/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 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 3 of the License, or (at your option) any later version. Doom 3 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "sys/platform.h" #include "idlib/containers/Queue.h" #include "idlib/geometry/Winding2D.h" #include "gamesys/SysCvar.h" #include "Moveable.h" #include "WorldSpawn.h" #include "ai/AI.h" #include /* =============================================================================== Dynamic Obstacle Avoidance - assumes the AI lives inside a bounding box aligned with the gravity direction - obstacles in proximity of the AI are gathered - if obstacles are found the AAS walls are also considered as obstacles - every obstacle is represented by an oriented bounding box (OBB) - an OBB is projected onto a 2D plane orthogonal to AI's gravity direction - the 2D windings of the projections are expanded for the AI bbox - a path tree is build using clockwise and counter clockwise edge walks along the winding edges - the path tree is pruned and optimized - the shortest path is chosen for navigation =============================================================================== */ const float MAX_OBSTACLE_RADIUS = 256.0f; const float PUSH_OUTSIDE_OBSTACLES = 0.5f; const float CLIP_BOUNDS_EPSILON = 10.0f; const int MAX_AAS_WALL_EDGES = 256; const int MAX_OBSTACLES = 256; const int MAX_PATH_NODES = 256; const int MAX_OBSTACLE_PATH = 64; typedef struct obstacle_s { idVec2 bounds[2]; idWinding2D winding; idEntity * entity; } obstacle_t; typedef struct pathNode_s { int dir; idVec2 pos; idVec2 delta; float dist; int obstacle; int edgeNum; int numNodes; struct pathNode_s * parent; struct pathNode_s * children[2]; struct pathNode_s * next; void Init(); } pathNode_t; void pathNode_s::Init() { dir = 0; pos.Zero(); delta.Zero(); obstacle = -1; edgeNum = -1; numNodes = 0; parent = children[0] = children[1] = next = NULL; } idBlockAlloc pathNodeAllocator; /* ============ LineIntersectsPath ============ */ bool LineIntersectsPath( const idVec2 &start, const idVec2 &end, const pathNode_t *node ) { float d0, d1, d2, d3; idVec3 plane1, plane2; plane1 = idWinding2D::Plane2DFromPoints( start, end ); d0 = plane1.x * node->pos.x + plane1.y * node->pos.y + plane1.z; while( node->parent ) { d1 = plane1.x * node->parent->pos.x + plane1.y * node->parent->pos.y + plane1.z; if ( FLOATSIGNBITSET( d0 ) ^ FLOATSIGNBITSET( d1 ) ) { plane2 = idWinding2D::Plane2DFromPoints( node->pos, node->parent->pos ); d2 = plane2.x * start.x + plane2.y * start.y + plane2.z; d3 = plane2.x * end.x + plane2.y * end.y + plane2.z; if ( FLOATSIGNBITSET( d2 ) ^ FLOATSIGNBITSET( d3 ) ) { return true; } } d0 = d1; node = node->parent; } return false; } /* ============ PointInsideObstacle ============ */ int PointInsideObstacle( const obstacle_t *obstacles, const int numObstacles, const idVec2 &point ) { int i; for ( i = 0; i < numObstacles; i++ ) { const idVec2 *bounds = obstacles[i].bounds; if ( point.x < bounds[0].x || point.y < bounds[0].y || point.x > bounds[1].x || point.y > bounds[1].y ) { continue; } if ( !obstacles[i].winding.PointInside( point, 0.1f ) ) { continue; } return i; } return -1; } /* ============ GetPointOutsideObstacles ============ */ void GetPointOutsideObstacles( const obstacle_t *obstacles, const int numObstacles, idVec2 &point, int *obstacle, int *edgeNum ) { int i, j, k, n, bestObstacle, bestEdgeNum, queueStart, queueEnd, edgeNums[2]; float d, bestd, scale[2]; idVec3 plane, bestPlane; idVec2 newPoint, dir, bestPoint; int *queue; bool *obstacleVisited; idWinding2D w1, w2; if ( obstacle ) { *obstacle = -1; } if ( edgeNum ) { *edgeNum = -1; } bestObstacle = PointInsideObstacle( obstacles, numObstacles, point ); if ( bestObstacle == -1 ) { return; } const idWinding2D &w = obstacles[bestObstacle].winding; bestd = idMath::INFINITY; bestEdgeNum = 0; for ( i = 0; i < w.GetNumPoints(); i++ ) { plane = idWinding2D::Plane2DFromPoints( w[(i+1)%w.GetNumPoints()], w[i], true ); d = plane.x * point.x + plane.y * point.y + plane.z; if ( d < bestd ) { bestd = d; bestPlane = plane; bestEdgeNum = i; } // if this is a wall always try to pop out at the first edge if ( obstacles[bestObstacle].entity == NULL ) { break; } } if (i == 0) return; newPoint = point - ( bestd + PUSH_OUTSIDE_OBSTACLES ) * bestPlane.ToVec2(); if ( PointInsideObstacle( obstacles, numObstacles, newPoint ) == -1 ) { point = newPoint; if ( obstacle ) { *obstacle = bestObstacle; } if ( edgeNum ) { *edgeNum = bestEdgeNum; } return; } queue = (int *) _alloca( numObstacles * sizeof( queue[0] ) ); obstacleVisited = (bool *) _alloca( numObstacles * sizeof( obstacleVisited[0] ) ); queueStart = 0; queueEnd = 1; queue[0] = bestObstacle; memset( obstacleVisited, 0, numObstacles * sizeof( obstacleVisited[0] ) ); obstacleVisited[bestObstacle] = true; bestd = idMath::INFINITY; for ( i = queue[0]; queueStart < queueEnd; i = queue[++queueStart] ) { w1 = obstacles[i].winding; w1.Expand( PUSH_OUTSIDE_OBSTACLES ); for ( j = 0; j < numObstacles; j++ ) { // if the obstacle has been visited already if ( obstacleVisited[j] ) { continue; } // if the bounds do not intersect if ( obstacles[j].bounds[0].x > obstacles[i].bounds[1].x || obstacles[j].bounds[0].y > obstacles[i].bounds[1].y || obstacles[j].bounds[1].x < obstacles[i].bounds[0].x || obstacles[j].bounds[1].y < obstacles[i].bounds[0].y ) { continue; } queue[queueEnd++] = j; obstacleVisited[j] = true; w2 = obstacles[j].winding; w2.Expand( 0.2f ); for ( k = 0; k < w1.GetNumPoints(); k++ ) { dir = w1[(k+1)%w1.GetNumPoints()] - w1[k]; if ( !w2.RayIntersection( w1[k], dir, scale[0], scale[1], edgeNums ) ) { continue; } for ( n = 0; n < 2; n++ ) { newPoint = w1[k] + scale[n] * dir; if ( PointInsideObstacle( obstacles, numObstacles, newPoint ) == -1 ) { d = ( newPoint - point ).LengthSqr(); if ( d < bestd ) { bestd = d; bestPoint = newPoint; bestEdgeNum = edgeNums[n]; bestObstacle = j; } } } } } if ( bestd < idMath::INFINITY ) { point = bestPoint; if ( obstacle ) { *obstacle = bestObstacle; } if ( edgeNum ) { *edgeNum = bestEdgeNum; } return; } } gameLocal.Warning( "GetPointOutsideObstacles: no valid point found" ); } /* ============ GetFirstBlockingObstacle ============ */ bool GetFirstBlockingObstacle( const obstacle_t *obstacles, int numObstacles, int skipObstacle, const idVec2 &startPos, const idVec2 &delta, float &blockingScale, int &blockingObstacle, int &blockingEdgeNum ) { int i, edgeNums[2]; float dist, scale1, scale2; idVec2 bounds[2]; // get bounds for the current movement delta bounds[0] = startPos - idVec2( CM_BOX_EPSILON, CM_BOX_EPSILON ); bounds[1] = startPos + idVec2( CM_BOX_EPSILON, CM_BOX_EPSILON ); bounds[FLOATSIGNBITNOTSET(delta.x)].x += delta.x; bounds[FLOATSIGNBITNOTSET(delta.y)].y += delta.y; // test for obstacles blocking the path blockingScale = idMath::INFINITY; dist = delta.Length(); for ( i = 0; i < numObstacles; i++ ) { if ( i == skipObstacle ) { continue; } if ( bounds[0].x > obstacles[i].bounds[1].x || bounds[0].y > obstacles[i].bounds[1].y || bounds[1].x < obstacles[i].bounds[0].x || bounds[1].y < obstacles[i].bounds[0].y ) { continue; } if ( obstacles[i].winding.RayIntersection( startPos, delta, scale1, scale2, edgeNums ) ) { if ( scale1 < blockingScale && scale1 * dist > -0.01f && scale2 * dist > 0.01f ) { blockingScale = scale1; blockingObstacle = i; blockingEdgeNum = edgeNums[0]; } } } return ( blockingScale < 1.0f ); } /* ============ GetObstacles ============ */ int GetObstacles( const idPhysics *physics, const idAAS *aas, const idEntity *ignore, int areaNum, const idVec3 &startPos, const idVec3 &seekPos, obstacle_t *obstacles, int maxObstacles, idBounds &clipBounds ) { int i, j, numListedClipModels, numObstacles, numVerts, clipMask, blockingObstacle, blockingEdgeNum; int wallEdges[MAX_AAS_WALL_EDGES], numWallEdges, verts[2], lastVerts[2], nextVerts[2]; float stepHeight, headHeight, blockingScale, min, max; idVec3 seekDelta, silVerts[32], start, end, nextStart, nextEnd; idVec2 expBounds[2], edgeDir, edgeNormal, nextEdgeDir, nextEdgeNormal, lastEdgeNormal; idVec2 obDelta; idPhysics *obPhys; idBox box; idEntity *obEnt; idClipModel *clipModel; idClipModel *clipModelList[ MAX_GENTITIES ]; numObstacles = 0; seekDelta = seekPos - startPos; expBounds[0] = physics->GetBounds()[0].ToVec2() - idVec2( CM_BOX_EPSILON, CM_BOX_EPSILON ); expBounds[1] = physics->GetBounds()[1].ToVec2() + idVec2( CM_BOX_EPSILON, CM_BOX_EPSILON ); physics->GetAbsBounds().AxisProjection( -physics->GetGravityNormal(), stepHeight, headHeight ); stepHeight += aas->GetSettings()->maxStepHeight; // clip bounds for the obstacle search space clipBounds[0] = clipBounds[1] = startPos; clipBounds.AddPoint( seekPos ); clipBounds.ExpandSelf( MAX_OBSTACLE_RADIUS ); clipMask = physics->GetClipMask(); // find all obstacles touching the clip bounds numListedClipModels = gameLocal.clip.ClipModelsTouchingBounds( clipBounds, clipMask, clipModelList, MAX_GENTITIES ); for ( i = 0; i < numListedClipModels && numObstacles < MAX_OBSTACLES; i++ ) { clipModel = clipModelList[i]; obEnt = clipModel->GetEntity(); if ( !clipModel->IsTraceModel() ) { continue; } if ( obEnt->IsType( idActor::Type ) ) { obPhys = obEnt->GetPhysics(); // ignore myself, my enemy, and dead bodies if ( ( obPhys == physics ) || ( obEnt == ignore ) || ( obEnt->health <= 0 ) ) { continue; } // if the actor is moving idVec3 v1 = obPhys->GetLinearVelocity(); if ( v1.LengthSqr() > Square( 10.0f ) ) { idVec3 v2 = physics->GetLinearVelocity(); if ( v2.LengthSqr() > Square( 10.0f ) ) { // if moving in about the same direction if ( v1 * v2 > 0.0f ) { continue; } } } } else if ( obEnt->IsType( idMoveable::Type ) ) { // moveables are considered obstacles } else { // ignore everything else continue; } // check if we can step over the object clipModel->GetAbsBounds().AxisProjection( -physics->GetGravityNormal(), min, max ); if ( max < stepHeight || min > headHeight ) { // can step over this one continue; } // project a box containing the obstacle onto the floor plane box = idBox( clipModel->GetBounds(), clipModel->GetOrigin(), clipModel->GetAxis() ); numVerts = box.GetParallelProjectionSilhouetteVerts( physics->GetGravityNormal(), silVerts ); // create a 2D winding for the obstacle; obstacle_t &obstacle = obstacles[numObstacles++]; obstacle.winding.Clear(); for ( j = 0; j < numVerts; j++ ) { obstacle.winding.AddPoint( silVerts[j].ToVec2() ); } if ( ai_showObstacleAvoidance.GetBool() ) { for ( j = 0; j < numVerts; j++ ) { silVerts[j].z = startPos.z; } for ( j = 0; j < numVerts; j++ ) { gameRenderWorld->DebugArrow( colorWhite, silVerts[j], silVerts[(j+1)%numVerts], 4 ); } } // expand the 2D winding for collision with a 2D box obstacle.winding.ExpandForAxialBox( expBounds ); obstacle.winding.GetBounds( obstacle.bounds ); obstacle.entity = obEnt; } // if there are no dynamic obstacles the path should be through valid AAS space if ( numObstacles == 0 ) { return 0; } // if the current path doesn't intersect any dynamic obstacles the path should be through valid AAS space if ( PointInsideObstacle( obstacles, numObstacles, startPos.ToVec2() ) == -1 ) { if ( !GetFirstBlockingObstacle( obstacles, numObstacles, -1, startPos.ToVec2(), seekDelta.ToVec2(), blockingScale, blockingObstacle, blockingEdgeNum ) ) { return 0; } } // create obstacles for AAS walls if ( aas ) { float halfBoundsSize = ( expBounds[ 1 ].x - expBounds[ 0 ].x ) * 0.5f; numWallEdges = aas->GetWallEdges( areaNum, clipBounds, TFL_WALK, wallEdges, MAX_AAS_WALL_EDGES ); aas->SortWallEdges( wallEdges, numWallEdges ); lastVerts[0] = lastVerts[1] = 0; lastEdgeNormal.Zero(); nextEdgeNormal.Zero(); nextVerts[0] = nextVerts[1] = 0; for ( i = 0; i < numWallEdges && numObstacles < MAX_OBSTACLES; i++ ) { aas->GetEdge( wallEdges[i], start, end ); aas->GetEdgeVertexNumbers( wallEdges[i], verts ); edgeDir = end.ToVec2() - start.ToVec2(); edgeDir.Normalize(); edgeNormal.x = edgeDir.y; edgeNormal.y = -edgeDir.x; if ( i < numWallEdges-1 ) { aas->GetEdge( wallEdges[i+1], nextStart, nextEnd ); aas->GetEdgeVertexNumbers( wallEdges[i+1], nextVerts ); nextEdgeDir = nextEnd.ToVec2() - nextStart.ToVec2(); nextEdgeDir.Normalize(); nextEdgeNormal.x = nextEdgeDir.y; nextEdgeNormal.y = -nextEdgeDir.x; } obstacle_t &obstacle = obstacles[numObstacles++]; obstacle.winding.Clear(); obstacle.winding.AddPoint( end.ToVec2() ); obstacle.winding.AddPoint( start.ToVec2() ); obstacle.winding.AddPoint( start.ToVec2() - edgeDir - edgeNormal * halfBoundsSize ); obstacle.winding.AddPoint( end.ToVec2() + edgeDir - edgeNormal * halfBoundsSize ); if ( lastVerts[1] == verts[0] ) { obstacle.winding[2] -= lastEdgeNormal * halfBoundsSize; } else { obstacle.winding[1] -= edgeDir; } if ( verts[1] == nextVerts[0] ) { obstacle.winding[3] -= nextEdgeNormal * halfBoundsSize; } else { obstacle.winding[0] += edgeDir; } obstacle.winding.GetBounds( obstacle.bounds ); obstacle.entity = NULL; memcpy( lastVerts, verts, sizeof( lastVerts ) ); lastEdgeNormal = edgeNormal; } } // show obstacles if ( ai_showObstacleAvoidance.GetBool() ) { for ( i = 0; i < numObstacles; i++ ) { obstacle_t &obstacle = obstacles[i]; for ( j = 0; j < obstacle.winding.GetNumPoints(); j++ ) { silVerts[j].ToVec2() = obstacle.winding[j]; silVerts[j].z = startPos.z; } for ( j = 0; j < obstacle.winding.GetNumPoints(); j++ ) { gameRenderWorld->DebugArrow( colorGreen, silVerts[j], silVerts[(j+1)%obstacle.winding.GetNumPoints()], 4 ); } } } return numObstacles; } /* ============ FreePathTree_r ============ */ void FreePathTree_r( pathNode_t *node ) { if ( node->children[0] ) { FreePathTree_r( node->children[0] ); } if ( node->children[1] ) { FreePathTree_r( node->children[1] ); } pathNodeAllocator.Free( node ); } /* ============ DrawPathTree ============ */ void DrawPathTree( const pathNode_t *root, const float height ) { int i; idVec3 start, end; const pathNode_t *node; for ( node = root; node; node = node->next ) { for ( i = 0; i < 2; i++ ) { if ( node->children[i] ) { start.ToVec2() = node->pos; start.z = height; end.ToVec2() = node->children[i]->pos; end.z = height; gameRenderWorld->DebugArrow( node->edgeNum == -1 ? colorYellow : i ? colorBlue : colorRed, start, end, 1 ); break; } } } } /* ============ GetPathNodeDelta ============ */ bool GetPathNodeDelta( pathNode_t *node, const obstacle_t *obstacles, const idVec2 &seekPos, bool blocked ) { int numPoints, edgeNum; bool facing; idVec2 seekDelta, dir; pathNode_t *n; numPoints = obstacles[node->obstacle].winding.GetNumPoints(); // get delta along the current edge while( 1 ) { edgeNum = ( node->edgeNum + node->dir ) % numPoints; node->delta = obstacles[node->obstacle].winding[edgeNum] - node->pos; if ( node->delta.LengthSqr() > 0.01f ) { break; } node->edgeNum = ( node->edgeNum + numPoints + ( 2 * node->dir - 1 ) ) % numPoints; } // if not blocked if ( !blocked ) { // test if the current edge faces the goal seekDelta = seekPos - node->pos; facing = ( ( 2 * node->dir - 1 ) * ( node->delta.x * seekDelta.y - node->delta.y * seekDelta.x ) ) >= 0.0f; // if the current edge faces goal and the line from the current // position to the goal does not intersect the current path if ( facing && !LineIntersectsPath( node->pos, seekPos, node->parent ) ) { node->delta = seekPos - node->pos; node->edgeNum = -1; } } // if the delta is along the obstacle edge if ( node->edgeNum != -1 ) { // if the edge is found going from this node to the root node for ( n = node->parent; n; n = n->parent ) { if ( node->obstacle != n->obstacle || node->edgeNum != n->edgeNum ) { continue; } // test whether or not the edge