Files
DarkflameServer/dNavigation/dNavMesh.cpp
Aaron Kimbrell accdb4f9a1 Correct scene making, merged the old raw into the new.
added option to automatically write the raw obj file
Added scene colors to the obj
use proper scene colors from hf
2025-10-15 19:56:46 -05:00

264 lines
6.5 KiB
C++

#include "dNavMesh.h"
#include "Game.h"
#include "Logger.h"
#include "dPlatforms.h"
#include "NiPoint3.h"
#include "BinaryIO.h"
#include "BinaryPathFinder.h"
#include "dZoneManager.h"
#include "DluAssert.h"
#include "DetourExtensions.h"
dNavMesh::dNavMesh(uint32_t zoneId) {
m_ZoneId = zoneId;
this->LoadNavmesh();
if (m_NavMesh) {
m_NavQuery = dtAllocNavMeshQuery();
m_NavQuery->init(m_NavMesh, 2048);
LOG("Navmesh loaded successfully!");
} else {
LOG("Navmesh loading failed (This may be intended).");
}
}
dNavMesh::~dNavMesh() {
// Clean up Recast information
if (m_NavMesh) dtFreeNavMesh(m_NavMesh);
if (m_NavQuery) dtFreeNavMeshQuery(m_NavQuery);
}
void dNavMesh::LoadNavmesh() {
std::string path = (BinaryPathFinder::GetBinaryDir() / "navmeshes/" / (std::to_string(m_ZoneId) + ".bin")).string();
if (!BinaryIO::DoesFileExist(path)) {
return;
}
FILE* fp;
#ifdef _WIN32
fopen_s(&fp, path.c_str(), "rb");
#elif __APPLE__
// macOS has 64bit file IO by default
fp = fopen(path.c_str(), "rb");
#else
fp = fopen64(path.c_str(), "rb");
#endif
if (!fp) {
return;
}
// Read header.
NavMeshSetHeader header;
size_t readLen = fread(&header, sizeof(NavMeshSetHeader), 1, fp);
if (readLen != 1) {
fclose(fp);
return;
}
if (header.magic != NAVMESHSET_MAGIC) {
fclose(fp);
return;
}
if (header.version != NAVMESHSET_VERSION) {
fclose(fp);
return;
}
dtNavMesh* mesh = dtAllocNavMesh();
if (!mesh) {
fclose(fp);
return;
}
dtStatus status = mesh->init(&header.params);
if (dtStatusFailed(status)) {
fclose(fp);
return;
}
// Read tiles.
for (int i = 0; i < header.numTiles; ++i) {
NavMeshTileHeader tileHeader;
readLen = fread(&tileHeader, sizeof(tileHeader), 1, fp);
if (readLen != 1) return;
if (!tileHeader.tileRef || !tileHeader.dataSize)
break;
unsigned char* data = static_cast<unsigned char*>(dtAlloc(tileHeader.dataSize, DT_ALLOC_PERM));
if (!data) break;
memset(data, 0, tileHeader.dataSize);
readLen = fread(data, tileHeader.dataSize, 1, fp);
if (readLen != 1) return;
mesh->addTile(data, tileHeader.dataSize, DT_TILE_FREE_DATA, tileHeader.tileRef, 0);
}
fclose(fp);
m_NavMesh = mesh;
}
NiPoint3 dNavMesh::NearestPoint(const NiPoint3& location, const float halfExtent) const {
NiPoint3 toReturn = location;
if (m_NavMesh != nullptr) {
float pos[3];
pos[0] = location.x;
pos[1] = location.y;
pos[2] = location.z;
dtPolyRef nearestRef = 0;
float polyPickExt[3] = { halfExtent, halfExtent, halfExtent };
float nearestPoint[3] = { 0.0f, 0.0f, 0.0f };
dtQueryFilter filter{};
auto hasPoly = m_NavQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, nearestPoint);
if (hasPoly != DT_SUCCESS) {
toReturn = location;
} else {
toReturn.x = nearestPoint[0];
toReturn.y = nearestPoint[1];
toReturn.z = nearestPoint[2];
}
}
return toReturn;
}
float dNavMesh::GetHeightAtPoint(const NiPoint3& location, const float halfExtentsHeight) const {
if (m_NavMesh == nullptr) {
return location.y;
}
float toReturn = 0.0f;
float pos[3];
pos[0] = location.x;
pos[1] = location.y;
pos[2] = location.z;
dtPolyRef nearestRef = 0;
float polyPickExt[3] = { 32.0f, halfExtentsHeight, 32.0f };
float nearestPoint[3] = { 0.0f, 0.0f, 0.0f };
dtQueryFilter filter{};
auto hasPoly = m_NavQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, nearestPoint);
m_NavQuery->getPolyHeight(nearestRef, pos, &toReturn);
#ifdef _DEBUG
if (toReturn != 0.0f) {
DluAssert(toReturn == nearestPoint[1]);
}
#endif
if (toReturn == 0.0f) {
// If we were unable to get the poly height, but the query returned a success, just use the height of the nearest point.
