The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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287 lines
10 KiB
287 lines
10 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2023 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "Pathfinding.h"
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#include "DEFINES.h"
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#include "AdventuresInLestoria.h"
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INCLUDE_game
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void Pathfinding::Initialize(){
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nodes.clear();
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sNode*lastNodeAdded=nullptr;
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for (int x = 0; x < game->GetCurrentMapData().width; x+=gridSpacing.x)
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for (int y = 0; y < game->GetCurrentMapData().height; y+=gridSpacing.y)
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{
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sNode&node=nodes[{x,y}];
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node.x = x; // ...because we give each node its own coordinates
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node.y = y; // ...because we give each node its own coordinates
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geom2d::rect<float>tile=game->GetTileCollision(game->GetCurrentLevel(),{float(x*gridSpacing.x),float(y*gridSpacing.y)});
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node.bObstacle = tile.pos!=game->NO_COLLISION.pos||tile.size!=game->NO_COLLISION.size;
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tile=game->GetTileCollision(game->GetCurrentLevel(),{float(x*gridSpacing.x),float(y*gridSpacing.y)},true);
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node.bObstacleUpper = tile.pos!=game->NO_COLLISION.pos||tile.size!=game->NO_COLLISION.size;
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node.parent = nullptr;
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node.bVisited = false;
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if(nodes.size()==1){//This is the first node added, set as the start node.
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nodeStart=&node;
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}
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nodeEnd=&node;
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}
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for (auto&[key,node]:nodes){
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if(nodes.find({node.x,node.y-1})!=nodes.end()){
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node.vecNeighbours.push_back(&node);
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}
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if(nodes.find({node.x,node.y+1})!=nodes.end()){
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node.vecNeighbours.push_back(&node);
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}
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if(nodes.find({node.x-1,node.y})!=nodes.end()){
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node.vecNeighbours.push_back(&node);
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}
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if(nodes.find({node.x+1,node.y})!=nodes.end()){
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node.vecNeighbours.push_back(&node);
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}
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}
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}
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std::vector<vf2d> Pathfinding::Solve_AStar(vf2d startPos,vf2d endPos,float maxRange,bool upperLevel){
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float dist=float(sqrt(pow(endPos.x-startPos.x,2)+pow(endPos.y-startPos.y,2)));
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if(dist>maxRange*game->GetCurrentMapData().tilewidth)return {};
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if(nodes.find(startPos)==nodes.end())return{};
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if(nodes.find(endPos)==nodes.end())return{};
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nodeStart=&nodes[startPos];
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nodeEnd=&nodes[endPos];
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geom2d::rect<int>posPerimeter{{int(std::min(startPos.x,endPos.x)),int(std::min(startPos.y,endPos.y))},{int(abs(endPos.x-startPos.x)),int(abs(endPos.y-startPos.y))}};
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posPerimeter.pos={int(std::clamp(posPerimeter.pos.x-maxRange*game->GetCurrentMapData().tilewidth,0.f,game->GetCurrentMapData().width*float(game->GetCurrentMapData().tilewidth))),int(std::clamp(posPerimeter.pos.y-maxRange*game->GetCurrentMapData().tilewidth,0.f,game->GetCurrentMapData().height*float(game->GetCurrentMapData().tilewidth)))};
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posPerimeter.size={int(std::clamp(posPerimeter.size.x+maxRange*game->GetCurrentMapData().tilewidth*2,0.f,game->GetCurrentMapData().width*float(game->GetCurrentMapData().tilewidth)-posPerimeter.pos.x)),int(std::clamp(posPerimeter.size.y+maxRange*game->GetCurrentMapData().tilewidth*2,0.f,game->GetCurrentMapData().height*float(game->GetCurrentMapData().tilewidth)-posPerimeter.pos.y))};
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for (auto&[key,node]:nodes){
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if(geom2d::overlaps(posPerimeter,vi2d{node.x,node.y})){
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node.bVisited = false;
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}else{
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node.bVisited = true;
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}
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node.fGlobalGoal = INFINITY;
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node.fLocalGoal = INFINITY;
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node.parent = nullptr; // No parents
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}
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auto distance = [](sNode* a, sNode* b) // For convenience
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{
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return sqrtf(float((a->x - b->x)*(a->x - b->x) + (a->y - b->y)*(a->y - b->y)));
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};
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auto heuristic = [distance](sNode* a, sNode* b)
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{
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return distance(a, b);
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};
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sNode *nodeCurrent = nodeStart;
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nodeStart->fLocalGoal = 0.0f;
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nodeStart->fGlobalGoal = heuristic(nodeStart, nodeEnd);
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std::list<sNode*> listNotTestedNodes;
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//if((!upperLevel && nodeStart->bObstacle)||(upperLevel && nodeStart->bObstacleUpper))return {};
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listNotTestedNodes.push_back(nodeStart);
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while (!listNotTestedNodes.empty() && nodeCurrent != nodeEnd)
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{
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listNotTestedNodes.sort([](const sNode* lhs, const sNode* rhs){ return lhs->fGlobalGoal < rhs->fGlobalGoal; } );
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while(!listNotTestedNodes.empty() && listNotTestedNodes.front()->bVisited)
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listNotTestedNodes.pop_front();
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if (listNotTestedNodes.empty())
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break;
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nodeCurrent = listNotTestedNodes.front();
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nodeCurrent->bVisited = true;
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for (auto nodeNeighbour : nodeCurrent->vecNeighbours)
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{
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if (!nodeNeighbour->bVisited && ((!upperLevel && nodeNeighbour->bObstacle == 0)||(upperLevel && nodeNeighbour->bObstacleUpper==0)))
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listNotTestedNodes.push_back(nodeNeighbour);
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float fPossiblyLowerGoal = nodeCurrent->fLocalGoal + distance(nodeCurrent, nodeNeighbour);
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if (fPossiblyLowerGoal < nodeNeighbour->fLocalGoal)
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{
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nodeNeighbour->parent = nodeCurrent;
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nodeNeighbour->fLocalGoal = fPossiblyLowerGoal;
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nodeNeighbour->fGlobalGoal = nodeNeighbour->fLocalGoal + heuristic(nodeNeighbour, nodeEnd);
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}
