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authorThanasis Antoniou2019-03-09 23:15:18 +0200
committerThanasis Antoniou2019-03-09 23:17:09 +0200
commitc60c0c967651422a4d2027c3b7c156bfcfc548d3 (patch)
tree07b387a47554cb4eb070fd8e134c2105266dbfff /engines/bladerunner/obstacles.cpp
parent05dcd7ff2316caffe54d97ec3677512678dd8733 (diff)
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BLADERUNNER: Alternate fix method for rare path finding assert faults
Disabled by default. This one allows polygons merged on a single point.
Diffstat (limited to 'engines/bladerunner/obstacles.cpp')
-rw-r--r--engines/bladerunner/obstacles.cpp54
1 files changed, 36 insertions, 18 deletions
diff --git a/engines/bladerunner/obstacles.cpp b/engines/bladerunner/obstacles.cpp
index 66f3f73382..1886de324d 100644
--- a/engines/bladerunner/obstacles.cpp
+++ b/engines/bladerunner/obstacles.cpp
@@ -33,6 +33,7 @@
#include "common/debug.h"
#define DISABLE_PATHFINDING 0
+#define USE_PATHFINDING_EXPERIMENTAL_FIX_2 0 // Alternate Fix: Allows polygons merged on one point
#define WITHIN_TOLERANCE(a, b) (((a) - 0.009) < (b) && ((a) + 0.009) > (b))
@@ -107,7 +108,7 @@ bool Obstacles::lineLineIntersection(LineSegment a, LineSegment b, Vector2 *inte
return false;
}
-bool Obstacles::linePolygonIntersection(LineSegment lineA, VertexType lineAType, Polygon *polyB, Vector2 *intersectionPoint, int *intersectionIndex) {
+bool Obstacles::linePolygonIntersection(LineSegment lineA, VertexType lineAType, Polygon *polyB, Vector2 *intersectionPoint, int *intersectionIndex, int pathLengthSinceLastIntersection) {
bool hasIntersection = false;
float nearestIntersectionDistance = 0.0f;
@@ -126,15 +127,15 @@ bool Obstacles::linePolygonIntersection(LineSegment lineA, VertexType lineAType,
|| (lineAType == BOTTOM_LEFT && lineBType == BOTTOM_RIGHT)
|| (lineAType == TOP_LEFT && lineBType == BOTTOM_LEFT)
) {
- if (!(WITHIN_TOLERANCE(lineB.end.x, intersectionPoint->x) && WITHIN_TOLERANCE(lineB.end.y, intersectionPoint->y))) {
- if (newIntersectionPoint != *intersectionPoint) {
- float newIntersectionDistance = getLength(lineA.start.x, lineA.start.y, newIntersectionPoint.x, newIntersectionPoint.y);
- if (!hasIntersection || newIntersectionDistance < nearestIntersectionDistance) {
- hasIntersection = true;
- nearestIntersectionDistance = newIntersectionDistance;
- *intersectionPoint = newIntersectionPoint;
- *intersectionIndex = i;
- }
+ if ( (pathLengthSinceLastIntersection > 2)
+ || ( (!(WITHIN_TOLERANCE(lineB.end.x, intersectionPoint->x) && WITHIN_TOLERANCE(lineB.end.y, intersectionPoint->y)))
+ && (newIntersectionPoint != *intersectionPoint) )) {
+ float newIntersectionDistance = getLength(lineA.start.x, lineA.start.y, newIntersectionPoint.x, newIntersectionPoint.y);
+ if (!hasIntersection || newIntersectionDistance < nearestIntersectionDistance) {
+ hasIntersection = true;
+ nearestIntersectionDistance = newIntersectionDistance;
+ *intersectionPoint = newIntersectionPoint;
+ *intersectionIndex = i;
}
}
}
@@ -191,6 +192,7 @@ bool Obstacles::mergePolygons(Polygon &polyA, Polygon &polyB) {
bool flagAddVertexToVertexList = true;
bool flagDidFindIntersection = false;
int vertIndex = 0;
+ int pathLengthSinceLastIntersection = 0; // Part of pathfinding fix 2. It's only updated when enabling that fix, otherwise it is always zero (0).
Polygon *startingPolygon = polyPrimary;
int flagDone = false;
@@ -204,12 +206,16 @@ bool Obstacles::mergePolygons(Polygon &polyA, Polygon &polyB) {
polyPrimaryType = polyPrimary->vertexType[vertIndex];
if (flagAddVertexToVertexList) {
- // In some cases polygons will have only one intersection (touching corners) and because of that second SWAP never occure,
+#if USE_PATHFINDING_EXPERIMENTAL_FIX_2
+ assert(polyMerged.verticeCount < kPolygonVertexCount);
+#else
+ // In some cases polygons will have only one intersection (touching corners) and because of that second SWAP never occurs,
// algorithm will stop only when the merged polygon is full.
