mirror of
https://github.com/dhewm/dhewm3-sdk.git
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afebd7e1e5
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
1536 lines
45 KiB
C++
1536 lines
45 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "idlib/containers/Queue.h"
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#include "idlib/geometry/Winding2D.h"
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#include "gamesys/SysCvar.h"
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#include "Moveable.h"
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#include "WorldSpawn.h"
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#include "ai/AI.h"
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/*
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===============================================================================
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Dynamic Obstacle Avoidance
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- assumes the AI lives inside a bounding box aligned with the gravity direction
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- obstacles in proximity of the AI are gathered
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- if obstacles are found the AAS walls are also considered as obstacles
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- every obstacle is represented by an oriented bounding box (OBB)
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- an OBB is projected onto a 2D plane orthogonal to AI's gravity direction
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- the 2D windings of the projections are expanded for the AI bbox
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- a path tree is build using clockwise and counter clockwise edge walks along the winding edges
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- the path tree is pruned and optimized
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- the shortest path is chosen for navigation
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===============================================================================
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*/
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const float MAX_OBSTACLE_RADIUS = 256.0f;
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const float PUSH_OUTSIDE_OBSTACLES = 0.5f;
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const float CLIP_BOUNDS_EPSILON = 10.0f;
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const int MAX_AAS_WALL_EDGES = 256;
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const int MAX_OBSTACLES = 256;
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const int MAX_PATH_NODES = 256;
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const int MAX_OBSTACLE_PATH = 64;
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typedef struct obstacle_s {
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idVec2 bounds[2];
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idWinding2D winding;
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idEntity * entity;
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} obstacle_t;
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typedef struct pathNode_s {
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int dir;
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idVec2 pos;
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idVec2 delta;
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float dist;
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int obstacle;
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int edgeNum;
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int numNodes;
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struct pathNode_s * parent;
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struct pathNode_s * children[2];
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struct pathNode_s * next;
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void Init();
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} pathNode_t;
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void pathNode_s::Init() {
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dir = 0;
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pos.Zero();
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delta.Zero();
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obstacle = -1;
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edgeNum = -1;
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numNodes = 0;
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parent = children[0] = children[1] = next = NULL;
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}
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idBlockAlloc<pathNode_t, 128> pathNodeAllocator;
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/*
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============
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LineIntersectsPath
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============
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*/
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bool LineIntersectsPath( const idVec2 &start, const idVec2 &end, const pathNode_t *node ) {
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float d0, d1, d2, d3;
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idVec3 plane1, plane2;
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plane1 = idWinding2D::Plane2DFromPoints( start, end );
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d0 = plane1.x * node->pos.x + plane1.y * node->pos.y + plane1.z;
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while( node->parent ) {
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d1 = plane1.x * node->parent->pos.x + plane1.y * node->parent->pos.y + plane1.z;
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if ( FLOATSIGNBITSET( d0 ) ^ FLOATSIGNBITSET( d1 ) ) {
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plane2 = idWinding2D::Plane2DFromPoints( node->pos, node->parent->pos );
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d2 = plane2.x * start.x + plane2.y * start.y + plane2.z;
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d3 = plane2.x * end.x + plane2.y * end.y + plane2.z;
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if ( FLOATSIGNBITSET( d2 ) ^ FLOATSIGNBITSET( d3 ) ) {
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return true;
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}
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}
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d0 = d1;
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node = node->parent;
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}
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return false;
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}
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/*
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============
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PointInsideObstacle
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============
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*/
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int PointInsideObstacle( const obstacle_t *obstacles, const int numObstacles, const idVec2 &point ) {
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int i;
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for ( i = 0; i < numObstacles; i++ ) {
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const idVec2 *bounds = obstacles[i].bounds;
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if ( point.x < bounds[0].x || point.y < bounds[0].y || point.x > bounds[1].x || point.y > bounds[1].y ) {
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continue;
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}
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if ( !obstacles[i].winding.PointInside( point, 0.1f ) ) {
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continue;
