feat(Core/Mmaps): Handle different slopes in mmaps and Add some more input parameters to improve (#10974)

This commit is contained in:
IntelligentQuantum
2022-04-25 00:14:50 +04:30
committed by GitHub
parent 090cc5e2c6
commit b544eb420e
10 changed files with 274 additions and 182 deletions

View File

@@ -26,7 +26,7 @@
namespace MMAP
{
MapBuilder::MapBuilder(float maxWalkableAngle, bool skipLiquid,
MapBuilder::MapBuilder(Optional<float> maxWalkableAngle, Optional<float> maxWalkableAngleNotSteep, bool skipLiquid,
bool skipContinents, bool skipJunkMaps, bool skipBattlegrounds,
bool debugOutput, bool bigBaseUnit, int mapid, const char* offMeshFilePath) :
@@ -36,6 +36,7 @@ namespace MMAP
m_skipJunkMaps (skipJunkMaps),
m_skipBattlegrounds (skipBattlegrounds),
m_maxWalkableAngle (maxWalkableAngle),
m_maxWalkableAngleNotSteep (maxWalkableAngleNotSteep),
m_bigBaseUnit (bigBaseUnit),
m_mapid (mapid),
m_totalTiles (0u),
@@ -587,9 +588,17 @@ namespace MMAP
}
// mark all walkable tiles, both liquids and solids
/* we want to have triangles with slope less than walkableSlopeAngleNotSteep (<= 55) to have NAV_AREA_GROUND
* and with slope between walkableSlopeAngleNotSteep and walkableSlopeAngle (55 < .. <= 70) to have NAV_AREA_GROUND_STEEP.
* we achieve this using recast API: memset everything to NAV_AREA_GROUND_STEEP, call rcClearUnwalkableTriangles with 70 so
* any area above that will get RC_NULL_AREA (unwalkable), then call rcMarkWalkableTriangles with 55 to set NAV_AREA_GROUND
* on anything below 55 . Players and idle Creatures can use NAV_AREA_GROUND, while Creatures in combat can use NAV_AREA_GROUND_STEEP.
*/
unsigned char* triFlags = new unsigned char[tTriCount];
memset(triFlags, NAV_GROUND, tTriCount * sizeof(unsigned char));
memset(triFlags, NAV_AREA_GROUND_STEEP, tTriCount * sizeof(unsigned char));
rcClearUnwalkableTriangles(m_rcContext, tileCfg.walkableSlopeAngle, tVerts, tVertCount, tTris, tTriCount, triFlags);
rcMarkWalkableTriangles(m_rcContext, tileCfg.walkableSlopeAngleNotSteep, tVerts, tVertCount, tTris, tTriCount, triFlags, NAV_AREA_GROUND);
rcRasterizeTriangles(m_rcContext, tVerts, tVertCount, tTris, triFlags, tTriCount, *tile.solid, config.walkableClimb);
delete[] triFlags;
@@ -597,6 +606,7 @@ namespace MMAP
rcFilterLedgeSpans(m_rcContext, tileCfg.walkableHeight, tileCfg.walkableClimb, *tile.solid);
rcFilterWalkableLowHeightSpans(m_rcContext, tileCfg.walkableHeight, *tile.solid);
// add liquid triangles
rcRasterizeTriangles(m_rcContext, lVerts, lVertCount, lTris, lTriFlags, lTriCount, *tile.solid, config.walkableClimb);
// compact heightfield spans
@@ -694,8 +704,15 @@ namespace MMAP
// set polygons as walkable
// TODO: special flags for DYNAMIC polygons, ie surfaces that can be turned on and off
for (int i = 0; i < iv.polyMesh->npolys; ++i)
if (iv.polyMesh->areas[i] & RC_WALKABLE_AREA)
iv.polyMesh->flags[i] = iv.polyMesh->areas[i];
{
if (uint8 area = iv.polyMesh->areas[i] & NAV_AREA_ALL_MASK)
{
if (area >= NAV_AREA_MIN_VALUE)
iv.polyMesh->flags[i] = 1 << (NAV_AREA_MAX_VALUE - area);
else
iv.polyMesh->flags[i] = NAV_GROUND; // TODO: these will be dynamic in future
}
}
// setup mesh parameters
dtNavMeshCreateParams params;
@@ -984,7 +1001,10 @@ namespace MMAP
config.maxVertsPerPoly = DT_VERTS_PER_POLYGON;
config.cs = tileConfig.BASE_UNIT_DIM;
config.ch = tileConfig.BASE_UNIT_DIM;
config.walkableSlopeAngle = m_maxWalkableAngle;
// Keeping these 2 slope angles the same reduces a lot the number of polys.
// 55 should be the minimum, maybe 70 is ok (keep in mind blink uses mmaps), 85 is too much for players
config.walkableSlopeAngle = m_maxWalkableAngle ? *m_maxWalkableAngle : 55;
config.walkableSlopeAngleNotSteep = m_maxWalkableAngleNotSteep ? *m_maxWalkableAngleNotSteep : 55;
config.tileSize = tileConfig.VERTEX_PER_TILE;
config.walkableRadius = m_bigBaseUnit ? 1 : 2;
config.borderSize = config.walkableRadius + 3;
@@ -992,7 +1012,7 @@ namespace MMAP
config.walkableHeight = m_bigBaseUnit ? 3 : 6;
// a value >= 3|6 allows npcs to walk over some fences
// a value >= 4|8 allows npcs to walk over all fences
config.walkableClimb = m_bigBaseUnit ? 4 : 8;
config.walkableClimb = m_bigBaseUnit ? 3 : 6;
config.minRegionArea = rcSqr(60);
config.mergeRegionArea = rcSqr(50);
config.maxSimplificationError = 1.8f; // eliminates most jagged edges (tiny polygons)
@@ -1003,8 +1023,14 @@ namespace MMAP
{
// Blade's Edge Arena
case 562:
// This allows to walk on the ropes to the pillars
config.walkableRadius = 0;
break;
// Blackfathom Deeps
case 48:
// Reduce the chance to have underground levels
config.ch *= 2;
break;
default:
break;
}