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https://github.com/rwengine/openrw.git
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Fix AI Graph discombobulation and debug rendering
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parent
e04f9a8d40
commit
4b2fbbd3d8
@ -14,8 +14,8 @@ AIGraph::~AIGraph()
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void AIGraph::createPathNodes(const glm::vec3& position, const glm::quat& rotation, PathData& path)
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void AIGraph::createPathNodes(const glm::vec3& position, const glm::quat& rotation, PathData& path)
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{
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{
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size_t startIndex = nodes.size();
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size_t startIndex = nodes.size();
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std::vector<size_t> realNodes;
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std::vector<AIGraphNode*> pathNodes;
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realNodes.reserve(path.nodes.size());
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pathNodes.reserve(path.nodes.size());
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for( size_t n = 0; n < path.nodes.size(); ++n ) {
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for( size_t n = 0; n < path.nodes.size(); ++n ) {
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auto& node = path.nodes[n];
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auto& node = path.nodes[n];
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@ -27,7 +27,7 @@ void AIGraph::createPathNodes(const glm::vec3& position, const glm::quat& rotati
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auto& realNode = externalNodes[rn];
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auto& realNode = externalNodes[rn];
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auto d = glm::distance2(realNode->position, nodePosition);
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auto d = glm::distance2(realNode->position, nodePosition);
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if( d < 1.f ) {
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if( d < 1.f ) {
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realNodes.push_back(rn);
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pathNodes.push_back(realNode);
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ainode = realNode;
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ainode = realNode;
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break;
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break;
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}
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}
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@ -46,7 +46,7 @@ void AIGraph::createPathNodes(const glm::vec3& position, const glm::quat& rotati
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ainode->external = node.type == PathNode::EXTERNAL;
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ainode->external = node.type == PathNode::EXTERNAL;
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ainode->disabled = false;
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ainode->disabled = false;
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realNodes.push_back(nodes.size());
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pathNodes.push_back(ainode);
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nodes.push_back(ainode);
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nodes.push_back(ainode);
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if( ainode->external )
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if( ainode->external )
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@ -68,10 +68,12 @@ void AIGraph::createPathNodes(const glm::vec3& position, const glm::quat& rotati
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}
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}
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for(size_t pn = 0; pn < path.nodes.size(); ++pn) {
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for(size_t pn = 0; pn < path.nodes.size(); ++pn) {
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if(path.nodes[pn].next >= 0 && (unsigned) path.nodes[pn].next < realNodes.size()) {
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if(path.nodes[pn].next >= 0 && (unsigned) path.nodes[pn].next < pathNodes.size()) {
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auto node = nodes[realNodes[pn]];
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auto node = pathNodes[pn];
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node->connections.push_back(nodes[realNodes[path.nodes[pn].next]]);
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auto next = pathNodes[path.nodes[pn].next];
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nodes[realNodes[path.nodes[pn].next]]->connections.push_back(node);
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node->connections.push_back(next);
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next->connections.push_back(node);
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}
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}
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}
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}
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}
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}
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@ -26,7 +26,8 @@ DebugDraw* debug;
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StdOutReciever logPrinter;
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StdOutReciever logPrinter;
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RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
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RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
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: engine(nullptr), renderer(nullptr), script(nullptr), inFocus(true), showDebugStats(false),
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: engine(nullptr), renderer(nullptr), script(nullptr), inFocus(true),
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showDebugStats(false), showDebugPaths(false),
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accum(0.f), timescale(1.f)
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accum(0.f), timescale(1.f)
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{
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{
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size_t w = GAME_WINDOW_WIDTH, h = GAME_WINDOW_HEIGHT;
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size_t w = GAME_WINDOW_WIDTH, h = GAME_WINDOW_HEIGHT;
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@ -440,6 +441,11 @@ void RWGame::render(float alpha, float time)
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debug->flush(&engine->renderer);
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debug->flush(&engine->renderer);
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#endif
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#endif
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if( showDebugPaths )
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{
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renderDebugPaths(time);
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}
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if ( showDebugStats )
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if ( showDebugStats )
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{
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{
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renderDebugStats(time, rendertime);
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renderDebugStats(time, rendertime);
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@ -549,6 +555,29 @@ void RWGame::renderDebugStats(float time, Renderer::ProfileInfo& worldRenderTime
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}*/
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}*/
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}
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}
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void RWGame::renderDebugPaths(float time)
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{
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btVector3 roadColour(1.f, 0.f, 0.f);
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btVector3 pedColour(0.f, 0.f, 1.f);
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for( AIGraphNode* n : engine->aigraph.nodes )
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{
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btVector3 p( n->position.x, n->position.y, n->position.z );
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auto& col = n->type == AIGraphNode::Pedestrian ? pedColour : roadColour;
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debug->drawLine( p - btVector3(0.f, 0.f, 1.f), p + btVector3(0.f, 0.f, 1.f), col);
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debug->drawLine( p - btVector3(1.f, 0.f, 0.f), p + btVector3(1.f, 0.f, 0.f), col);
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debug->drawLine( p - btVector3(0.f, 1.f, 0.f), p + btVector3(0.f, 1.f, 0.f), col);
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for( AIGraphNode* c : n->connections )
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{
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btVector3 f( c->position.x, c->position.y, c->position.z );
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debug->drawLine( p, f, col);
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}
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}
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debug->flush(renderer);
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}
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void RWGame::globalKeyEvent(const sf::Event& event)
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void RWGame::globalKeyEvent(const sf::Event& event)
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{
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{
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switch (event.key.code) {
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switch (event.key.code) {
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@ -567,6 +596,9 @@ void RWGame::globalKeyEvent(const sf::Event& event)
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case sf::Keyboard::F1:
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case sf::Keyboard::F1:
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showDebugStats = ! showDebugStats;
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showDebugStats = ! showDebugStats;
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break;
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break;
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case sf::Keyboard::F2:
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showDebugPaths = ! showDebugPaths;
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break;
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default: break;
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default: break;
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}
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}
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}
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}
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@ -23,6 +23,7 @@ class RWGame
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bool inFocus;
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bool inFocus;
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ViewCamera lastCam, nextCam;
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ViewCamera lastCam, nextCam;
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bool showDebugStats;
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bool showDebugStats;
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bool showDebugPaths;
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int lastDraws; /// Number of draws issued for the last frame.
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int lastDraws; /// Number of draws issued for the last frame.
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float accum;
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float accum;
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@ -91,6 +92,7 @@ private:
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void render(float alpha, float dt);
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void render(float alpha, float dt);
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void renderDebugStats(float time, Renderer::ProfileInfo& worldRenderTime);
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void renderDebugStats(float time, Renderer::ProfileInfo& worldRenderTime);
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void renderDebugPaths(float time);
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void globalKeyEvent(const sf::Event& event);
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void globalKeyEvent(const sf::Event& event);
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};
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};
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