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}
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return i;
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}
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return -1;
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}
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/*
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============
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GetPointOutsideObstacles
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============
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*/
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void GetPointOutsideObstacles( const obstacle_t *obstacles, const int numObstacles, idVec2 &point, int *obstacle, int *edgeNum ) {
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int i, j, k, n, bestObstacle, bestEdgeNum, queueStart, queueEnd, edgeNums[2];
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float d, bestd, scale[2];
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idVec3 plane, bestPlane;
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idVec2 newPoint, dir, bestPoint;
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int *queue;
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bool *obstacleVisited;
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idWinding2D w1, w2;
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if ( obstacle ) {
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*obstacle = -1;
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}
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if ( edgeNum ) {
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*edgeNum = -1;
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}
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bestObstacle = PointInsideObstacle( obstacles, numObstacles, point );
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if ( bestObstacle == -1 ) {
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return;
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}
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const idWinding2D &w = obstacles[bestObstacle].winding;
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bestd = idMath::INFINITY;
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bestEdgeNum = 0;
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for ( i = 0; i < w.GetNumPoints(); i++ ) {
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plane = idWinding2D::Plane2DFromPoints( w[(i+1)%w.GetNumPoints()], w[i], true );
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d = plane.x * point.x + plane.y * point.y + plane.z;
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if ( d < bestd ) {
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bestd = d;
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bestPlane = plane;
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bestEdgeNum = i;
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}
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// if this is a wall always try to pop out at the first edge
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if ( obstacles[bestObstacle].entity == NULL ) {
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break;
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}
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}
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if (i == 0)
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return;
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newPoint = point - ( bestd + PUSH_OUTSIDE_OBSTACLES ) * bestPlane.ToVec2();
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if ( PointInsideObstacle( obstacles, numObstacles, newPoint ) == -1 ) {
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point = newPoint;
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if ( obstacle ) {
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*obstacle = bestObstacle;
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}
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if ( edgeNum ) {
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*edgeNum = bestEdgeNum;
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}
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return;
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}
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queue = (int *) _alloca( numObstacles * sizeof( queue[0] ) );
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obstacleVisited = (bool *) _alloca( numObstacles * sizeof( obstacleVisited[0] ) );
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queueStart = 0;
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queueEnd = 1;
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queue[0] = bestObstacle;
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memset( obstacleVisited, 0, numObstacles * sizeof( obstacleVisited[0] ) );
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obstacleVisited[bestObstacle] = true;
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bestd = idMath::INFINITY;
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for ( i = queue[0]; queueStart < queueEnd; i = queue[++queueStart] ) {
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w1 = obstacles[i].winding;
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w1.Expand( PUSH_OUTSIDE_OBSTACLES );
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for ( j = 0; j < numObstacles; j++ ) {
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// if the obstacle has been visited already
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if ( obstacleVisited[j] ) {
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continue;
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}
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// if the bounds do not intersect
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if ( obstacles[j].bounds[0].x > obstacles[i].bounds[1].x || obstacles[j].bounds[0].y > obstacles[i].bounds[1].y ||
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obstacles[j].bounds[1].x < obstacles[i].bounds[0].x || obstacles[j].bounds[1].y < obstacles[i].bounds[0].y ) {
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continue;
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}
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queue[queueEnd++] = j;
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obstacleVisited[j] = true;
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w2 = obstacles[j].winding;
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w2.Expand( 0.2f );
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for ( k = 0; k < w1.GetNumPoints(); k++ ) {
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dir = w1[(k+1)%w1.GetNumPoints()] - w1[k];
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if ( !w2.RayIntersection( w1[k], dir, scale[0], scale[1], edgeNums ) ) {
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continue;
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}
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for ( n = 0; n < 2; n++ ) {
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newPoint = w1[k] + scale[n] * dir;
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if ( PointInsideObstacle( obstacles, numObstacles, newPoint ) == -1 ) {
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d = ( newPoint - point ).LengthSqr();
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if ( d < bestd ) {
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bestd = d;
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bestPoint = newPoint;
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bestEdgeNum = edgeNums[n];
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bestObstacle = j;
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}
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}
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}
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}
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}