segments actually overlap if ( n->pos * node->delta > ( node->pos + node->delta ) * node->delta ) { continue; } if ( node->pos * node->delta > ( n->pos + n->delta ) * node->delta ) { continue; } break; } if ( n ) { return false; } } return true; } /* ============ BuildPathTree ============ */ pathNode_t *BuildPathTree( const obstacle_t *obstacles, int numObstacles, const idBounds &clipBounds, const idVec2 &startPos, const idVec2 &seekPos, obstaclePath_t &path ) { int blockingEdgeNum, blockingObstacle, obstaclePoints, bestNumNodes = MAX_OBSTACLE_PATH; float blockingScale; pathNode_t *root, *node, *child; // gcc 4.0 idQueueTemplate pathNodeQueue, treeQueue; root = pathNodeAllocator.Alloc(); root->Init(); root->pos = startPos; root->delta = seekPos - root->pos; root->numNodes = 0; pathNodeQueue.Add( root ); for ( node = pathNodeQueue.Get(); node && pathNodeAllocator.GetAllocCount() < MAX_PATH_NODES; node = pathNodeQueue.Get() ) { treeQueue.Add( node ); // if this path has more than twice the number of nodes than the best path so far if ( node->numNodes > bestNumNodes * 2 ) { continue; } // don't move outside of the clip bounds idVec2 endPos = node->pos + node->delta; if ( endPos.x - CLIP_BOUNDS_EPSILON < clipBounds[0].x || endPos.x + CLIP_BOUNDS_EPSILON > clipBounds[1].x || endPos.y - CLIP_BOUNDS_EPSILON < clipBounds[0].y || endPos.y + CLIP_BOUNDS_EPSILON > clipBounds[1].y ) { continue; } // if an obstacle is blocking the path if ( GetFirstBlockingObstacle( obstacles, numObstacles, node->obstacle, node->pos, node->delta, blockingScale, blockingObstacle, blockingEdgeNum ) ) { if ( path.firstObstacle == NULL ) { path.firstObstacle = obstacles[blockingObstacle].entity; } node->delta *= blockingScale; if ( node->edgeNum == -1 ) { node->children[0] = pathNodeAllocator.Alloc(); node->children[0]->Init(); node->children[1] = pathNodeAllocator.Alloc(); node->children[1]->Init(); node->children[0]->dir = 0; node->children[1]->dir = 1; node->children[0]->parent = node->children[1]->parent = node; node->children[0]->pos = node->children[1]->pos = node->pos + node->delta; node->children[0]->obstacle = node->children[1]->obstacle = blockingObstacle; node->children[0]->edgeNum = node->children[1]->edgeNum = blockingEdgeNum; node->children[0]->numNodes = node->children[1]->numNodes = node->numNodes + 1; if ( GetPathNodeDelta( node->children[0], obstacles, seekPos, true ) ) { pathNodeQueue.Add( node->children[0] ); } if ( GetPathNodeDelta( node->children[1], obstacles, seekPos, true ) ) { pathNodeQueue.Add( node->children[1] ); } } else { node->children[node->dir] = child = pathNodeAllocator.Alloc(); child->Init(); child->dir = node->dir; child->parent = node; child->pos = node->pos + node->delta; child->obstacle = blockingObstacle; child->edgeNum = blockingEdgeNum; child->numNodes = node->numNodes + 1; if ( GetPathNodeDelta( child, obstacles, seekPos, true ) ) { pathNodeQueue.Add( child ); } } } else { node->children[node->dir] = child = pathNodeAllocator.Alloc(); child->Init(); child->dir = node->dir; child->parent = node; child->pos = node->pos + node->delta; child->numNodes = node->numNodes + 1; // there is a free path towards goal if ( node->edgeNum == -1 ) { if ( node->numNodes < bestNumNodes ) { bestNumNodes = node->numNodes; } continue; } child->obstacle = node->obstacle; obstaclePoints = obstacles[node->obstacle].winding.GetNumPoints(); child->edgeNum = ( node->edgeNum + obstaclePoints + ( 2 * node->dir - 1 ) ) % obstaclePoints; if ( GetPathNodeDelta( child, obstacles, seekPos, false ) ) { pathNodeQueue.Add( child ); } } } return root; } /* ============ PrunePathTree ============ */ void PrunePathTree( pathNode_t *root, const idVec2 &seekPos ) { int i; float bestDist; pathNode_t *node, *lastNode, *n, *bestNode; node = root; while( node ) { node->dist = ( seekPos - node->pos ).LengthSqr(); if ( node->children[0] ) { node = node->children[0]; } else if ( node->children[1] ) { node = node->children[1]; } else { // find the node closest to the goal along this path bestDist = idMath::INFINITY; bestNode = node; for ( n = node; n; n = n->parent ) { if ( n->children[0] && n->children[1] ) { break; } if ( n->dist < bestDist ) { bestDist = n->dist; bestNode = n; } } // free tree down from the best node for ( i = 0; i < 2; i++ ) { if ( bestNode->children[i] ) { FreePathTree_r( bestNode->children[i] ); bestNode->children[i] = NULL; } } for ( lastNode = bestNode, node = bestNode->parent; node; lastNode = node, node = node->parent ) { if ( node->children[1] && ( node->children[1] != lastNode ) ) { node = node->children[1]; break; } } } } } /* ============ OptimizePath ============ */ int OptimizePath( const pathNode_t *root, const pathNode_t *leafNode, const obstacle_t *obstacles, int numObstacles, idVec2 optimizedPath[MAX_OBSTACLE_PATH] ) { int i, numPathPoints, edgeNums[2]; const pathNode_t *curNode, *nextNode; idVec2 curPos, curDelta, bounds[2]; float scale1, scale2, curLength; optimizedPath[0] = root->pos; numPathPoints = 1; for ( nextNode = curNode = root; curNode != leafNode; curNode = nextNode ) { for ( nextNode = leafNode; nextNode->parent != curNode; nextNode = nextNode->parent ) { // can only take shortcuts when