master
Christopher Latza 2020-06-19 01:52:18 +02:00
parent 6730366897
commit 796c45bbea
7 changed files with 267 additions and 487 deletions

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@ -31,6 +31,8 @@ namespace OpenSim.Modules.PathFinding
private string m_dataDirectory = "./PathFindingData"; private string m_dataDirectory = "./PathFindingData";
private IScriptModuleComms m_scriptModule; private IScriptModuleComms m_scriptModule;
private List<Environment> m_environments = new List<Environment>();
public string Name public string Name
{ {
get { return "BasicPathFindingModule"; } get { return "BasicPathFindingModule"; }
@ -100,8 +102,16 @@ namespace OpenSim.Modules.PathFinding
try try
{ {
m_scriptModule.RegisterScriptInvocation(this, "osCreateNewPathFindingScene"); m_scriptModule.RegisterScriptInvocation(this, "osGeneratePathEnv");
m_scriptModule.RegisterScriptInvocation(this, "osGetPath"); m_scriptModule.RegisterScriptInvocation(this, "osKeepAlivePathEnv");
m_scriptModule.RegisterScriptInvocation(this, "osSetPositionData");
m_scriptModule.RegisterScriptInvocation(this, "osGeneratePath");
m_scriptModule.RegisterScriptInvocation(this, "osGenerateDebugImage");
m_scriptModule.RegisterConstant("PATH_ENV_SUCCESSFUL", 19850);
m_scriptModule.RegisterConstant("PATH_ENV_NOT_FOUND", 19851);
m_scriptModule.RegisterConstant("PATH_ENV_OUT_OF_RANGE", 19852);
} }
catch (Exception e) catch (Exception e)
{ {
@ -120,28 +130,149 @@ namespace OpenSim.Modules.PathFinding
#endregion #endregion
#region Asyn Funktions
private void generatePathEnvironment(ScriptRequestData requestData, int size)
{
UUID _envID = UUID.Random();
Environment _newEnv = new Environment(_envID.ToString(), size);
lock(m_environments)
{
m_environments.Add(_newEnv);
}
m_scriptModule.DispatchReply(requestData.ScriptID, 19850, _envID.ToString(), requestData.RequestID.ToString());
}
private void keepAlivePathEnv(ScriptRequestData requestData)
{
Environment _env = m_environments.Find(X => X.ID == requestData.EnvironmentID);
if(_env != null)
{
_env.LastTimeUsed = (Int32)(DateTime.UtcNow.Subtract(new DateTime(1970, 1, 1))).TotalSeconds;
m_scriptModule.DispatchReply(requestData.ScriptID, 19850, "", requestData.RequestID.ToString());
return;
}
m_scriptModule.DispatchReply(requestData.ScriptID, 19851, "", requestData.RequestID.ToString());
}
private void setPositionData(ScriptRequestData requestData, Vector3 position, int walkable, int isTarget)
{
Environment _env = m_environments.Find(X => X.ID == requestData.EnvironmentID);
if (_env != null)
{
PathNode _node = _env.Nodes.Find(X => X.PositionX == (int)position.X && X.PositionY == (int)position.Y);
if (_node == null)
_node = new PathNode((int)position.X, (int)position.Y, false, false);
if (walkable == 1)
_node.Walkable = true;
if (walkable == 0)
_node.Walkable = false;
if (isTarget == 1)
_node.Target = true;
if (isTarget == 0)
_node.Target = false;
m_scriptModule.DispatchReply(requestData.ScriptID, 19850, "", requestData.RequestID.ToString());
return;
}
m_scriptModule.DispatchReply(requestData.ScriptID, 19851, "", requestData.RequestID.ToString());
}
private void generatePath(ScriptRequestData requestData)
{
}
private void generateDebugImage(ScriptRequestData requestData)
{
Environment _env = m_environments.Find(X => X.ID == requestData.EnvironmentID);
if (_env != null)
{
Bitmap _bitmap = new Bitmap(_env.Size, _env.Size);
foreach(PathNode thisNode in _env.Nodes)
{
if (thisNode.Walkable)
_bitmap.SetPixel(thisNode.PositionX, thisNode.PositionY, Color.Green);
if (!thisNode.Walkable)
_bitmap.SetPixel(thisNode.PositionX, thisNode.PositionY, Color.Black);
if (!thisNode.Target)
_bitmap.SetPixel(thisNode.PositionX, thisNode.PositionY, Color.Blue);
}
_bitmap.Save(requestData.EnvironmentID + ".png");
m_scriptModule.DispatchReply(requestData.ScriptID, 19850, "", requestData.RequestID.ToString());
return;
}
m_scriptModule.DispatchReply(requestData.ScriptID, 19851, "", requestData.RequestID.ToString());
}
#endregion
#region Script Funktions #region Script Funktions
private void createPathFindingScene(UUID script, UUID requestID, bool terrain, Vector3 start, Vector3 target) [ScriptInvocation]
public string osGeneratePathEnv(UUID hostID, UUID scriptID, int size)
{ {
PathFinder _worker = new PathFinder(requestID, m_scene); UUID requestKey = UUID.Random();
_worker.preparePathFindingScene(terrain);
_worker.setPositions(new Vector2(start.X, start.Y), new Vector2(target.X, target.Y));
m_scriptModule.DispatchReply(script, 0, "", requestID.ToString()); SceneObjectGroup _host = m_scene.GetSceneObjectGroup(hostID);
(new Thread(delegate () { generatePathEnvironment(new ScriptRequestData(hostID, scriptID), size); })).Start();
return requestKey.ToString();
} }
[ScriptInvocation] [ScriptInvocation]
public string osCreateNewPathFindingScene(UUID hostID, UUID scriptID, int terrain, Vector3 start, Vector3 target) public string osKeepAlivePathEnv(UUID hostID, UUID scriptID, String environmentID)
{ {
UUID requestKey = UUID.Random(); UUID requestKey = UUID.Random();
bool useTerrain = false;
if (terrain == 1)
useTerrain = true;
SceneObjectGroup _host = m_scene.GetSceneObjectGroup(hostID); SceneObjectGroup _host = m_scene.GetSceneObjectGroup(hostID);
(new Thread(delegate () { createPathFindingScene(scriptID, requestKey, useTerrain, start, target); })).Start(); (new Thread(delegate () { keepAlivePathEnv(new ScriptRequestData(hostID, scriptID, environmentID, requestKey)); })).Start();
return requestKey.ToString();
}
[ScriptInvocation]
public void osSetPositionData(UUID hostID, UUID scriptID, String environmentID, Vector3 position, int walkable, int isTarget)
{
SceneObjectGroup _host = m_scene.GetSceneObjectGroup(hostID);
(new Thread(delegate () { setPositionData(new ScriptRequestData(hostID, scriptID, environmentID), position, walkable, isTarget); })).Start();
}
[ScriptInvocation]
public string osGeneratePath(UUID hostID, UUID scriptID, String environmentID)
{
UUID requestKey = UUID.Random();
SceneObjectGroup _host = m_scene.GetSceneObjectGroup(hostID);
(new Thread(delegate () { generatePath(new ScriptRequestData(hostID, scriptID, environmentID, requestKey)); })).Start();
return requestKey.ToString();
}
[ScriptInvocation]
public string osGenerateDebugImage(UUID hostID, UUID scriptID, String environmentID)
{
UUID requestKey = UUID.Random();
SceneObjectGroup _host = m_scene.GetSceneObjectGroup(hostID);
(new Thread(delegate () { generateDebugImage(new ScriptRequestData(hostID, scriptID, environmentID, requestKey)); })).Start();
return requestKey.ToString(); return requestKey.ToString();
} }

41
src/Environment.cs Normal file
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@ -0,0 +1,41 @@
using OpenMetaverse;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenSim.Modules.PathFinding
{
class Environment
{
public String ID = null;
public int Size = 0;
public int LastTimeUsed = 0;
private List<PathNode> m_nodes = new List<PathNode>();
public List<PathNode> Nodes
{
get
{
LastTimeUsed = (Int32)(DateTime.UtcNow.Subtract(new DateTime(1970, 1, 1))).TotalSeconds;
return m_nodes;
}
set
{
LastTimeUsed = (Int32)(DateTime.UtcNow.Subtract(new DateTime(1970, 1, 1))).TotalSeconds;
m_nodes = value;
}
}
public Environment(String envID, int size)
{
ID = envID;
Size = size;
LastTimeUsed = (Int32)(DateTime.UtcNow.Subtract(new DateTime(1970, 1, 1))).TotalSeconds;
}
}
}

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@ -1,21 +0,0 @@
using OpenMetaverse;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenSim.Modules.PathFinding
{
class NodeInfo
{
public Vector2 Position = new Vector2(0, 0);
public int Counter = 0;
public bool Blocked = true;
public NodeInfo(Vector2 position)
{
Position = position;
}
}
}

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@ -1,83 +0,0 @@
