/* =========================================================================== Copyright (C) 2015-2019 Project Meteor Dev Team This file is part of Project Meteor Server. Project Meteor Server is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Project Meteor Server is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with Project Meteor Server. If not, see . =========================================================================== */ using System; using System.Collections.Generic; using SharpNav; using SharpNav.Pathfinding; using FFXIVClassic.Common; namespace FFXIVClassic_Map_Server.utils { class NavmeshUtils { // navmesh public static bool CanSee(actors.area.Zone zone, float x1, float y1, float z1, float x2, float y2, float z2) { // todo: prolly shouldnt raycast var navMesh = zone.tiledNavMesh; if (navMesh != null) { var navMeshQuery = zone.navMeshQuery; NavPoint startPt, endPt; SharpNav.Pathfinding.Path path = new SharpNav.Pathfinding.Path(); RaycastHit hit = new RaycastHit(); SharpNav.Geometry.Vector3 c = new SharpNav.Geometry.Vector3(x1, y1, z1); SharpNav.Geometry.Vector3 ep = new SharpNav.Geometry.Vector3(x2, y2, z2); SharpNav.Geometry.Vector3 e = new SharpNav.Geometry.Vector3(5, 5, 5); navMeshQuery.FindNearestPoly(ref c, ref e, out startPt); navMeshQuery.FindNearestPoly(ref ep, ref e, out endPt); if (navMeshQuery.Raycast(ref startPt, ref ep, RaycastOptions.None, out hit, path)) { return true; } return false; } return true; } public static SharpNav.TiledNavMesh LoadNavmesh(TiledNavMesh navmesh, string 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); } public static List GetPath(actors.area.Zone zone, float x, float y, float z, float targetX, float targetY, float targetZ, float stepSize = 0.70f, int pathSize = 45, float polyRadius = 0.0f, bool skipToTarget = false) { return GetPath(zone, new Vector3(x, y, z), new Vector3(targetX, targetY, targetZ), stepSize, pathSize, polyRadius, skipToTarget); } #region sharpnav stuff // Copyright (c) 2013-2016 Robert Rouhani and other contributors (see CONTRIBUTORS file). // Licensed under the MIT License - https://raw.github.com/Robmaister/SharpNav/master/LICENSE public static List GetPath(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) { return new List() { endVec }; } // no need to waste cycles finding path to same point if (startVec.X == endVec.X && startVec.Y == endVec.Y && startVec.Z == endVec.Z && polyRadius == 0.0f) { return null; } var smoothPath = new List(pathSize) { }; NavQueryFilter filter = new NavQueryFilter(); NavPoint startPt, endPt; try { SharpNav.Geometry.Vector3 c = new SharpNav.Geometry.Vector3(startVec.X, startVec.Y, startVec.Z); SharpNav.Geometry.Vector3 ep = new SharpNav.Geometry.Vector3(endVec.X, endVec.Y, endVec.Z); SharpNav.Geometry.Vector3 e = new SharpNav.Geometry.Vector3(5, 5, 5); navMeshQuery.FindNearestPoly(ref c, ref e, out startPt); navMeshQuery.FindNearestPoly(ref ep, ref e, out endPt); //calculate the overall path, which contains an array of polygon references int MAX_POLYS = 256; var path = new SharpNav.Pathfinding.Path(); navMeshQuery.FindPath(ref startPt, ref endPt, filter, path); //find a smooth path over the mesh surface int npolys = path.Count; SharpNav.Geometry.Vector3 iterPos = new SharpNav.Geometry.Vector3(); SharpNav.Geometry.Vector3 targetPos = new SharpNav.Geometry.Vector3(); navMeshQuery.ClosestPointOnPoly(startPt.Polygon, startPt.Position, ref iterPos); navMeshQuery.ClosestPointOnPoly(path[npolys - 1], endPt.Position, ref targetPos); // set target to random point at end of path if (polyRadius != 0.0f) { var randPoly = navMeshQuery.FindRandomPointAroundCircle(endPt, polyRadius); targetPos = randPoly.Position; } if (skipToTarget) { return new List() { 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; while (npolys > 0 && smoothPath.Count < smoothPath.Capacity) { //find location to steer towards SharpNav.Geometry.Vector3 steerPos = new SharpNav.Geometry.Vector3(); StraightPathFlags steerPosFlag = 0; NavPolyId steerPosRef = NavPolyId.Null; if (!GetSteerTarget(navMeshQuery, iterPos, targetPos, SLOP, path, ref steerPos, ref steerPosFlag, ref steerPosRef)) break; bool endOfPath = (steerPosFlag & StraightPathFlags.End) != 0 ? true : false; bool offMeshConnection = (steerPosFlag & StraightPathFlags.OffMeshConnection) != 0 ? true : false; //find movement delta SharpNav.Geometry.Vector3 delta = steerPos - iterPos; float len = (float)Math.Sqrt(SharpNav.Geometry.Vector3.Dot(delta, delta)); //if steer target is at end of path or off-mesh link //don't move past location if ((endOfPath || offMeshConnection) && len < stepSize) len = 1; else len = stepSize / len; SharpNav.Geometry.Vector3 moveTgt = new SharpNav.Geometry.Vector3(); VMad(ref moveTgt, iterPos, delta, len); //move SharpNav.Geometry.Vector3 result = new SharpNav.Geometry.Vector3(); List visited = new List(pathSize); NavPoint startPoint = new NavPoint(path[0], iterPos); navMeshQuery.MoveAlongSurface(ref startPoint, ref moveTgt, out result, visited); path.FixupCorridor(visited); npolys = path.Count; float h = 0; navMeshQuery.GetPolyHeight(path[0], result, ref h); result.Y = h; iterPos = result; //handle end of path when close enough if (endOfPath && InRange(iterPos, steerPos, SLOP, 1000.0f)) { //reached end of path iterPos = targetPos; if (smoothPath.Count < smoothPath.Capacity) { smoothPath.Add(new Vector3(iterPos.X, iterPos.Y, iterPos.Z)); } break; } //store results if (smoothPath.Count < smoothPath.Capacity) { smoothPath.Add(new Vector3(iterPos.X, iterPos.Y, iterPos.Z)); } } } catch(Exception e) { Program.Log.Error(e.Message); Program.Log.Error("Start pos {0} {1} {2} end pos {3} {4} {5}", startVec.X, startVec.Y, startVec.Z, endVec.X, endVec.Y, endVec.Z); // todo: probably log this return new List() { endVec }; } return smoothPath; } /// /// Scaled vector addition /// /// Result /// Vector 1 /// Vector 2 /// Scalar private static void VMad(ref SharpNav.Geometry.Vector3 dest, SharpNav.Geometry.Vector3 v1, SharpNav.Geometry.Vector3 v2, float s) { dest.X = v1.X + v2.X * s; dest.Y = v1.Y + v2.Y * s; dest.Z = v1.Z + v2.Z * s; } private static bool GetSteerTarget(NavMeshQuery navMeshQuery, SharpNav.Geometry.Vector3 startPos, SharpNav.Geometry.Vector3 endPos, float minTargetDist, SharpNav.Pathfinding.Path path, ref SharpNav.Geometry.Vector3 steerPos, ref StraightPathFlags steerPosFlag, ref NavPolyId steerPosRef) { StraightPath steerPath = new StraightPath(); navMeshQuery.FindStraightPath(startPos, endPos, path, steerPath, 0); int nsteerPath = steerPath.Count; if (nsteerPath == 0) return false; //find vertex far enough to steer to int ns = 0; while (ns < nsteerPath) { if ((steerPath[ns].Flags & StraightPathFlags.OffMeshConnection) != 0 || !InRange(steerPath[ns].Point.Position, startPos, minTargetDist, 1000.0f)) break; ns++; } //failed to find good point to steer to if (ns >= nsteerPath) return false; steerPos = steerPath[ns].Point.Position; steerPos.Y = startPos.Y; steerPosFlag = steerPath[ns].Flags; if (steerPosFlag == StraightPathFlags.None && ns == (nsteerPath - 1)) steerPosFlag = StraightPathFlags.End; // otherwise seeks path infinitely!!! steerPosRef = steerPath[ns].Point.Polygon; return true; } private static bool InRange(SharpNav.Geometry.Vector3 v1, SharpNav.Geometry.Vector3 v2, float r, float h) { float dx = v2.X - v1.X; float dy = v2.Y - v1.Y; float dz = v2.Z - v1.Z; return (dx * dx + dz * dz) < (r * r) && Math.Abs(dy) < h; } #endregion public static Vector3 GamePosToNavmeshPos(float x, float y, float z) { return new Vector3(x, -z, y); } public static Vector3 NavmeshPosToGamePos(float x, float y, float z) { return new Vector3(x, z, -y); } } }