// This is what seems to happen anyways and it is better than returning zero.
if (hasPoly == DT_SUCCESS) {
toReturn = nearestPoint[1];
} else {
toReturn = location.y;
}
}
// If we failed to even find a poly, do not change the height since we have no idea what it should be.
return toReturn;
}
std::vector<NiPoint3> dNavMesh::GetPath(const NiPoint3& startPos, const NiPoint3& endPos, float speed) {
std::vector<NiPoint3> path;
// Allows for non-navmesh maps (like new custom maps) to have "basic" enemies.
if (m_NavMesh == nullptr) {
// How many points to generate between start/end?
// Note: not actually 100% accurate due to rounding, but worst case it causes them to go a tiny bit faster
// than their speed value would normally allow at the end.
int numPoints = startPos.Distance(startPos, endPos) / speed;
path.push_back(startPos); //insert the start pos
// Linearly interpolate between these two points:
for (int i = 0; i < numPoints; i++) {
NiPoint3 newPoint{ startPos };
newPoint.x += speed;
newPoint.y = newPoint.y + (((endPos.y - startPos.y) / (endPos.x - startPos.x)) * (newPoint.x - startPos.x));
path.push_back(newPoint);
}
path.push_back(endPos); //finally insert our end pos
return path;
}
float sPos[3];
float ePos[3];
sPos[0] = startPos.x;
sPos[1] = startPos.y;
sPos[2] = startPos.z;
ePos[0] = endPos.x;
ePos[1] = endPos.y;
ePos[2] = endPos.z;
dtStatus pathFindStatus;
dtPolyRef startRef;
dtPolyRef endRef;
float polyPickExt[3] = { 32.0f, 32.0f, 32.0f };
dtQueryFilter filter{};
//Find our start poly
m_NavQuery->findNearestPoly(sPos, polyPickExt, &filter, &startRef, 0);
//Find our end poly
m_NavQuery->findNearestPoly(ePos, polyPickExt, &filter, &endRef, 0);
pathFindStatus = DT_FAILURE;
int m_nstraightPath = 0;
int m_npolys = 0;
dtPolyRef m_polys[MAX_POLYS];
float m_straightPath[MAX_POLYS * 3];
unsigned char m_straightPathFlags[MAX_POLYS];
dtPolyRef m_straightPathPolys[MAX_POLYS];
int m_straightPathOptions = 0;
if (startRef && endRef) {
m_NavQuery->findPath(startRef, endRef, sPos, ePos, &filter, m_polys, &m_npolys, MAX_POLYS);
if (m_npolys) {
// In case of partial path, make sure the end point is clamped to the last polygon.
float epos[3];
dtVcopy(epos, ePos);
if (m_polys[m_npolys - 1] != endRef) {
m_NavQuery->closestPointOnPoly(m_polys[m_npolys - 1], ePos, epos, 0);
}
m_NavQuery->findStraightPath(sPos, epos, m_polys, m_npolys,
m_straightPath, m_straightPathFlags,
m_straightPathPolys, &m_nstraightPath, MAX_POLYS, m_straightPathOptions);
// At this point we have our path. Copy it to the path store
int nIndex = 0;
for (int nVert = 0; nVert < m_nstraightPath; nVert++) {
NiPoint3 newPoint{ m_straightPath[nIndex++], m_straightPath[nIndex++], m_straightPath[nIndex++] };
path.push_back(newPoint);
}
}
} else {
m_npolys = 0;
m_nstraightPath = 0;
}
return path;
}