mirror of
https://github.com/jmarshall23/DoomRTX.git
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127 lines
2.7 KiB
C++
127 lines
2.7 KiB
C++
// Copyright (C) 2007 Id Software, Inc.
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//
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#pragma hdrstop
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#include "precompiled.h"
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#include "NAV_local.h"
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#include "../Game_local.h" // for print and error
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#include "NAVCallback_AvoidLocation.h"
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/*
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============
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idNAVCallback_AvoidLocation::idNAVCallback_AvoidLocation
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============
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*/
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idNAVCallback_AvoidLocation::idNAVCallback_AvoidLocation()
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{
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avoidLocation.Zero();
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avoidDist = 0.0f;
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obstacles = NULL;
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numObstacles = 0;
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}
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/*
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============
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idNAVCallback_AvoidLocation::~idNAVCallback_AvoidLocation
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============
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*/
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idNAVCallback_AvoidLocation::~idNAVCallback_AvoidLocation()
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{
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}
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/*
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============
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idNAVCallback_AvoidLocation::SetAvoidLocation
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============
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*/
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void idNAVCallback_AvoidLocation::SetAvoidLocation( const idVec3& start, const idVec3& avoidLocation )
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{
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this->avoidLocation = avoidLocation;
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this->avoidDist = ( avoidLocation - start ).Length();
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}
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/*
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============
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idNAVCallback_AvoidLocation::SetObstacles
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============
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*/
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void idNAVCallback_AvoidLocation::SetObstacles( const idNAV* aas, const idNAVObstacle* obstacles, int numObstacles )
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{
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this->obstacles = obstacles;
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this->numObstacles = numObstacles;
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for( int i = 0; i < numObstacles; i++ )
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{
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obstacles[i].expAbsBounds[0] = obstacles[i].absBounds[0] - aas->GetSettings()->boundingBoxes[0][1];
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obstacles[i].expAbsBounds[1] = obstacles[i].absBounds[1] - aas->GetSettings()->boundingBoxes[0][0];
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}
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}
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/*
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============
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idNAVCallback_AvoidLocation::PathValid
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============
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*/
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bool idNAVCallback_AvoidLocation::PathValid( const idNAV* aas, const idVec3& start, const idVec3& end )
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{
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// path may not go through any obstacles
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for( int i = 0; i < numObstacles; i++ )
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{
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// if the movement vector intersects the expanded obstacle bounds
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if( obstacles[i].expAbsBounds.LineIntersection( start, end ) )
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{
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return false;
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}
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}
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return true;
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}
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/*
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============
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idNAVCallback_AvoidLocation::AdditionalTravelTimeForPath
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============
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*/
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int idNAVCallback_AvoidLocation::AdditionalTravelTimeForPath( const idNAV* aas, const idVec3& start, const idVec3& end )
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{
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if( avoidDist <= 0.0f )
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{
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return 0;
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}
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// project avoidLocation origin onto movement vector
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idVec3 v1 = end - start;
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v1.Normalize();
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idVec3 v2 = avoidLocation - start;
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idVec3 p = start + ( v2 * v1 ) * v1;
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// get the point on the path closest to the avoidLocation
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int i;
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for( i = 0; i < 3; i++ )
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{
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if( ( p[i] > start[i] + 0.1f && p[i] > end[i] + 0.1f ) ||
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( p[i] < start[i] - 0.1f && p[i] < end[i] - 0.1f ) )
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{
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break;
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}
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}
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float dist;
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if( i >= 3 )
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{
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dist = ( avoidLocation - p ).Length();
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}
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else
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{
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dist = ( avoidLocation - end ).Length();
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}
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// avoid moving closer to the avoidLocation
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if( dist < avoidDist )
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{
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return idMath::Ftoi( ( avoidDist - dist ) * 10.0f );
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}
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return 0;
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}
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