*
===========================================================================
Copyright (C) 2025 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code 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 2 of the License,
or (at your option) any later version.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/**
* @file navigation_legacy_path.cpp
* @brief Legacy navigation system, use an ActorPath.
*
* This implementation uses the old navigation system that use pathnodes and basic path-finding algorithm.
* Nodes have to be placed manually.
*/
#include "navigation_legacy_path.h"
void LegacyPather::FindPath(const Vector& start, const Vector& end, const PathSearchParameter& parameters)
{
path.SetFallHeight(parameters.fallHeight);
path.FindPath((float *)(Vector&)start, (float *)(Vector&)end, parameters.entity, 0, NULL, 0);
}
void LegacyPather::FindPathNear(
const Vector& start, const Vector& end, float radius, const PathSearchParameter& parameters
)
{
path.SetFallHeight(parameters.fallHeight);
path.FindPathNear((float *)(Vector&)start, (float *)(Vector&)end, parameters.entity, 0, radius, NULL, 0);
}
void LegacyPather::FindPathAway(
const Vector& start,
const Vector& avoid,
const Vector& preferredDir,
float radius,
const PathSearchParameter& parameters
)
{
path.SetFallHeight(parameters.fallHeight);
path.FindPathAway(
(float *)(Vector&)start,
(float *)(Vector&)avoid,
(float *)(Vector&)preferredDir,
parameters.entity,
radius,
NULL,
0
);
}
bool LegacyPather::TestPath(const Vector& start, const Vector& end, const PathSearchParameter& parameters)
{
return PathSearch::FindPath(start, end, parameters.entity, 0, NULL, 0, parameters.fallHeight) != 0;
}
void LegacyPather::UpdatePos(const Vector& origin)
{
path.UpdatePos((float *)(Vector&)origin, 8);
}
void LegacyPather::Clear()
{
path.Clear();
path.ForceShortLookahead();
}
PathNav LegacyPather::GetNode(unsigned int index) const
{
PathNav nav;
const PathInfo *currentNode = path.CurrentNode();
if (!currentNode) {
// no path
return nav;
}
if (currentNode < path.LastNode() + index) {
// out of range
return nav;
}
if (currentNode > path.StartNode() + index) {
// out of range
return nav;
}
const PathInfo *node = currentNode - index;
nav.dir[0] = node->dir[0];
nav.dir[1] = node->dir[1];
nav.dist = node->dist;
nav.origin = node->point;
return nav;
}
int LegacyPather::GetNodeCount() const
{
if (!path.CurrentNode()) {
return 0;
}
return path.CurrentNode() - path.LastNode() + 1;
}
Vector LegacyPather::GetCurrentDelta() const
{
const float *delta = path.CurrentDelta();
return Vector(delta[0], delta[1], 0);
}
Vector LegacyPather::GetCurrentDirection() const
{
const float *delta = path.CurrentDelta();
return Vector(delta[0], delta[1], 0);
}
Vector LegacyPather::GetDestination() const
{
if (!path.CurrentNode()) {
return {};
}
return path.LastNode()->point;
}
bool LegacyPather::HasReachedGoal(const Vector& origin) const
{
return path.Complete(origin);
}
bool LegacyPather::IsQuerying() const
{
return false;
}