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if ( bestd < idMath::INFINITY ) {
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point = bestPoint;
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if ( obstacle ) {
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*obstacle = bestObstacle;
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}
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if ( edgeNum ) {
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*edgeNum = bestEdgeNum;
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}
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return;
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}
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}
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gameLocal.Warning( "GetPointOutsideObstacles: no valid point found" );
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}
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/*
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============
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GetFirstBlockingObstacle
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============
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*/
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bool GetFirstBlockingObstacle( const obstacle_t *obstacles, int numObstacles, int skipObstacle, const idVec2 &startPos, const idVec2 &delta, float &blockingScale, int &blockingObstacle, int &blockingEdgeNum ) {
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int i, edgeNums[2];
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float dist, scale1, scale2;
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idVec2 bounds[2];
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// get bounds for the current movement delta
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bounds[0] = startPos - idVec2( CM_BOX_EPSILON, CM_BOX_EPSILON );
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bounds[1] = startPos + idVec2( CM_BOX_EPSILON, CM_BOX_EPSILON );
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bounds[FLOATSIGNBITNOTSET(delta.x)].x += delta.x;
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bounds[FLOATSIGNBITNOTSET(delta.y)].y += delta.y;
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// test for obstacles blocking the path
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blockingScale = idMath::INFINITY;
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dist = delta.Length();
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for ( i = 0; i < numObstacles; i++ ) {
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if ( i == skipObstacle ) {
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continue;
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}
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if ( bounds[0].x > obstacles[i].bounds[1].x || bounds[0].y > obstacles[i].bounds[1].y ||
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bounds[1].x < obstacles[i].bounds[0].x || bounds[1].y < obstacles[i].bounds[0].y ) {
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continue;
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}
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if ( obstacles[i].winding.RayIntersection( startPos, delta, scale1, scale2, edgeNums ) ) {
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if ( scale1 < blockingScale && scale1 * dist > -0.01f && scale2 * dist > 0.01f ) {
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blockingScale = scale1;
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blockingObstacle = i;
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blockingEdgeNum = edgeNums[0];
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}
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}
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}
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return ( blockingScale < 1.0f );
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}
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/*
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============
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GetObstacles
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============
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*/
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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 ) {
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int i, j, numListedClipModels, numObstacles, numVerts, clipMask, blockingObstacle, blockingEdgeNum;
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int wallEdges[MAX_AAS_WALL_EDGES], numWallEdges, verts[2], lastVerts[2], nextVerts[2];
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float stepHeight, headHeight, blockingScale, min, max;
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idVec3 seekDelta, silVerts[32], start, end, nextStart, nextEnd;
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idVec2 expBounds[2], edgeDir, edgeNormal, nextEdgeDir, nextEdgeNormal, lastEdgeNormal;
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idVec2 obDelta;
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idPhysics *obPhys;
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idBox box;
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idEntity *obEnt;
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idClipModel *clipModel;
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idClipModel *clipModelList[ MAX_GENTITIES ];
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numObstacles = 0;
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seekDelta = seekPos - startPos;
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expBounds[0] = physics->GetBounds()[0].ToVec2() - idVec2( CM_BOX_EPSILON, CM_BOX_EPSILON );
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expBounds[1] = physics->GetBounds()[1].ToVec2() + idVec2( CM_BOX_EPSILON, CM_BOX_EPSILON );
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physics->GetAbsBounds().AxisProjection( -physics->GetGravityNormal(), stepHeight, headHeight );
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stepHeight += aas->GetSettings()->maxStepHeight;
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// clip bounds for the obstacle search space
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clipBounds[0] = clipBounds[1] = startPos;
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clipBounds.AddPoint( seekPos );
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clipBounds.ExpandSelf( MAX_OBSTACLE_RADIUS );
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clipMask = physics->GetClipMask();
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// find all obstacles touching the clip bounds
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numListedClipModels = gameLocal.clip.ClipModelsTouchingBounds( clipBounds, clipMask, clipModelList, MAX_GENTITIES );
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for ( i = 0; i < numListedClipModels && numObstacles < MAX_OBSTACLES; i++ ) {
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clipModel = clipModelList[i];
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obEnt = clipModel->GetEntity();
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if ( !clipModel->IsTraceModel() ) {
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continue;
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}
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if ( obEnt->IsType( idActor::Type ) ) {
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obPhys = obEnt->GetPhysics();
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// ignore myself, my enemy, and dead bodies
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if ( ( obPhys == physics ) || ( obEnt == ignore ) || ( obEnt->health <= 0 ) ) {
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continue;
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}
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// if the actor is moving