using OpenMetaverse;
using OpenSim.Region.Framework.Scenes;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenSim.Modules.PathFinding
{
class PathFinder
{
private UUID m_requestID = UUID.Zero;
private Scene m_scene = null;
private Bitmap m_bitmap = null;
public PathFinder(UUID requestID, Scene localScene)
{
m_requestID = requestID;
m_scene = localScene;
m_bitmap = new Bitmap((int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY);
}
public void preparePathFindingScene(bool terrain)
{
convertRegionToBitmap(terrain);
}
public void setPositions(Vector2 start, Vector2 target)
{
Console.WriteLine("StartX = " + ((int)m_bitmap.Size.Width - (int)start.X));
Console.WriteLine("StartY = " + ((int)m_bitmap.Size.Height - (int)start.Y));
m_bitmap.SetPixel(m_bitmap.Size.Width - (int)start.X, m_bitmap.Size.Height - (int)start.Y, Color.Green);
m_bitmap.SetPixel(m_bitmap.Size.Width - (int)target.X, m_bitmap.Size.Height - (int)target.Y, Color.Red);
saveDebugImageToDisc();
}
private void convertRegionToBitmap(bool terrain)
{
if (terrain == true)
{
for (int X = 0; X < m_scene.RegionInfo.RegionSizeX; X++)
{
for (int Y = 0; Y < m_scene.RegionInfo.RegionSizeY; Y++)
{
float baseheight = (float)m_scene.Heightmap[(int)m_scene.RegionInfo.RegionSizeX - X, (int)m_scene.RegionInfo.RegionSizeY - Y];
//Block the position then water is on this place.
if (baseheight <= m_scene.RegionInfo.RegionSettings.WaterHeight)
m_bitmap.SetPixel(X, Y, Color.Black);
//Allow all positions they have terrain over the water height.
if (baseheight > m_scene.RegionInfo.RegionSettings.WaterHeight)
m_bitmap.SetPixel(X, Y, Color.White);
}
}
}
else
{
for (int X = 0; X < m_scene.RegionInfo.RegionSizeX; X++)
{
for (int Y = 0; Y < m_scene.RegionInfo.RegionSizeY; Y++)
{
m_bitmap.SetPixel(X, Y, Color.Black);
}
}
}
PathFindingSceneGenerator.DrawObjectVolume(m_scene, ref m_bitmap);
}
private void saveDebugImageToDisc()
{
m_bitmap.Save(m_requestID + ".png", ImageFormat.Png);
}
}
}

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@ -1,370 +0,0 @@
using OpenMetaverse;
using OpenSim.Region.CoreModules.World.LegacyMap;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenSim.Modules.PathFinding
{
class PathFindingSceneGenerator
{
public static Bitmap DrawObjectVolume(Scene whichScene, ref Bitmap mapbmp)
{
int tc = 0;
ITerrainChannel hm = whichScene.Heightmap;
tc = Environment.TickCount;
EntityBase[] objs = whichScene.GetEntities();
List<float> z_sortheights = new List<float>();
List<uint> z_localIDs = new List<uint>();
Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
try
{
lock (objs)
{
foreach (EntityBase obj in objs)
{
// Only draw the contents of SceneObjectGroup
if (obj is SceneObjectGroup)
{
SceneObjectGroup mapdot = (SceneObjectGroup)obj;
if (mapdot.IsPhantom == true)
continue;
Color mapdotspot = Color.Black; // Default color when prim color is white
// Loop over prim in group
foreach (SceneObjectPart part in mapdot.Parts)
{
if (part == null)
continue;
if (part.Description.Contains("allowedpath"))
mapdotspot = Color.White;
// Draw if the object is at least 1 meter wide in any direction
if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
{
// Try to get the RGBA of the default texture entry..
//
try
{
// get the null checks out of the way
// skip the ones that break
if (part == null)
continue;
if (part.Shape == null)
continue;
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
continue; // eliminates trees from this since we don't really have a good tree representation
// if you want tree blocks on the map comment the above line and uncomment the below line
//mapdotspot = Color.PaleGreen;
Primitive.TextureEntry textureEntry = part.Shape.Textures;
if (textureEntry == null || textureEntry.DefaultTexture == null)
continue;
Color4 texcolor = textureEntry.DefaultTexture.RGBA;
// Not sure why some of these are null, oh well.
