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https://github.com/TorqueGameEngines/Torque3D.git
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Added navmesh wrapper code and module.
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16 changed files with 2806 additions and 0 deletions
625
Engine/source/navigation/navPath.cpp
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625
Engine/source/navigation/navPath.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2013 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "torqueRecast.h"
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#include "navPath.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "console/typeValidators.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxDrawUtil.h"
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#include "renderInstance/renderPassManager.h"
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#include "gfx/primBuilder.h"
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#include "core/stream/bitStream.h"
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#include "math/mathIO.h"
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#include <DetourDebugDraw.h>
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extern bool gEditingMission;
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IMPLEMENT_CO_NETOBJECT_V1(NavPath);
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NavPath::NavPath() :
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mFrom(0.0f, 0.0f, 0.0f),
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mTo(0.0f, 0.0f, 0.0f)
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{
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mTypeMask |= MarkerObjectType;
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mMesh = NULL;
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mWaypoints = NULL;
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mFrom.set(0, 0, 0);
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mFromSet = false;
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mTo.set(0, 0, 0);
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mToSet = false;
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mLength = 0.0f;
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mIsLooping = false;
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mAlwaysRender = false;
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mXray = false;
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mQuery = dtAllocNavMeshQuery();
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}
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NavPath::~NavPath()
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{
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// Required for Detour.
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dtFreeNavMeshQuery(mQuery);
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mQuery = NULL;
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}
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bool NavPath::setProtectedMesh(void *obj, const char *index, const char *data)
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{
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NavMesh *mesh = NULL;
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NavPath *object = static_cast<NavPath*>(obj);
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if(Sim::findObject(data, mesh))
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object->mMesh = mesh;
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return false;
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}
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const char *NavPath::getProtectedMesh(void *obj, const char *data)
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{
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NavPath *object = static_cast<NavPath*>(obj);
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if(object->mMesh.isNull())
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return "";
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if(object->mMesh->getName())
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return object->mMesh->getName();
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else
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return object->mMesh->getIdString();
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}
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bool NavPath::setProtectedWaypoints(void *obj, const char *index, const char *data)
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{
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SimPath::Path *points = NULL;
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NavPath *object = static_cast<NavPath*>(obj);
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if(Sim::findObject(data, points))
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{
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object->mWaypoints = points;
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object->mIsLooping = points->isLooping();
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}
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else
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object->mWaypoints = NULL;
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return false;
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}
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bool NavPath::setProtectedFrom(void *obj, const char *index, const char *data)
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{
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NavPath *object = static_cast<NavPath*>(obj);
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if(dStrcmp(data, ""))
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{
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object->mFromSet = true;
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return true;
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}
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else
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{
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object->mFromSet = false;
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return false;
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}
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}
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bool NavPath::setProtectedTo(void *obj, const char *index, const char *data)
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{
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NavPath *object = static_cast<NavPath*>(obj);
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if(dStrcmp(data, ""))
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{
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object->mToSet = true;
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return true;
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}
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else
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{
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object->mToSet = false;
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return false;
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}
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}
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const char *NavPath::getProtectedFrom(void *obj, const char *data)
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{
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NavPath *object = static_cast<NavPath*>(obj);
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if(object->mFromSet)
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return data;
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else
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return "";
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}
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const char *NavPath::getProtectedTo(void *obj, const char *data)
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{
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NavPath *object = static_cast<NavPath*>(obj);
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if(object->mToSet)
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return data;
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else
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return "";
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}
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static IRangeValidator NaturalNumber(1, S32_MAX);
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void NavPath::initPersistFields()
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{
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addGroup("NavPath");
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addProtectedField("from", TypePoint3F, Offset(mFrom, NavPath),
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&setProtectedFrom, &getProtectedFrom,
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"World location this path starts at.");
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addProtectedField("to", TypePoint3F, Offset(mTo, NavPath),
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&setProtectedTo, &getProtectedTo,
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"World location this path should end at.");
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addProtectedField("mesh", TYPEID<NavMesh>(), Offset(mMesh, NavPath),
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&setProtectedMesh, &getProtectedMesh,
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"NavMesh object this path travels within.");
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addProtectedField("waypoints", TYPEID<SimPath::Path>(), Offset(mWaypoints, NavPath),
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&setProtectedWaypoints, &defaultProtectedGetFn,
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"Path containing waypoints for this NavPath to visit.");
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addField("isLooping", TypeBool, Offset(mIsLooping, NavPath),
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"Does this path loop?");
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endGroup("NavPath");
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addGroup("NavPath Render");
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addField("alwaysRender", TypeBool, Offset(mAlwaysRender, NavPath),
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"Render this NavPath even when not selected.");
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addField("xray", TypeBool, Offset(mXray, NavPath),
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"Render this NavPath through other objects.");
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endGroup("NavPath Render");
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Parent::initPersistFields();
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}
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bool NavPath::onAdd()
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{
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if(!Parent::onAdd())
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return false;
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// Ghost immediately if the editor's already open.