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idVec3 v1 = obPhys->GetLinearVelocity();
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if ( v1.LengthSqr() > Square( 10.0f ) ) {
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idVec3 v2 = physics->GetLinearVelocity();
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if ( v2.LengthSqr() > Square( 10.0f ) ) {
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// if moving in about the same direction
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if ( v1 * v2 > 0.0f ) {
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continue;
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}
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}
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}
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} else if ( obEnt->IsType( idMoveable::Type ) ) {
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// moveables are considered obstacles
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} else {
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// ignore everything else
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continue;
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}
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// check if we can step over the object
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clipModel->GetAbsBounds().AxisProjection( -physics->GetGravityNormal(), min, max );
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if ( max < stepHeight || min > headHeight ) {
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// can step over this one
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continue;
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}
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// project a box containing the obstacle onto the floor plane
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box = idBox( clipModel->GetBounds(), clipModel->GetOrigin(), clipModel->GetAxis() );
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numVerts = box.GetParallelProjectionSilhouetteVerts( physics->GetGravityNormal(), silVerts );
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// create a 2D winding for the obstacle;
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obstacle_t &obstacle = obstacles[numObstacles++];
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obstacle.winding.Clear();
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for ( j = 0; j < numVerts; j++ ) {
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obstacle.winding.AddPoint( silVerts[j].ToVec2() );
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}
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if ( ai_showObstacleAvoidance.GetBool() ) {
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for ( j = 0; j < numVerts; j++ ) {
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silVerts[j].z = startPos.z;
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}
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for ( j = 0; j < numVerts; j++ ) {
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gameRenderWorld->DebugArrow( colorWhite, silVerts[j], silVerts[(j+1)%numVerts], 4 );
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}
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}
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// expand the 2D winding for collision with a 2D box
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obstacle.winding.ExpandForAxialBox( expBounds );
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obstacle.winding.GetBounds( obstacle.bounds );
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obstacle.entity = obEnt;
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}
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// if there are no dynamic obstacles the path should be through valid AAS space
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if ( numObstacles == 0 ) {
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return 0;
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}
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// if the current path doesn't intersect any dynamic obstacles the path should be through valid AAS space
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if ( PointInsideObstacle( obstacles, numObstacles, startPos.ToVec2() ) == -1 ) {
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if ( !GetFirstBlockingObstacle( obstacles, numObstacles, -1, startPos.ToVec2(), seekDelta.ToVec2(), blockingScale, blockingObstacle, blockingEdgeNum ) ) {
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return 0;
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}
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}
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// create obstacles for AAS walls
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if ( aas ) {
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float halfBoundsSize = ( expBounds[ 1 ].x - expBounds[ 0 ].x ) * 0.5f;
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numWallEdges = aas->GetWallEdges( areaNum, clipBounds, TFL_WALK, wallEdges, MAX_AAS_WALL_EDGES );
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aas->SortWallEdges( wallEdges, numWallEdges );
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lastVerts[0] = lastVerts[1] = 0;
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lastEdgeNormal.Zero();
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nextEdgeNormal.Zero();
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nextVerts[0] = nextVerts[1] = 0;
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for ( i = 0; i < numWallEdges && numObstacles < MAX_OBSTACLES; i++ ) {
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aas->GetEdge( wallEdges[i], start, end );
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aas->GetEdgeVertexNumbers( wallEdges[i], verts );
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edgeDir = end.ToVec2() - start.ToVec2();
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edgeDir.Normalize();
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edgeNormal.x = edgeDir.y;
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edgeNormal.y = -edgeDir.x;
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if ( i < numWallEdges-1 ) {
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aas->GetEdge( wallEdges[i+1], nextStart, nextEnd );
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aas->GetEdgeVertexNumbers( wallEdges[i+1], nextVerts );
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nextEdgeDir = nextEnd.ToVec2() - nextStart.ToVec2();
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nextEdgeDir.Normalize();
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nextEdgeNormal.x = nextEdgeDir.y;
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nextEdgeNormal.y = -nextEdgeDir.x;
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}
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obstacle_t &obstacle = obstacles[numObstacles++];
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obstacle.winding.Clear();
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obstacle.winding.AddPoint( end.ToVec2() );
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obstacle.winding.AddPoint( start.ToVec2() );
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obstacle.winding.AddPoint( start.ToVec2() - edgeDir - edgeNormal * halfBoundsSize );
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obstacle.winding.AddPoint( end.ToVec2() + edgeDir - edgeNormal * halfBoundsSize );
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if ( lastVerts[1] == verts[0] ) {
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obstacle.winding[2] -= lastEdgeNormal * halfBoundsSize;
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} else {
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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<pathNode_t, offsetof( pathNode_t, next ) > 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;
|
|
}
|