// PathfindSparse.h // // Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com // // Sparse pathfinder. // // Usage: You won't. See PathfindEngine.h // // Notes: A geometric pathfinder primarily for path postprocessing. Takes straight line // paths and warps them to avoid obstacles. // Sparse, because it runs in /exponential/ time with number of detours. Hence, only use // where obstructions are sparse. You'll have fun if you try and path through, say, // a forest with this. // // It also won't work at all through impassable terrain. // // TODO: Fix the algorithm for OABB obstacles. // TODO: Replace with timesliced version and proper manager (either a singleton or tasks linked into g_Pathfinder) // // Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com #ifndef PATHFIND_SPARSE_INCLUDED #define PATHFIND_SPARSE_INCLUDED #include "EntityHandles.h" #include "Vector2D.h" #include "Collision.h" struct sparsePathTree { enum { SPF_IMPOSSIBLE = 0, SPF_OPEN_UNVISITED = 4, SPF_OPEN_PROCESSING = 5, SPF_CLOSED_DIRECT = 2, SPF_CLOSED_WAYPOINTED = 3, SPF_OPEN = 4, SPF_SOLVED = 2 } type; int recursionDepth; HEntity entity; CBoundingObject* destinationCollisionObject; CVector2D from; CVector2D to; bool leftImpossible; CVector2D left; bool rightImpossible; CVector2D right; bool favourLeft; union { struct { sparsePathTree* leftPre; sparsePathTree* leftPost; sparsePathTree* rightPre; sparsePathTree* rightPost; }; sparsePathTree* subtrees[4]; }; unsigned short nextSubtree; sparsePathTree( const CVector2D& from, const CVector2D& to, HEntity entity, CBoundingObject* destinationCollisionObject, int _recursionDepth ); ~sparsePathTree(); bool slice(); void pushResults( std::vector& nodelist ); }; extern int SPF_RECURSION_DEPTH; void nodePostProcess( HEntity entity, std::vector& nodelist ); void pathSparse( HEntity entity, CVector2D destination ); bool pathSparseRecursive( HEntity entity, CVector2D from, CVector2D to, CBoundingObject* destinationCollisionObject ); #endif