#pragma once #include #include "Runtime/RetroTypes.hpp" #include "Runtime/rstl.hpp" #include "Runtime/Graphics/CLineRenderer.hpp" #include "Runtime/World/CPathFindArea.hpp" #include namespace urde { class CPathFindSearch; class CPathFindVisualizer { CLineRenderer m_spline = {CLineRenderer::EPrimitiveMode::LineStrip, 16, {}, true}; public: void Draw(const CPathFindSearch& path); }; class CPathFindSearch { public: enum class EResult { Success, InvalidArea, NoSourcePoint, NoDestPoint, NoPath }; private: CPFArea* x0_area; rstl::reserved_vector x4_waypoints; u32 xc8_curWaypoint = 0; EResult xcc_result; float xd0_chHeight; float xd4_chRadius; float xd8_padding = 10.f; u32 xdc_flags; // 0x2: flyer, 0x4: path-always-exists (swimmers) u32 xe0_indexMask; mutable std::optional m_viz; bool Search(rstl::reserved_vector& regs1, const zeus::CVector3f& p1, rstl::reserved_vector& regs2, const zeus::CVector3f& p2); void GetSplinePoint(zeus::CVector3f& pOut, const zeus::CVector3f& p1, u32 wpIdx) const; void GetSplinePointWithLookahead(zeus::CVector3f& pOut, const zeus::CVector3f& p1, u32 wpIdx, float lookahead) const; public: CPathFindSearch(CPFArea* area, u32 flags, u32 index, float chRadius, float chHeight); EResult Search(const zeus::CVector3f& p1, const zeus::CVector3f& p2); EResult FindClosestReachablePoint(const zeus::CVector3f& p1, zeus::CVector3f& p2) const; EResult PathExists(const zeus::CVector3f& p1, const zeus::CVector3f& p2) const; EResult OnPath(const zeus::CVector3f& p1) const; EResult GetResult() const { return xcc_result; } u32 GetCurrentWaypoint() const { return xc8_curWaypoint; } void SetCurrentWaypoint(u32 wp) { xc8_curWaypoint = wp; } const rstl::reserved_vector& GetWaypoints() const { return x4_waypoints; } bool IsOver() const { return GetCurrentWaypoint() >= x4_waypoints.size() - 1; } bool IsShagged() const { return GetResult() != EResult::Success; } bool SegmentOver(const zeus::CVector3f& p1) const; void GetSplinePoint(zeus::CVector3f& pOut, const zeus::CVector3f& p1) const; void GetSplinePointWithLookahead(zeus::CVector3f& pOut, const zeus::CVector3f& p1, float lookahead) const; void SetArea(CPFArea* area) { x0_area = area; } float GetCharacterHeight() const { return xd0_chHeight; } void SetCharacterHeight(float h) { xd0_chHeight = h; } float RemainingPathDistance(const zeus::CVector3f& pos) const; void DebugDraw() const; }; } // namespace urde