int colorr = 255 - (int)(texcolor.R * 255f);
int colorg = 255 - (int)(texcolor.G * 255f);
int colorb = 255 - (int)(texcolor.B * 255f);
if (!(colorr == 255 && colorg == 255 && colorb == 255))
{
//Try to set the map spot color
try
{
// If the color gets goofy somehow, skip it *shakes fist at Color4
//mapdotspot = Color.FromArgb(colorr, colorg, colorb);
}
catch (ArgumentException)
{
}
}
}
catch (IndexOutOfRangeException)
{
// Windows Array
}
catch (ArgumentOutOfRangeException)
{
// Mono Array
}
Vector3 pos = part.GetWorldPosition();
// skip prim outside of region
if (!whichScene.PositionIsInCurrentRegion(pos))
continue;
// skip prim in non-finite position
if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
continue;
// Figure out if object is under 256m above the height of the terrain
bool isBelow256AboveTerrain = false;
try
{
isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
}
catch (Exception)
{
}
if (isBelow256AboveTerrain)
{
// Translate scale by rotation so scale is represented properly when object is rotated
Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
lscale *= 0.5f;
Vector3 scale = new Vector3();
Vector3 tScale = new Vector3();
Vector3 axPos = new Vector3(pos.X, pos.Y, pos.Z);
Quaternion rot = part.GetWorldRotation();
scale = lscale * rot;
// negative scales don't work in this situation
scale.X = Math.Abs(scale.X);
scale.Y = Math.Abs(scale.Y);
scale.Z = Math.Abs(scale.Z);
// This scaling isn't very accurate and doesn't take into account the face rotation :P
int mapdrawstartX = (int)(pos.X - scale.X);
int mapdrawstartY = (int)(pos.Y - scale.Y);
int mapdrawendX = (int)(pos.X + scale.X);
int mapdrawendY = (int)(pos.Y + scale.Y);
// If object is beyond the edge of the map, don't draw it to avoid errors
if (mapdrawstartX < 0
|| mapdrawstartX > (hm.Width - 1)
|| mapdrawendX < 0
|| mapdrawendX > (hm.Width - 1)
|| mapdrawstartY < 0
|| mapdrawstartY > (hm.Height - 1)
|| mapdrawendY < 0
|| mapdrawendY > (hm.Height - 1))
continue;
#region obb face reconstruction part duex
Vector3[] vertexes = new Vector3[8];
// float[] distance = new float[6];
Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
scale = ((tScale * rot));
vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[0].x = pos.X + vertexes[0].x;
//vertexes[0].y = pos.Y + vertexes[0].y;
//vertexes[0].z = pos.Z + vertexes[0].z;
FaceA[0] = vertexes[0];
FaceB[3] = vertexes[0];
FaceA[4] = vertexes[0];
tScale = lscale;
scale = ((tScale * rot));
vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[1].x = pos.X + vertexes[1].x;
// vertexes[1].y = pos.Y + vertexes[1].y;
//vertexes[1].z = pos.Z + vertexes[1].z;
FaceB[0] = vertexes[1];
FaceA[1] = vertexes[1];
FaceC[4] = vertexes[1];
tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
scale = ((tScale * rot));
vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
//vertexes[2].x = pos.X + vertexes[2].x;
//vertexes[2].y = pos.Y + vertexes[2].y;
//vertexes[2].z = pos.Z + vertexes[2].z;
FaceC[0] = vertexes[2];
FaceD[3] = vertexes[2];
FaceC[5] = vertexes[2];
tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
scale = ((tScale * rot));
vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
//vertexes[3].x = pos.X + vertexes[3].x;
// vertexes[3].y = pos.Y + vertexes[3].y;
// vertexes[3].z = pos.Z + vertexes[3].z;
FaceD[0] = vertexes[3];
FaceC[1] = vertexes[3];
FaceA[5] = vertexes[3];
tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
scale = ((tScale * rot));
vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[4].x = pos.X + vertexes[4].x;
// vertexes[4].y = pos.Y + vertexes[4].y;
// vertexes[4].z = pos.Z + vertexes[4].z;
FaceB[1] = vertexes[4];
FaceA[2] = vertexes[4];
FaceD[4] = vertexes[4];
tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
scale = ((tScale * rot));
vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[5].x = pos.X + vertexes[5].x;
// vertexes[5].y = pos.Y + vertexes[5].y;
// vertexes[5].z = pos.Z + vertexes[5].z;
FaceD[1] = vertexes[5];
FaceC[2] = vertexes[5];
FaceB[5] = vertexes[5];
tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
scale = ((tScale * rot));
vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[6].x = pos.X + vertexes[6].x;
// vertexes[6].y = pos.Y + vertexes[6].y;
