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Indoor/navMesh/walk/NavMeshWalkSemiRandom.h
k-a-z-u 3c72bc814c worked on nav-mesh
added dijkstra support for nav mesh
some minor changes to distributions
minor fixes
2018-01-17 16:36:37 +01:00

170 lines
3.9 KiB
C++

#ifndef NAVMESHWALKSEMIRANDOM_H
#define NAVMESHWALKSEMIRANDOM_H
#include "../NavMesh.h"
#include "../NavMeshLocation.h"
#include "../../geo/Heading.h"
#include "NavMeshSub.h"
#include "NavMeshWalkParams.h"
#include "NavMeshWalkEval.h"
namespace NM {
/**
* similar to NavMeshWalkRandom but:
* pick a semi random destination within the reachable area (requested distance/heading + strong deviation)
* if this destination is reachable:
* weight this area (evaluators)
* repeat this some times to find a robus destination
*/
template <typename Tria> class NavMeshWalkSemiRandom {
private:
const NavMesh<Tria>& mesh;
std::vector<NavMeshWalkEval<Tria>*> evals;
public:
struct ResultEntry {
NavMeshLocation<Tria> location;
Heading heading;
double probability;
ResultEntry() : heading(0) {;}
};
struct ResultList : public std::vector<ResultEntry> {};
public:
/** ctor */
NavMeshWalkSemiRandom(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 {
static Distribution::Normal<float> dDist(1.0, 0.4);
static Distribution::Normal<float> dHead(0.0, 1.0);
// construct reachable region
const float toBeWalkedDistSafe = 1.0 + params.getToBeWalkedDistance() * 1.1;
const NavMeshSub<Tria> reachable(params.start, toBeWalkedDistSafe);
ResultEntry re;
NavMeshPotentialWalk<Tria> pwalk(params);
pwalk.end = reachable.getRandom().draw(); // to have at least a non-start solution
re.probability = eval(pwalk);
re.location = pwalk.end;
for (int i = 0; i < 10; ++i) {
const float distance = params.getToBeWalkedDistance() * dDist.draw();
const Heading head = params.heading + dHead.draw();
// only forward!
if (distance < 0.01) {--i; continue;}
// get the to-be-reached destination's position (using start+distance+heading)
const Point2 dir = head.asVector();
const Point2 dst = params.start.pos.xy() + (dir * distance);
const Tria* dstTria = reachable.getContainingTriangle(dst);
// is above destination reachable?
if (dstTria) {
pwalk.end.pos = dstTria->toPoint3(dst);
pwalk.end.tria = dstTria;
const double p = eval(pwalk);
// better?
if (p > re.probability) {
re.location = pwalk.end;
re.probability = p;
re.heading = head;
}
}
}
return re;
}
ResultList getMany(const NavMeshWalkParams<Tria>& params) const {
static Distribution::Normal<float> dDist(1.0, 0.4);
static Distribution::Normal<float> dHead(0.0, 1.0);
ResultList res;
// construct reachable region
const float toBeWalkedDistSafe = 1.0 + params.getToBeWalkedDistance() * 1.1;
const NavMeshSub<Tria> reachable(params.start, toBeWalkedDistSafe);
NavMeshPotentialWalk<Tria> pwalk(params);
for (int i = 0; i < 25; ++i) {
const float distance = params.getToBeWalkedDistance() * dDist.draw();
const Heading head = params.heading + dHead.draw();
// only forward!
if (distance < 0.01) {--i; continue;}
// get the to-be-reached destination's position (using start+distance+heading)
const Point2 dir = head.asVector();
const Point2 dst = params.start.pos.xy() + (dir * distance);
const Tria* dstTria = reachable.getContainingTriangle(dst);
// is above destination reachable?
if (dstTria) {
pwalk.end.pos = dstTria->toPoint3(dst);
pwalk.end.tria = dstTria;
const double p = eval(pwalk);
ResultEntry re;
re.location = pwalk.end;
re.probability = p;
re.heading = head;
res.push_back(re);
}
}
return res;
}
double eval(const NM::NavMeshPotentialWalk<Tria>& pwalk) const {
double p = 1.0;
for (const NavMeshWalkEval<Tria>* eval : evals) {
const double p1 = eval->getProbability(pwalk);
p *= p1;
}
return p;
}
};
}
#endif // NAVMESHWALKSEMIRANDOM_H