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}
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}
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if (nodeEnd != nullptr)
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{
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int pathLength=INFINITE;
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sNode *p = nodeEnd;
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std::vector<vf2d>finalPath;
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while (p->parent != nullptr)
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{
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if(pathLength==INFINITE){
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pathLength=1;
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} else {
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pathLength++;
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}
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finalPath.push_back({float((*p).x),float((*p).y)});
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p = p->parent;
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}
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std::reverse(finalPath.begin(),finalPath.end());
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return finalPath;
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} else {
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return {};
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}
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}
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Pathfinding::sSpline Pathfinding::Solve_WalkPath(vf2d startPos,vf2d endPos,float maxRange,bool upperLevel){
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Pathfinding::sSpline newSpline{};
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newSpline.Initialize(Solve_AStar(startPos,endPos,maxRange,upperLevel));
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return newSpline;
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}
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void Pathfinding::sSpline::Initialize(const std::vector<vf2d>&points){
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this->points.clear();
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for(const vf2d&point:points){
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this->points.push_back({point});
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}
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fTotalSplineLength=0.f;
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for (int i = 0; i < this->points.size(); i++)
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{
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fTotalSplineLength += (this->points[i].length = CalculateSegmentLength(i, true));
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}
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}
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Pathfinding::sPoint2D Pathfinding::sSpline::GetSplinePoint(float t, bool bLooped){
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int p0, p1, p2, p3;
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float t1=t;
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if (!bLooped)
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{
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p1 = (int)t1 + 1;
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p2 = p1 + 1;
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p3 = p2 + 1;
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p0 = p1 - 1;
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}
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else
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{
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p1 = (int)t1;
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p2 = (p1 + 1) % points.size();
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p3 = (p2 + 1) % points.size();
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p0 = p1 >= 1 ? p1 - 1 : points.size() - 1;
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}
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t = t - (int)t;
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float tt = t * t;
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float ttt = tt * t;
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float q1 = -ttt + 2.0f*tt - t;
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float q2 = 3.0f*ttt - 5.0f*tt + 2.0f;
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float q3 = -3.0f*ttt + 4.0f*tt + t;
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float q4 = ttt - tt;
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float tx = 0.5f * (points[p0].pos.x * q1 + points[p1].pos.x * q2 + points[p2].pos.x * q3 + points[p3].pos.x * q4);
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float ty = 0.5f * (points[p0].pos.y * q1 + points[p1].pos.y * q2 + points[p2].pos.y * q3 + points[p3].pos.y * q4);
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return{ {tx, ty} };
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}
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Pathfinding::sPoint2D Pathfinding::sSpline::GetSplineGradient(float t, bool bLooped){
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int p0, p1, p2, p3;
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float t1=t;
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if (!bLooped)
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{
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p1 = (int)t1 + 1;
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p2 = p1 + 1;
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p3 = p2 + 1;
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p0 = p1 - 1;
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}
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else
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{
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p1 = (int)t1;
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p2 = (p1 + 1) % points.size();
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p3 = (p2 + 1) % points.size();
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p0 = p1 >= 1 ? p1 - 1 : points.size() - 1;
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}
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t = t - (int)t;
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float tt = t * t;
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float ttt = tt * t;
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float q1 = -3.0f * tt + 4.0f*t - 1;
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float q2 = 9.0f*tt - 10.0f*t;
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float q3 = -9.0f*tt + 8.0f*t + 1.0f;
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float q4 = 3.0f*tt - 2.0f*t;
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float tx = 0.5f * (points[p0].pos.x * q1 + points[p1].pos.x * q2 + points[p2].pos.x * q3 + points[p3].pos.x * q4);
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float ty = 0.5f * (points[p0].pos.y * q1 + points[p1].pos.y * q2 + points[p2].pos.y * q3 + points[p3].pos.y * q4);
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return{ {tx, ty} };
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}
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float Pathfinding::sSpline::CalculateSegmentLength(int node, bool bLooped){
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float fLength = 0.0f;
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float fStepSize = 0.005;
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sPoint2D old_point, new_point;
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old_point = GetSplinePoint((float)node, bLooped);
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for (float t = 0; t < 1.0f; t += fStepSize)
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{
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new_point = GetSplinePoint(fmod((float)node + t,1.0f), bLooped);
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fLength += sqrtf((new_point.pos.x - old_point.pos.x)*(new_point.pos.x - old_point.pos.x)
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+ (new_point.pos.y - old_point.pos.y)*(new_point.pos.y - old_point.pos.y));
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old_point = new_point;
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}
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return fLength;
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}
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float Pathfinding::sSpline::GetNormalisedOffset(float p){
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// Which node is the base?
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int i = 0;
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while (p > points[i].length)
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{
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p -= points[i].length;
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i++;
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}
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// The fractional is the offset
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return (float)i + (p / points[i].length);
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} |