going from one object to another if ( nextNode->obstacle == curNode->obstacle ) { continue; } curPos = curNode->pos; curDelta = nextNode->pos - curPos; curLength = curDelta.Length(); // get bounds for the current movement delta bounds[0] = curPos - idVec2( CM_BOX_EPSILON, CM_BOX_EPSILON ); bounds[1] = curPos + idVec2( CM_BOX_EPSILON, CM_BOX_EPSILON ); bounds[FLOATSIGNBITNOTSET(curDelta.x)].x += curDelta.x; bounds[FLOATSIGNBITNOTSET(curDelta.y)].y += curDelta.y; // test if the shortcut intersects with any obstacles for ( i = 0; i < numObstacles; i++ ) { if ( bounds[0].x > obstacles[i].bounds[1].x || bounds[0].y > obstacles[i].bounds[1].y || bounds[1].x < obstacles[i].bounds[0].x || bounds[1].y < obstacles[i].bounds[0].y ) { continue; } if ( obstacles[i].winding.RayIntersection( curPos, curDelta, scale1, scale2, edgeNums ) ) { if ( scale1 >= 0.0f && scale1 <= 1.0f && ( i != nextNode->obstacle || scale1 * curLength < curLength - 0.5f ) ) { break; } if ( scale2 >= 0.0f && scale2 <= 1.0f && ( i != nextNode->obstacle || scale2 * curLength < curLength - 0.5f ) ) { break; } } } if ( i >= numObstacles ) { break; } } // store the next position along the optimized path optimizedPath[numPathPoints++] = nextNode->pos; } return numPathPoints; } /* ============ PathLength ============ */ float PathLength( idVec2 optimizedPath[MAX_OBSTACLE_PATH], int numPathPoints, const idVec2 &curDir ) { int i; float pathLength; // calculate the path length pathLength = 0.0f; for ( i = 0; i < numPathPoints-1; i++ ) { pathLength += ( optimizedPath[i+1] - optimizedPath[i] ).LengthFast(); } // add penalty if this path does not go in the current direction if ( curDir * ( optimizedPath[1] - optimizedPath[0] ) < 0.0f ) { pathLength += 100.0f; } return pathLength; } /* ============ FindOptimalPath Returns true if there is a path all the way to the goal. ============ */ bool FindOptimalPath( const pathNode_t *root, const obstacle_t *obstacles, int numObstacles, const float height, const idVec3 &curDir, idVec3 &seekPos ) { int i, numPathPoints, bestNumPathPoints; const pathNode_t *node, *lastNode, *bestNode; idVec2 optimizedPath[MAX_OBSTACLE_PATH]; float pathLength, bestPathLength; bool pathToGoalExists, optimizedPathCalculated; seekPos.Zero(); seekPos.z = height; pathToGoalExists = false; optimizedPathCalculated = false; bestNode = root; bestNumPathPoints = 0; bestPathLength = idMath::INFINITY; node = root; while( node ) { pathToGoalExists |= ( node->dist < 0.1f ); if ( node->dist <= bestNode->dist ) { if ( idMath::Fabs( node->dist - bestNode->dist ) < 0.1f ) { if ( !optimizedPathCalculated ) { bestNumPathPoints = OptimizePath( root, bestNode, obstacles, numObstacles, optimizedPath ); bestPathLength = PathLength( optimizedPath, bestNumPathPoints, curDir.ToVec2() ); seekPos.ToVec2() = optimizedPath[1]; } numPathPoints = OptimizePath( root, node, obstacles, numObstacles, optimizedPath ); pathLength = PathLength( optimizedPath, numPathPoints, curDir.ToVec2() ); if ( pathLength < bestPathLength ) { bestNode = node; bestNumPathPoints = numPathPoints; bestPathLength = pathLength; seekPos.ToVec2() = optimizedPath[1]; } optimizedPathCalculated = true; } else { bestNode = node; optimizedPathCalculated = false; } } if ( node->children[0] ) { node = node->children[0]; } else if ( node->children[1] ) { node = node->children[1]; } else { for ( lastNode = node, node = node->parent; node; lastNode = node, node = node->parent ) { if ( node->children[1] && node->children[1] != lastNode ) { node = node->children[1]; break; } } } } if ( !pathToGoalExists ) { seekPos.ToVec2() = root->children[0]->pos; } else if ( !optimizedPathCalculated ) { OptimizePath( root, bestNode, obstacles, numObstacles, optimizedPath ); seekPos.ToVec2() = optimizedPath[1]; } if ( ai_showObstacleAvoidance.GetBool() ) { idVec3 start, end; start.z = end.z = height + 4.0f; numPathPoints = OptimizePath( root, bestNode, obstacles, numObstacles, optimizedPath ); for ( i = 0; i < numPathPoints-1; i++ ) { start.ToVec2() = optimizedPath[i]; end.ToVec2() = optimizedPath[i+1]; gameRenderWorld->DebugArrow( colorCyan, start, end, 1 ); } } return pathToGoalExists; } /* ============ idAI::FindPathAroundObstacles Finds a path around dynamic obstacles using a path tree with clockwise and counter clockwise edge walks. ============ */ bool idAI::FindPathAroundObstacles( const idPhysics *physics, const idAAS *aas, const idEntity *ignore, const idVec3 &startPos, const idVec3 &seekPos, obstaclePath_t &path ) { int numObstacles, areaNum, insideObstacle; obstacle_t obstacles[MAX_OBSTACLES]; idBounds clipBounds; idBounds bounds; pathNode_t *root; bool pathToGoalExists; path.seekPos = seekPos; path.firstObstacle = NULL; path.startPosOutsideObstacles = startPos; path.startPosObstacle = NULL; path.seekPosOutsideObstacles = seekPos; path.seekPosObstacle = NULL; if ( !aas ) { return true; } bounds[1] = aas->GetSettings()->boundingBoxes[0][1]; bounds[0] = -bounds[1]; bounds[1].z = 32.0f; // get the AAS area number and a valid point inside that area areaNum = aas->PointReachableAreaNum( path.startPosOutsideObstacles, bounds, (AREA_REACHABLE_WALK|AREA_REACHABLE_FLY) ); aas->PushPointIntoAreaNum( areaNum, path.startPosOutsideObstacles ); // get all the nearby obstacles numObstacles = GetObstacles( physics, aas, ignore, areaNum, path.startPosOutsideObstacles, path.seekPosOutsideObstacles, obstacles, MAX_OBSTACLES, clipBounds ); // get a source position outside the obstacles GetPointOutsideObstacles( obstacles, numObstacles, path.startPosOutsideObstacles.ToVec2(), &insideObstacle, NULL ); if ( insideObstacle != -1 ) { path.startPosObstacle = obstacles[insideObstacle].entity; } // get a goal position outside the obstacles GetPointOutsideObstacles( obstacles, numObstacles, path.seekPosOutsideObstacles.ToVec2(), &insideObstacle, NULL ); if ( insideObstacle != -1 ) { path.seekPosObstacle = obstacles[insideObstacle].entity; } // if start and destination are pushed to the same point, we don't have a path around the obstacle if ( ( path.seekPosOutsideObstacles.ToVec2() - path.startPosOutsideObstacles.ToVec2() ).LengthSqr() < Square( 1.0f ) ) { if ( ( seekPos.ToVec2() - startPos.ToVec2() ).LengthSqr() > Square( 2.0f ) ) { return false; } } // build a path tree root = BuildPathTree( obstacles, numObstacles, clipBounds, path.startPosOutsideObstacles.ToVec2(), path.seekPosOutsideObstacles.ToVec2(), path ); // draw the path tree if ( ai_showObstacleAvoidance.GetBool() ) { DrawPathTree( root, physics->GetOrigin().z ); } // prune the tree PrunePathTree( root, path.seekPosOutsideObstacles.ToVec2() ); // find the optimal path pathToGoalExists = FindOptimalPath( root, obstacles, numObstacles, physics->GetOrigin().z, physics->GetLinearVelocity(), path.seekPos ); // free the tree FreePathTree_r( root ); return pathToGoalExists; } /* ============ idAI::FreeObstacleAvoidanceNodes ============ */ void idAI::FreeObstacleAvoidanceNodes( void ) { pathNodeAllocator.Shutdown(); } /* =============================================================================== Path Prediction Uses the AAS to quickly and accurately predict a path for a certain period of time based on an initial position and velocity. =============================================================================== */ const float OVERCLIP = 1.001f; const int MAX_FRAME_SLIDE = 5; typedef struct pathTrace_s { float fraction; idVec3 endPos; idVec3 normal; const idEntity * blockingEntity; } pathTrace_t; /* ============ PathTrace Returns true if a stop event was triggered. ============ */ bool PathTrace( const idEntity *ent, const idAAS *aas, const idVec3 &start, const idVec3 &end, int stopEvent, struct pathTrace_s &trace, predictedPath_t &path ) { trace_t clipTrace; aasTrace_t aasTrace; memset( &trace, 0, sizeof( trace ) ); if ( !aas || !aas->GetSettings() ) { gameLocal.clip.Translation( clipTrace, start, end, ent->GetPhysics()->GetClipModel(), ent->GetPhysics()->GetClipModel()->GetAxis(), MASK_MONSTERSOLID, ent ); // NOTE: could do (expensive) ledge detection here for when there is no AAS file trace.fraction = clipTrace.fraction; trace.endPos = clipTrace.endpos; trace.normal = clipTrace.c.normal; trace.blockingEntity = gameLocal.entities[ clipTrace.c.entityNum ]; } else { aasTrace.getOutOfSolid = true; if ( stopEvent & SE_ENTER_LEDGE_AREA ) { aasTrace.flags |= AREA_LEDGE; } if ( stopEvent & SE_ENTER_OBSTACLE ) { aasTrace.travelFlags |= TFL_INVALID; } aas->Trace( aasTrace, start, end ); gameLocal.clip.TranslationEntities( clipTrace, start, aasTrace.endpos, ent->GetPhysics()->GetClipModel(), ent->GetPhysics()->GetClipModel()->GetAxis(), MASK_MONSTERSOLID, ent ); if ( clipTrace.fraction >= 1.0f ) { trace.fraction = aasTrace.fraction; trace.endPos = aasTrace.endpos; trace.normal = aas->GetPlane( aasTrace.planeNum ).Normal(); trace.blockingEntity = gameLocal.world; if ( aasTrace.fraction < 1.0f ) { if ( stopEvent & SE_ENTER_LEDGE_AREA ) { if ( aas->AreaFlags( aasTrace.blockingAreaNum ) & AREA_LEDGE ) { path.endPos = trace.endPos; path.endNormal = trace.normal; path.endEvent = SE_ENTER_LEDGE_AREA; path.blockingEntity = trace.blockingEntity; if ( ai_debugMove.GetBool() ) { gameRenderWorld->DebugLine( colorRed, start, aasTrace.endpos ); } return true; } } if ( stopEvent & SE_ENTER_OBSTACLE ) { if ( aas->AreaTravelFlags( aasTrace.blockingAreaNum ) & TFL_INVALID ) { path.endPos = trace.endPos; path.endNormal = trace.normal; path.endEvent = SE_ENTER_OBSTACLE; path.blockingEntity = trace.blockingEntity; if ( ai_debugMove.GetBool() ) { gameRenderWorld->DebugLine( colorRed, start, aasTrace.endpos ); } return true; } } } } else { trace.fraction = clipTrace.fraction; trace.endPos = clipTrace.endpos; trace.normal = clipTrace.c.normal; trace.blockingEntity = gameLocal.entities[ clipTrace.c.entityNum ]; } } if ( trace.fraction >= 1.0f ) { trace.blockingEntity = NULL; } return false; } /* ============ idAI::PredictPath Can also be used when there is no AAS file available however ledges are not detected. ============ */ bool idAI::PredictPath( const idEntity *ent, const idAAS *aas, const idVec3 &start, const idVec3 &velocity, int totalTime, int frameTime, int stopEvent, predictedPath_t &path ) { int i, j, step, numFrames, curFrameTime; idVec3 delta, curStart, curEnd, curVelocity, lastEnd, stepUp, tmpStart; idVec3 gravity, gravityDir, invGravityDir; float maxStepHeight, minFloorCos; pathTrace_t