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VertexPathfinder.cpp File Reference

Vertex-based algorithm for CCmpPathfinder. More...

#include "precompiled.h"
#include "VertexPathfinder.h"
#include "lib/timer.h"
#include "ps/Profile.h"
#include "renderer/Scene.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/helpers/Grid.h"
#include "simulation2/helpers/PriorityQueue.h"
#include "simulation2/helpers/Render.h"
#include "simulation2/system/SimContext.h"
#include <mutex>
Include dependency graph for VertexPathfinder.cpp:

Classes

struct  SquareSort
 Functor for sorting edge-squares by approximate proximity to a fixed point. More...
 

Namespaces

 anonymous_namespace{VertexPathfinder.cpp}
 

Macros

#define PUSH_POINT(p)   STMT(xz.push_back(p.X.ToFloat()); xz.push_back(p.Y.ToFloat()))
 

Typedefs

typedef PriorityQueueHeap< u16, fixed, fixedVertexPriorityQueue
 

Functions

static bool CheckVisibility (const CFixedVector2D &a, const CFixedVector2D &b, const std::vector< Edge > &edges)
 Check whether a ray from 'a' to 'b' crosses any of the edges. More...
 
static bool CheckVisibilityLeft (const CFixedVector2D &a, const CFixedVector2D &b, const std::vector< EdgeAA > &edges)
 
static bool CheckVisibilityRight (const CFixedVector2D &a, const CFixedVector2D &b, const std::vector< EdgeAA > &edges)
 
static bool CheckVisibilityBottom (const CFixedVector2D &a, const CFixedVector2D &b, const std::vector< EdgeAA > &edges)
 
static bool CheckVisibilityTop (const CFixedVector2D &a, const CFixedVector2D &b, const std::vector< EdgeAA > &edges)
 
static void AddTerrainEdges (std::vector< Edge > &edges, std::vector< Vertex > &vertexes, int i0, int j0, int i1, int j1, pass_class_t passClass, const Grid< NavcellData > &grid)
 Add edges and vertexes to represent the boundaries between passable and impassable navcells (for impassable terrain). More...
 
static void SplitAAEdges (const CFixedVector2D &a, const std::vector< Edge > &edges, const std::vector< Square > &squares, std::vector< Edge > &edgesUnaligned, std::vector< EdgeAA > &edgesLeft, std::vector< EdgeAA > &edgesRight, std::vector< EdgeAA > &edgesBottom, std::vector< EdgeAA > &edgesTop)
 

Variables

static std::mutex anonymous_namespace{VertexPathfinder.cpp}::g_DebugMutex
 
VertexPathfinderDebugOverlay g_VertexPathfinderDebugOverlay
 
static const u8 QUADRANT_NONE = 0
 
static const u8 QUADRANT_BL = 1
 
static const u8 QUADRANT_TR = 2
 
static const u8 QUADRANT_TL = 4
 
static const u8 QUADRANT_BR = 8
 
static const u8 QUADRANT_BLTR = QUADRANT_BL|QUADRANT_TR
 
static const u8 QUADRANT_TLBR = QUADRANT_TL|QUADRANT_BR
 
static const u8 QUADRANT_ALL = QUADRANT_BLTR|QUADRANT_TLBR
 
static const entity_pos_t EDGE_EXPAND_DELTA = entity_pos_t::FromInt(1)/16
 

Detailed Description

Vertex-based algorithm for CCmpPathfinder.

Computes paths around the corners of rectangular obstructions.

Useful search term for this algorithm: "points of visibility".

Since we sometimes want to use this for avoiding moving units, there is no pre-computation - the whole visibility graph is effectively regenerated for each path, and it does A* over that graph.

This scales very poorly in the number of obstructions, so it should be used with a limited range and not exceedingly frequently.

Macro Definition Documentation

◆ PUSH_POINT

#define PUSH_POINT (   p)    STMT(xz.push_back(p.X.ToFloat()); xz.push_back(p.Y.ToFloat()))

Typedef Documentation

◆ VertexPriorityQueue

Function Documentation

◆ AddTerrainEdges()

static void AddTerrainEdges ( std::vector< Edge > &  edges,
std::vector< Vertex > &  vertexes,
int  i0,
int  j0,
int  i1,
int  j1,
pass_class_t  passClass,
const Grid< NavcellData > &  grid 
)
static

Add edges and vertexes to represent the boundaries between passable and impassable navcells (for impassable terrain).

Navcells i0 <= i <= i1, j0 <= j <= j1 will be considered.

◆ CheckVisibility()

static bool CheckVisibility ( const CFixedVector2D a,
const CFixedVector2D b,
const std::vector< Edge > &  edges 
)
inlinestatic

Check whether a ray from 'a' to 'b' crosses any of the edges.

(Edges are one-sided so it's only considered a cross if going from front to back.)

◆ CheckVisibilityBottom()

static bool CheckVisibilityBottom ( const CFixedVector2D a,
const CFixedVector2D b,
const std::vector< EdgeAA > &  edges 
)
inlinestatic

◆ CheckVisibilityLeft()

static bool CheckVisibilityLeft ( const CFixedVector2D a,
const CFixedVector2D b,
const std::vector< EdgeAA > &  edges 
)
inlinestatic

◆ CheckVisibilityRight()

static bool CheckVisibilityRight ( const CFixedVector2D a,
const CFixedVector2D b,
const std::vector< EdgeAA > &  edges 
)
inlinestatic

◆ CheckVisibilityTop()

static bool CheckVisibilityTop ( const CFixedVector2D a,
const CFixedVector2D b,
const std::vector< EdgeAA > &  edges 
)
inlinestatic

◆ SplitAAEdges()

static void SplitAAEdges ( const CFixedVector2D a,
const std::vector< Edge > &  edges,
const std::vector< Square > &  squares,
std::vector< Edge > &  edgesUnaligned,
std::vector< EdgeAA > &  edgesLeft,
std::vector< EdgeAA > &  edgesRight,
std::vector< EdgeAA > &  edgesBottom,
std::vector< EdgeAA > &  edgesTop 
)
static

Variable Documentation

◆ EDGE_EXPAND_DELTA

const entity_pos_t EDGE_EXPAND_DELTA = entity_pos_t::FromInt(1)/16
static

◆ g_VertexPathfinderDebugOverlay

VertexPathfinderDebugOverlay g_VertexPathfinderDebugOverlay

◆ QUADRANT_ALL

const u8 QUADRANT_ALL = QUADRANT_BLTR|QUADRANT_TLBR
static

◆ QUADRANT_BL

const u8 QUADRANT_BL = 1
static

◆ QUADRANT_BLTR

const u8 QUADRANT_BLTR = QUADRANT_BL|QUADRANT_TR
static

◆ QUADRANT_BR

const u8 QUADRANT_BR = 8
static

◆ QUADRANT_NONE

const u8 QUADRANT_NONE = 0
static

◆ QUADRANT_TL

const u8 QUADRANT_TL = 4
static

◆ QUADRANT_TLBR

const u8 QUADRANT_TLBR = QUADRANT_TL|QUADRANT_BR
static

◆ QUADRANT_TR

const u8 QUADRANT_TR = 2
static