if (polyMerged.verticeCount >= kPolygonVertexCount) {
flagDidMergePolygons = false;
break;
}
+#endif
polyMerged.vertices[polyMerged.verticeCount] = polyLine.start;
polyMerged.vertexType[polyMerged.verticeCount] = polyPrimaryType;
polyMerged.verticeCount++;
@@ -218,7 +224,7 @@ bool Obstacles::mergePolygons(Polygon &polyA, Polygon &polyB) {
flagAddVertexToVertexList = true;
int polySecondaryIntersectionIndex = -1;
- if (linePolygonIntersection(polyLine, polyPrimaryType, polySecondary, &intersectionPoint, &polySecondaryIntersectionIndex)) {
+ if (linePolygonIntersection(polyLine, polyPrimaryType, polySecondary, &intersectionPoint, &polySecondaryIntersectionIndex, pathLengthSinceLastIntersection)) {
if (WITHIN_TOLERANCE(intersectionPoint.x, polyLine.start.x) && WITHIN_TOLERANCE(intersectionPoint.y, polyLine.start.y)) {
flagAddVertexToVertexList = false;
polyMerged.verticeCount--; // TODO(madmoose): How would this work?
@@ -231,8 +237,14 @@ bool Obstacles::mergePolygons(Polygon &polyA, Polygon &polyB) {
SWAP(polyPrimary, polySecondary);
flagDidMergePolygons = true;
+#if USE_PATHFINDING_EXPERIMENTAL_FIX_2
+ pathLengthSinceLastIntersection = 0;
+#endif
} else {
vertIndex = (vertIndex + 1) % polyPrimary->verticeCount;
+#if USE_PATHFINDING_EXPERIMENTAL_FIX_2
+ pathLengthSinceLastIntersection++;
+#endif
flagDidFindIntersection = false;
}
if (polyPrimary->vertices[vertIndex] == startingPolygon->vertices[0]) {
@@ -543,11 +555,13 @@ bool Obstacles::findPolygonVerticeByXZ(int *polygonIndex, int *verticeIndex, int
return false;
}
-bool Obstacles::findPolygonVerticeByXZWithinTolerance(float x, float z, int *polygonIndex, int *verticeIndex) const {
+bool Obstacles::findPolygonVerticeByXZWithinTolerance(float x, float z, int *polygonIndex, int *verticeIndex, int startSearchFromPolygonIdx) const {
*polygonIndex = -1;
*verticeIndex = -1;
- for (int i = 0; i != kPolygonCount; ++i) {
+// for (int i = 0; i != kPolygonCount; ++i) {
+ for (int countUp = 0, i = startSearchFromPolygonIdx; countUp != kPolygonCount; ++countUp, ++i) {
+ i = i % kPolygonCount; // we want to circle around to go through all polygons
if (!_polygons[i].isPresent || _polygons[i].verticeCount == 0) {
continue;
}
@@ -687,7 +701,7 @@ bool Obstacles::findFarthestAvailablePathVertex(Vector2 *path, int pathSize, Vec
int vertexTypeStartPrev = -1;
int polygonIndexStart = -1;
int vertexIndexStart = -1;
- bool startOnPolygon = findPolygonVerticeByXZWithinTolerance(start.x, start.z, &polygonIndexStart, &vertexIndexStart);
+ bool startOnPolygon = findPolygonVerticeByXZWithinTolerance(start.x, start.z, &polygonIndexStart, &vertexIndexStart, 0);
if (startOnPolygon) {
int vertexIndexStartPrev = (vertexIndexStart - 1 + _polygons[polygonIndexStart].verticeCount) % _polygons[polygonIndexStart].verticeCount;
@@ -700,7 +714,7 @@ bool Obstacles::findFarthestAvailablePathVertex(Vector2 *path, int pathSize, Vec
bool foundVertexNeighbor = false;
int polygonIndexPath = -1;
int vertexIndexPath = -1;
- bool pathVertexOnPolygon = findPolygonVerticeByXZWithinTolerance(path[pathVertexIdx].x, path[pathVertexIdx].y, &polygonIndexPath, &vertexIndexPath) == 1;
+ bool pathVertexOnPolygon = findPolygonVerticeByXZWithinTolerance(path[pathVertexIdx].x, path[pathVertexIdx].y, &polygonIndexPath, &vertexIndexPath, 0) == 1;
//start and current path vertices are on same polygon and are next to each other
if (pathVertexOnPolygon && polygonIndexStart == polygonIndexPath) {
@@ -748,8 +762,12 @@ bool Obstacles::findFarthestAvailablePathVertex(Vector2 *path, int pathSize, Vec
int polygonIndexIntersection = -1;
int vertexIndexIntersection = -1;
- if (findPolygonVerticeByXZWithinTolerance(intersection.x, intersection.y, &polygonIndexIntersection, &vertexIndexIntersection)) {
- // hntersection has to be vertex only on current polygon
+ if (findPolygonVerticeByXZWithinTolerance(intersection.x, intersection.y, &polygonIndexIntersection, &vertexIndexIntersection, currentPolygonIdx)) {
+ // Intersection has to be vertex only on current polygon
+ // Part of pathfinding fix 2 (dealing with merge on only one edge point)
+ // but also speeds up process:
+ // we start (a cyclical) searching in Polygons array
+ // beginning from the current polygon index
assert(polygonIndexIntersection == currentPolygonIdx);
if (verticesCanIntersect(vertexTypeStartPrev, vertexTypeStart, start.x, start.z, path[pathVertexIdx].x, path[pathVertexIdx].y)) {