trace; if ( aas && aas->GetSettings() ) { gravity = aas->GetSettings()->gravity; gravityDir = aas->GetSettings()->gravityDir; invGravityDir = aas->GetSettings()->invGravityDir; maxStepHeight = aas->GetSettings()->maxStepHeight; minFloorCos = aas->GetSettings()->minFloorCos; } else { gravity = DEFAULT_GRAVITY_VEC3; gravityDir = idVec3( 0, 0, -1 ); invGravityDir = idVec3( 0, 0, 1 ); maxStepHeight = 14.0f; minFloorCos = 0.7f; } path.endPos = start; path.endVelocity = velocity; path.endNormal.Zero(); path.endEvent = 0; path.endTime = 0; path.blockingEntity = NULL; curStart = start; curVelocity = velocity; numFrames = ( totalTime + frameTime - 1 ) / frameTime; curFrameTime = frameTime; for ( i = 0; i < numFrames; i++ ) { if ( i == numFrames-1 ) { curFrameTime = totalTime - i * curFrameTime; } delta = curVelocity * curFrameTime * 0.001f; path.endVelocity = curVelocity; path.endTime = i * frameTime; // allow sliding along a few surfaces per frame for ( j = 0; j < MAX_FRAME_SLIDE; j++ ) { idVec3 lineStart = curStart; // allow stepping up three times per frame for ( step = 0; step < 3; step++ ) { curEnd = curStart + delta; if ( PathTrace( ent, aas, curStart, curEnd, stopEvent, trace, path ) ) { return true; } if ( step ) { // step down at end point tmpStart = trace.endPos; curEnd = tmpStart - stepUp; if ( PathTrace( ent, aas, tmpStart, curEnd, stopEvent, trace, path ) ) { return true; } // if not moved any further than without stepping up, or if not on a floor surface if ( (lastEnd - start).LengthSqr() > (trace.endPos - start).LengthSqr() - 0.1f || ( trace.normal * invGravityDir ) < minFloorCos ) { if ( stopEvent & SE_BLOCKED ) { path.endPos = lastEnd; path.endEvent = SE_BLOCKED; if ( ai_debugMove.GetBool() ) { gameRenderWorld->DebugLine( colorRed, lineStart, lastEnd ); } return true; } curStart = lastEnd; break; } } path.endNormal = trace.normal; path.blockingEntity = trace.blockingEntity; // if the trace is not blocked or blocked by a floor surface if ( trace.fraction >= 1.0f || ( trace.normal * invGravityDir ) > minFloorCos ) { curStart = trace.endPos; break; } // save last result lastEnd = trace.endPos; // step up stepUp = invGravityDir * maxStepHeight; if ( PathTrace( ent, aas, curStart, curStart + stepUp, stopEvent, trace, path ) ) { return true; } stepUp *= trace.fraction; curStart = trace.endPos; } if ( ai_debugMove.GetBool() ) { gameRenderWorld->DebugLine( colorRed, lineStart, curStart ); } if ( trace.fraction >= 1.0f ) { break; } delta.ProjectOntoPlane( trace.normal, OVERCLIP ); curVelocity.ProjectOntoPlane( trace.normal, OVERCLIP ); if ( stopEvent & SE_BLOCKED ) { // if going backwards if ( (curVelocity - gravityDir * curVelocity * gravityDir ) * (velocity - gravityDir * velocity * gravityDir) < 0.0f ) { path.endPos = curStart; path.endEvent = SE_BLOCKED; return true; } } } if ( j >= MAX_FRAME_SLIDE ) { if ( stopEvent & SE_BLOCKED ) { path.endPos = curStart; path.endEvent = SE_BLOCKED; return true; } } // add gravity curVelocity += gravity * frameTime * 0.001f; } path.endTime = totalTime; path.endVelocity = curVelocity; path.endPos = curStart; path.endEvent = 0; return false; } /* =============================================================================== Trajectory Prediction Finds the best collision free trajectory for a clip model based on an initial position, target position and speed. =============================================================================== */ /* ===================== Ballistics get the ideal aim pitch angle in order to hit the target also get the time it takes for the projectile to arrive at the target ===================== */ typedef struct ballistics_s { float angle; // angle in degrees in the range [-180, 180] float time; // time it takes before the projectile arrives } ballistics_t; static int Ballistics( const idVec3 &start, const idVec3 &end, float speed, float gravity, ballistics_t bal[2] ) { int n, i; float x, y, a, b, c, d, sqrtd, inva, p[2]; x = ( end.ToVec2() - start.ToVec2() ).Length(); y = end[2] - start[2]; a = 4.0f * y * y + 4.0f * x * x; b = -4.0f * speed * speed - 4.0f * y * gravity; c = gravity * gravity; d = b * b - 4.0f * a * c; if ( d <= 0.0f || a == 0.0f ) { return 0; } sqrtd = idMath::Sqrt( d ); inva = 0.5f / a; p[0] = ( - b + sqrtd ) * inva; p[1] = ( - b - sqrtd ) * inva; n = 0; for ( i = 0; i < 2; i++ ) { if ( p[i] <= 0.0f ) { continue; } d = idMath::Sqrt( p[i] ); bal[n].angle = atan2( 0.5f * ( 2.0f * y * p[i] - gravity ) / d, d * x ); bal[n].time = x / ( cos( bal[n].angle ) * speed ); bal[n].angle = idMath::AngleNormalize180( RAD2DEG( bal[n].angle ) ); n++; } return n; } /* ===================== HeightForTrajectory Returns the maximum hieght of a given trajectory ===================== */ #if 0 static float HeightForTrajectory( const idVec3 &start, float zVel, float gravity ) { float maxHeight, t; t = zVel / gravity; // maximum height of projectile maxHeight = start.z - 0.5f * gravity * ( t * t ); return maxHeight; } #endif /* ===================== idAI::TestTrajectory ===================== */ bool idAI::TestTrajectory( const idVec3 &start, const idVec3 &end, float zVel, float gravity, float time, float max_height, const idClipModel *clip, int