#ifndef NAVMESHWALKUNBLOCKABLE_H #define NAVMESHWALKUNBLOCKABLE_H #include #include #include #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 class NavMeshWalkUnblockable { private: const NavMesh& mesh; std::vector*> evals; Distribution::Uniform distNewOne = Distribution::Uniform(0,1); int hits = 0; int misses = 0; int walls = 0; int noTria = 0; public: /** single result */ struct ResultEntry { NavMeshLocation location; Heading heading; double probability; ResultEntry() : heading(0) {;} }; /** list of results */ using ResultList = std::vector; public: /** ctor */ NavMeshWalkUnblockable(const NavMesh& mesh) : mesh(mesh) { } /** add a new evaluator to the walker */ void addEvaluator(NavMeshWalkEval* eval) { this->evals.push_back(eval); } ResultEntry getOne(const NavMeshWalkParams& 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 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 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 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 pwalk(params, re.location); re.probability = 1.0; for (const NavMeshWalkEval* eval : evals) { const double p1 = eval->getProbability(pwalk); re.probability *= p1; } // done return re; } ResultList getMany(const NavMeshWalkParams& params) { // sanity checks params.check(); return {getOne(params)}; } }; } #endif // NAVMESHWALKUNBLOCKABLE_H