minor changes to floorplan
fixed some compile issues worked on nav-meshes added some tests
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169
navMesh/walk/NavMeshWalkSemiRandom.h
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169
navMesh/walk/NavMeshWalkSemiRandom.h
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#ifndef NAVMESHWALKSEMIRANDOM_H
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#define NAVMESHWALKSEMIRANDOM_H
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#include "../NavMesh.h"
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#include "../NavMeshLocation.h"
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#include "../../geo/Heading.h"
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#include "NavMeshSub.h"
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#include "NavMeshWalkParams.h"
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#include "NavMeshWalkEval.h"
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namespace NM {
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/**
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* similar to NavMeshWalkRandom but:
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* pick a semi random destination within the reachable area (requested distance/heading + strong deviation)
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* if this destination is reachable:
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* weight this area (evaluators)
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* repeat this some times to find a robus destination
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*/
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template <typename Tria> class NavMeshWalkSemiRandom {
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private:
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const NavMesh<Tria>& mesh;
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std::vector<NavMeshWalkEval<Tria>*> evals;
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public:
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struct ResultEntry {
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NavMeshLocation<Tria> location;
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Heading heading;
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double probability;
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ResultEntry() : heading(0) {;}
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};
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struct ResultList : public std::vector<ResultEntry> {};
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public:
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/** ctor */
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NavMeshWalkSemiRandom(const NavMesh<Tria>& mesh) : mesh(mesh) {
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}
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/** add a new evaluator to the walker */
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void addEvaluator(NavMeshWalkEval<Tria>* eval) {
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this->evals.push_back(eval);
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}
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ResultEntry getOne(const NavMeshWalkParams<Tria>& params) const {
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static Distribution::Normal<float> dDist(1.0, 0.4);
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static Distribution::Normal<float> dHead(0.0, 1.0);
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// construct reachable region
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const float toBeWalkedDistSafe = 1.0 + params.getToBeWalkedDistance() * 1.1;
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const NavMeshSub<Tria> reachable(params.start, toBeWalkedDistSafe);
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ResultEntry re;
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NavMeshPotentialWalk<Tria> pwalk(params);
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pwalk.end = reachable.getRandom().draw(); // to have at least a non-start solution
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re.probability = eval(pwalk);
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re.location = pwalk.end;
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for (int i = 0; i < 25; ++i) {
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const float distance = params.getToBeWalkedDistance() * dDist.draw();
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const Heading head = params.heading + dHead.draw();
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// only forward!
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if (distance < 0.01) {continue;}
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// get the to-be-reached destination's position (using start+distance+heading)
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const Point2 dir = head.asVector();
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const Point2 dst = params.start.pos.xy() + (dir * distance);
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const Tria* dstTria = reachable.getContainingTriangle(dst);
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// is above destination reachable?
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if (dstTria) {
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pwalk.end.pos = dstTria->toPoint3(dst);
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pwalk.end.tria = dstTria;
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const double p = eval(pwalk);
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// better?
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if (p > re.probability) {
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re.location = pwalk.end;
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re.probability = p;
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re.heading = head;
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}
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}
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}
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return re;
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}
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ResultList getMany(const NavMeshWalkParams<Tria>& params) const {
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static Distribution::Normal<float> dDist(1.0, 0.4);
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static Distribution::Normal<float> dHead(0.0, 1.0);
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ResultList res;
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// construct reachable region
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const float toBeWalkedDistSafe = 1.0 + params.getToBeWalkedDistance() * 1.1;
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const NavMeshSub<Tria> reachable(params.start, toBeWalkedDistSafe);
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NavMeshPotentialWalk<Tria> pwalk(params);
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for (int i = 0; i < 25; ++i) {
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const float distance = params.getToBeWalkedDistance() * dDist.draw();
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const Heading head = params.heading + dHead.draw();
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// only forward!
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if (distance < 0.01) {continue;}
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// get the to-be-reached destination's position (using start+distance+heading)
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const Point2 dir = head.asVector();
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const Point2 dst = params.start.pos.xy() + (dir * distance);
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const Tria* dstTria = reachable.getContainingTriangle(dst);
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// is above destination reachable?
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if (dstTria) {
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pwalk.end.pos = dstTria->toPoint3(dst);
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pwalk.end.tria = dstTria;
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const double p = eval(pwalk);
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ResultEntry re;
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re.location = pwalk.end;
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re.probability = p;
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re.heading = head;
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res.push_back(re);
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}
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}
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return res;
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}
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double eval(const NM::NavMeshPotentialWalk<Tria>& pwalk) const {
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double p = 1.0;
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for (const NavMeshWalkEval<Tria>* eval : evals) {
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const double p1 = eval->getProbability(pwalk);
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p *= p1;
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}
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return p;
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}
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};
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}
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#endif // NAVMESHWALKSEMIRANDOM_H
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