clipmask, const idEntity *ignore, const idEntity *targetEntity, int drawtime ) { int i, numSegments; float maxHeight, t, t2; idVec3 points[5]; trace_t trace; bool result; t = zVel / gravity; // maximum height of projectile maxHeight = start.z - 0.5f * gravity * ( t * t ); // time it takes to fall from the top to the end height t = idMath::Sqrt( ( maxHeight - end.z ) / ( 0.5f * -gravity ) ); // start of parabolic points[0] = start; if ( t < time ) { numSegments = 4; // point in the middle between top and start t2 = ( time - t ) * 0.5f; points[1].ToVec2() = start.ToVec2() + (end.ToVec2() - start.ToVec2()) * ( t2 / time ); points[1].z = start.z + t2 * zVel + 0.5f * gravity * t2 * t2; // top of parabolic t2 = time - t; points[2].ToVec2() = start.ToVec2() + (end.ToVec2() - start.ToVec2()) * ( t2 / time ); points[2].z = start.z + t2 * zVel + 0.5f * gravity * t2 * t2; // point in the middel between top and end t2 = time - t * 0.5f; points[3].ToVec2() = start.ToVec2() + (end.ToVec2() - start.ToVec2()) * ( t2 / time ); points[3].z = start.z + t2 * zVel + 0.5f * gravity * t2 * t2; } else { numSegments = 2; // point halfway through t2 = time * 0.5f; points[1].ToVec2() = start.ToVec2() + ( end.ToVec2() - start.ToVec2() ) * 0.5f; points[1].z = start.z + t2 * zVel + 0.5f * gravity * t2 * t2; } // end of parabolic points[numSegments] = end; if ( drawtime ) { for ( i = 0; i < numSegments; i++ ) { gameRenderWorld->DebugLine( colorRed, points[i], points[i+1], drawtime ); } } // make sure projectile doesn't go higher than we want it to go for ( i = 0; i < numSegments; i++ ) { if ( points[i].z > max_height ) { // goes higher than we want to allow return false; } } result = true; for ( i = 0; i < numSegments; i++ ) { gameLocal.clip.Translation( trace, points[i], points[i+1], clip, mat3_identity, clipmask, ignore ); if ( trace.fraction < 1.0f ) { if ( gameLocal.GetTraceEntity( trace ) == targetEntity ) { result = true; } else { result = false; } break; } } if ( drawtime ) { if ( clip ) { gameRenderWorld->DebugBounds( result ? colorGreen : colorYellow, clip->GetBounds().Expand( 1.0f ), trace.endpos, drawtime ); } else { idBounds bnds( trace.endpos ); bnds.ExpandSelf( 1.0f ); gameRenderWorld->DebugBounds( result ? colorGreen : colorYellow, bnds, vec3_zero, drawtime ); } } return result; } /* ===================== idAI::PredictTrajectory returns true if there is a collision free trajectory for the clip model aimDir is set to the ideal aim direction in order to hit the target ===================== */ bool idAI::PredictTrajectory( const idVec3 &firePos, const idVec3 &target, float projectileSpeed, const idVec3 &projGravity, const idClipModel *clip, int clipmask, float max_height, const idEntity *ignore, const idEntity *targetEntity, int drawtime, idVec3 &aimDir ) { int n, i, j; float zVel, a, t, pitch, s, c; trace_t trace; ballistics_t ballistics[2]; idVec3 dir[2]; idVec3 velocity; idVec3 lastPos, pos; assert( targetEntity ); // check if the projectile starts inside the target if ( targetEntity->GetPhysics()->GetAbsBounds().IntersectsBounds( clip->GetBounds().Translate( firePos ) ) ) { aimDir = target - firePos; aimDir.Normalize(); return true; } // if no velocity or the projectile is not affected by gravity if ( projectileSpeed <= 0.0f || projGravity == vec3_origin ) { aimDir = target - firePos; aimDir.Normalize(); gameLocal.clip.Translation( trace, firePos, target, clip, mat3_identity, clipmask, ignore ); if ( drawtime ) { gameRenderWorld->DebugLine( colorRed, firePos, target, drawtime ); idBounds bnds( trace.endpos ); bnds.ExpandSelf( 1.0f ); gameRenderWorld->DebugBounds( ( trace.fraction >= 1.0f || ( gameLocal.GetTraceEntity( trace ) == targetEntity ) ) ? colorGreen : colorYellow, bnds, vec3_zero, drawtime ); } return ( trace.fraction >= 1.0f || ( gameLocal.GetTraceEntity( trace ) == targetEntity ) ); } n = Ballistics( firePos, target, projectileSpeed, projGravity[2], ballistics ); if ( n == 0 ) { // there is no valid trajectory aimDir = target - firePos; aimDir.Normalize(); return false; } // make sure the first angle is the smallest if ( n == 2 ) { if ( ballistics[1].angle < ballistics[0].angle ) { a = ballistics[0].angle; ballistics[0].angle = ballistics[1].angle; ballistics[1].angle = a; t = ballistics[0].time; ballistics[0].time = ballistics[1].time; ballistics[1].time = t; } } // test if there is a collision free trajectory for ( i = 0; i < n; i++ ) { pitch = DEG2RAD( ballistics[i].angle ); idMath::SinCos( pitch, s, c ); dir[i] = target - firePos; dir[i].z = 0.0f; dir[i] *= c * idMath::InvSqrt( dir[i].LengthSqr() ); dir[i].z = s; zVel = projectileSpeed * dir[i].z; if ( ai_debugTrajectory.GetBool() ) { t = ballistics[i].time / 100.0f; velocity = dir[i] * projectileSpeed; lastPos = firePos; pos = firePos; for ( j = 1; j < 100; j++ ) { pos += velocity * t; velocity += projGravity * t; gameRenderWorld->DebugLine( colorCyan, lastPos, pos ); lastPos = pos; } } if ( TestTrajectory( firePos, target, zVel, projGravity[2], ballistics[i].time, firePos.z + max_height, clip, clipmask, ignore, targetEntity, drawtime ) ) { aimDir = dir[i]; return true; } } aimDir = dir[0]; // there is no collision free trajectory return false; }