moved vector3 to common

- changed distance checks to distance squared
- reexported central thanalan navmesh with cell size 0.60, height 0.26, radius 0.5, edge error 1.3, merged region size 30
- todo: main logic loop per zone and move this into proper ai classes
This commit is contained in:
Tahir Akhlaq 2017-06-11 02:29:08 +01:00
parent 872e56f8f9
commit c70cf022b7
9 changed files with 145 additions and 121 deletions

View file

@ -8,82 +8,10 @@ using SharpNav;
using SharpNav.Pathfinding;
using SharpNav.Crowds;
using SharpNav.IO;
using FFXIVClassic.Common;
namespace FFXIVClassic_Map_Server.utils
{
public class Vector3
{
public float X;
public float Y;
public float Z;
public static Vector3 Zero = new Vector3();
public Vector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public Vector3()
{
X = 0.0f;
Y = 0.0f;
Z = 0.0f;
}
public Vector3(SharpNav.Geometry.Vector3 vec)
{
X = vec.X;
Y = vec.Y;
Z = vec.Z;
}
public static Vector3 operator +(Vector3 lhs, Vector3 rhs)
{
Vector3 newVec = new Vector3(lhs.X, lhs.Y, lhs.Z);
newVec.X += rhs.X;
newVec.Y += rhs.Y;
newVec.Z += rhs.Z;
return newVec;
}
public static Vector3 operator -(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
}
public static Vector3 operator *(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X * rhs.X, lhs.Y * rhs.Y, lhs.Z * rhs.Z);
}
public static Vector3 operator *(float scalar, Vector3 rhs)
{
return new Vector3(scalar * rhs.X, scalar * rhs.Y, scalar * rhs.Z);
}
public static Vector3 operator /(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
}
public float Length()
{
return (float)Math.Sqrt(this.LengthSquared());
}
public float LengthSquared()
{
return (this.X * this.X) + (this.Y * this.Y) + (this.Z * this.Z);
}
public static float Dot(Vector3 lhs, Vector3 rhs)
{
return (lhs.X * rhs.X) + (lhs.Y * rhs.Y) + (lhs.Z * rhs.Z);
}
}
class NavmeshUtils
{
@ -96,8 +24,13 @@ namespace FFXIVClassic_Map_Server.utils
public static SharpNav.TiledNavMesh LoadNavmesh(TiledNavMesh navmesh, string filePath)
{
var serialiser = new SharpNav.IO.Json.NavMeshJsonSerializer();
return serialiser.Deserialize(System.IO.Path.Combine("../../navmesh/", filePath));
SharpNav.IO.NavMeshSerializer serializer;
if (System.IO.Path.GetExtension(filePath) == ".snb")
serializer = new SharpNav.IO.Binary.NavMeshBinarySerializer();
else
serializer = new SharpNav.IO.Json.NavMeshJsonSerializer();
return serializer.Deserialize(System.IO.Path.Combine("../../navmesh/", filePath));
//return navmesh = new SharpNav.IO.Json.NavMeshJsonSerializer().Deserialize(filePath);
}
@ -105,11 +38,11 @@ namespace FFXIVClassic_Map_Server.utils
// Copyright (c) 2013-2016 Robert Rouhani <robert.rouhani@gmail.com> and other contributors (see CONTRIBUTORS file).
// Licensed under the MIT License - https://raw.github.com/Robmaister/SharpNav/master/LICENSE
public static List<Vector3> GetPath(FFXIVClassic_Map_Server.actors.area.Zone zone, Vector3 startVec, Vector3 endVec, float stepSize = 0.70f, int pathSize = 45, float polyRadius = 0.0f)
public static List<Vector3> GetPath(FFXIVClassic_Map_Server.actors.area.Zone zone, Vector3 startVec, Vector3 endVec, float stepSize = 0.70f, int pathSize = 45, float polyRadius = 0.0f, bool skipToTarget = false)
{
var navMesh = zone.tiledNavMesh;
var navMeshQuery = zone.navMeshQuery;
// no navmesh loaded, run straight to player
if (navMesh == null)
{
@ -166,7 +99,11 @@ namespace FFXIVClassic_Map_Server.utils
targetPos = randPoly.Position;
}
smoothPath.Add(new Vector3(iterPos));
if (skipToTarget)
{
return new List<Vector3>() { new Vector3(targetPos.X, targetPos.Y, targetPos.Z) };
}
smoothPath.Add(new Vector3(iterPos.X, iterPos.Y, iterPos.Z));
//float STEP_SIZE = 0.70f;
float SLOP = 0.15f;
@ -216,7 +153,7 @@ namespace FFXIVClassic_Map_Server.utils
iterPos = targetPos;
if (smoothPath.Count < smoothPath.Capacity)
{
smoothPath.Add(new Vector3(iterPos));
smoothPath.Add(new Vector3(iterPos.X, iterPos.Y, iterPos.Z));
}
break;
}
@ -224,7 +161,7 @@ namespace FFXIVClassic_Map_Server.utils
//store results
if (smoothPath.Count < smoothPath.Capacity)
{
smoothPath.Add(new Vector3(iterPos));
smoothPath.Add(new Vector3(iterPos.X, iterPos.Y, iterPos.Z));
}
}
}