// vertexes[6].z = pos.Z + vertexes[6].z;
FaceB[2] = vertexes[6];
FaceA[3] = vertexes[6];
FaceB[4] = vertexes[6];
tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
scale = ((tScale * rot));
vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
// vertexes[7].x = pos.X + vertexes[7].x;
// vertexes[7].y = pos.Y + vertexes[7].y;
// vertexes[7].z = pos.Z + vertexes[7].z;
FaceD[2] = vertexes[7];
FaceC[3] = vertexes[7];
FaceD[5] = vertexes[7];
#endregion
//int wy = 0;
//bool breakYN = false; // If we run into an error drawing, break out of the
// loop so we don't lag to death on error handling
DrawStruct ds = new DrawStruct();
ds.brush = new SolidBrush(mapdotspot);
//ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
ds.trns = new face[FaceA.Length];
for (int i = 0; i < FaceA.Length; i++)
{
Point[] working = new Point[5];
working[0] = project(hm, FaceA[i], axPos);
working[1] = project(hm, FaceB[i], axPos);
working[2] = project(hm, FaceD[i], axPos);
working[3] = project(hm, FaceC[i], axPos);
working[4] = project(hm, FaceA[i], axPos);
face workingface = new face();
workingface.pts = working;
ds.trns[i] = workingface;
}
z_sort.Add(part.LocalId, ds);
z_localIDs.Add(part.LocalId);
z_sortheights.Add(pos.Z);
// for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
// {
// for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
// {
// m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
// try
// {
// // Remember, flip the y!
// mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
// }
// catch (ArgumentException)
// {
// breakYN = true;
// }
// }
// if (breakYN)
// break;
// }
// }
//}
} // Object is within 256m Z of terrain
} // object is at least a meter wide
} // loop over group children
} // entitybase is sceneobject group
} // foreach loop over entities
float[] sortedZHeights = z_sortheights.ToArray();
uint[] sortedlocalIds = z_localIDs.ToArray();
// Sort prim by Z position
Array.Sort(sortedZHeights, sortedlocalIds);
using (Graphics g = Graphics.FromImage(mapbmp))
{
for (int s = 0; s < sortedZHeights.Length; s++)
{
if (z_sort.ContainsKey(sortedlocalIds[s]))
{
DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
for (int r = 0; r < rectDrawStruct.trns.Length; r++)
{
g.FillPolygon(rectDrawStruct.brush, rectDrawStruct.trns[r].pts);
}
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
}
}
}
} // lock entities objs
}
finally
{
foreach (DrawStruct ds in z_sort.Values)
ds.brush.Dispose();
}
return mapbmp;
}
private static Point project(ITerrainChannel hm, Vector3 point3d, Vector3 originpos)
{
Point returnpt = new Point();
//originpos = point3d;
//int d = (int)(256f / 1.5f);
//Vector3 topos = new Vector3(0, 0, 0);
// float z = -point3d.z - topos.z;
returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d);
returnpt.Y = (int)((hm.Width - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
return returnpt;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenSim.Modules.PathFinding
{
class PathNode
{
public int PositionX = 0;
public int PositionY = 0;
public bool Walkable = false;
public bool Target = false;
public int Coast = 0;
public PathNode Parent = null;
public PathNode(int positionX, int positionY)
{
PositionX = positionX;
PositionY = positionY;
}
public PathNode(int positionX, int positionY, bool isWalkable)
{
PositionX = positionX;
PositionY = positionY;
Walkable = isWalkable;
}
public PathNode(int positionX, int positionY, bool isWalkable, bool isTarget)
{
PositionX = positionX;
PositionY = positionY;
Walkable = isWalkable;
Target = isTarget;
}
}
}

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using OpenMetaverse;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenSim.Modules.PathFinding
{
class ScriptRequestData
{
public UUID HostID = UUID.Zero;
public UUID ScriptID = UUID.Zero;
public String EnvironmentID = null;
public UUID RequestID = UUID.Zero;
public ScriptRequestData(UUID host, UUID script)
{
HostID = host;
ScriptID = script;
}
public ScriptRequestData(UUID host, UUID script, String envID)
{
HostID = host;
ScriptID = script;
EnvironmentID = envID;
}
public ScriptRequestData(UUID host, UUID script, String envID, UUID requestID)
{
HostID = host;
ScriptID = script;
EnvironmentID = envID;
RequestID = requestID;
}
}
}