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if(gEditingMission)
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mNetFlags.set(Ghostable);
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// Automatically find a path if we can.
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if(isServerObject())
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plan();
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// Set initial world bounds and stuff.
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resize();
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// Finally, add us to the simulation.
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addToScene();
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return true;
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}
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void NavPath::onRemove()
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{
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Parent::onRemove();
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// Remove from simulation.
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removeFromScene();
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}
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bool NavPath::init()
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{
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// Check that enough data is provided.
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if(mMesh.isNull() || !mMesh->getNavMesh())
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return false;
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if(!(mFromSet && mToSet) && !(!mWaypoints.isNull() && mWaypoints->size()))
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return false;
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// Initialise query in Detour.
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if(dtStatusFailed(mQuery->init(mMesh->getNavMesh(), MaxPathLen)))
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return false;
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mPoints.clear();
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mVisitPoints.clear();
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mLength = 0.0f;
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// Send path data to clients who are ghosting this object.
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if(isServerObject())
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setMaskBits(PathMask);
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// Add points we need to visit in reverse order.
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if(mWaypoints && mWaypoints->size())
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{
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// Add destination. For looping paths, that includes 'from'.
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if(mIsLooping && mFromSet)
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mVisitPoints.push_back(mFrom);
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if(mToSet)
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mVisitPoints.push_front(mTo);
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// Add waypoints.
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for(S32 i = mWaypoints->size() - 1; i >= 0; i--)
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{
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SceneObject *s = dynamic_cast<SceneObject*>(mWaypoints->at(i));
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if(s)
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{
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mVisitPoints.push_back(s->getPosition());
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// This is potentially slow, but safe.
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if(!i && mIsLooping && !mFromSet)
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mVisitPoints.push_front(s->getPosition());
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}
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}
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// Add source (only ever specified by 'from').
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if(mFromSet)
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mVisitPoints.push_back(mFrom);
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}
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else
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{
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// Add (from,) to and from
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if(mIsLooping)
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mVisitPoints.push_back(mFrom);
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mVisitPoints.push_back(mTo);
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mVisitPoints.push_back(mFrom);
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}
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return true;
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}
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void NavPath::resize()
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{
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if(!mPoints.size())
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{
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mObjBox.set(Point3F(-0.5f, -0.5f, -0.5f),
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Point3F( 0.5f, 0.5f, 0.5f));
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resetWorldBox();
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setTransform(MatrixF(true));
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return;
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}
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// Grow a box to just fit over all our points.
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Point3F max(mPoints[0]), min(mPoints[0]), pos(0.0f);
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for(U32 i = 1; i < mPoints.size(); i++)
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{
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Point3F p = mPoints[i];
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max.x = getMax(max.x, p.x);
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max.y = getMax(max.y, p.y);
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max.z = getMax(max.z, p.z);
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min.x = getMin(min.x, p.x);
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min.y = getMin(min.y, p.y);
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min.z = getMin(min.z, p.z);
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pos += p;
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}
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pos /= mPoints.size();
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min -= Point3F(0.5f, 0.5f, 0.5f);
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max += Point3F(0.5f, 0.5f, 0.5f);
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mObjBox.set(min - pos, max - pos);
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MatrixF mat = Parent::getTransform();
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mat.setPosition(pos);
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Parent::setTransform(mat);
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}
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bool NavPath::plan()
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{
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if(!init())
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return false;
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visitNext();
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while(update());
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if(!finalise())
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return false;
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resize();
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return true;
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}
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bool NavPath::visitNext()
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{
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U32 s = mVisitPoints.size();
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if(s < 2)
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return false;
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// