added sample impoverishment unblockable method

This commit is contained in:
toni
2018-05-15 10:27:41 +02:00
parent d0b01b377d
commit 5bec3a5c0d

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@@ -0,0 +1,159 @@
#ifndef NAVMESHWALKUNBLOCKABLE_H
#define NAVMESHWALKUNBLOCKABLE_H
#include <vector>
#include <algorithm>
#include <random>
#include "../NavMesh.h"
#include "../NavMeshLocation.h"
#include "../../geo/Heading.h"
#include "NavMeshSub.h"
#include "NavMeshWalkParams.h"
#include "NavMeshWalkEval.h"
namespace NM {
/**
* simple walker that gives particles a slight chance to walk
* thru walls depending upon a given delta
*/
template <typename Tria> class NavMeshWalkUnblockable {
private:
const NavMesh<Tria>& mesh;
std::vector<NavMeshWalkEval<Tria>*> evals;
Distribution::Uniform<float> distNewOne = Distribution::Uniform<float>(0,1);
int hits = 0;
int misses = 0;
int walls = 0;
int noTria = 0;
public:
/** single result */
struct ResultEntry {
NavMeshLocation<Tria> location;
Heading heading;
double probability;
ResultEntry() : heading(0) {;}
};
/** list of results */
using ResultList = std::vector<ResultEntry>;
public:
/** ctor */
NavMeshWalkUnblockable(const NavMesh<Tria>& mesh) : mesh(mesh) {
}
/** add a new evaluator to the walker */
void addEvaluator(NavMeshWalkEval<Tria>* eval) {
this->evals.push_back(eval);
}
ResultEntry getOne(const NavMeshWalkParams<Tria>& params, const double delta) {
// sanity checks
params.check();
ResultEntry re;
// to-be-walked distance;
const float toBeWalkedDist = params.getToBeWalkedDistance();
const float toBeWalkedDistSafe = 0.75 + toBeWalkedDist * 1.1;
// construct reachable region
NavMeshSub<Tria> reachable(params.start, toBeWalkedDistSafe);
// get the to-be-reached destination's position (using start+distance+heading)
const Point2 dir = params.heading.asVector();
const Point2 dst = params.start.pos.xy() + (dir * toBeWalkedDist);
//3D Destination for finding the location within the complete mesh
//TODO: better solution for z? seems to be a hack on stairs
const Point2 dsttt = params.start.pos.xy() + (dir * (toBeWalkedDistSafe + 0.6));
const Point3 dst3D = Point3(dsttt.x, dsttt.y, params.start.pos.z);
const Tria* dstTria = reachable.getContainingTriangle(dst);
// is above destination reachable?
if (dstTria) {
re.heading = params.heading; // heading was OK -> keep
re.location.pos = dstTria->toPoint3(dst); // new destination position
re.location.tria = dstTria; // new destination triangle
++hits;
}
//give the particle a slight chance to walk thru the wall
else if(distNewOne.draw() < delta){
try{
//check if there is a triangle for dst behind the wall
const Tria* dstTriaBehindWall = mesh.getLocation(dst3D).tria;
re.heading = params.heading;
re.location.pos = dst3D;
re.location.tria = dstTriaBehindWall;
++walls;
++misses;
} catch (...) {
NavMeshRandom<Tria> rnd = reachable.getRandom(); // random-helper
re.location = rnd.draw(); // get a random destination
re.heading = Heading(params.start.pos.xy(), re.location.pos.xy()); // update the heading
++noTria;
++misses;
}
++misses;
} else {
NavMeshRandom<Tria> rnd = reachable.getRandom(); // random-helper
re.location = rnd.draw(); // get a random destianation
re.heading = Heading(params.start.pos.xy(), re.location.pos.xy()); // update the heading
++misses;
}
const int total = (hits + misses);
const int totalWalls = (walls + noTria);
if (total % 10000 == 0) {
std::cout << "hits: " << (hits*100/total) << "%" << std::endl;
std::cout << "walls: " << (walls*100/totalWalls) << "%" << std::endl;
}
// calculate probability
const NavMeshPotentialWalk<Tria> pwalk(params, re.location);
re.probability = 1.0;
for (const NavMeshWalkEval<Tria>* eval : evals) {
const double p1 = eval->getProbability(pwalk);
re.probability *= p1;
}
// done
return re;
}
ResultList getMany(const NavMeshWalkParams<Tria>& params) {
// sanity checks
params.check();
return {getOne(params)};
}
};
}
#endif // NAVMESHWALKUNBLOCKABLE_H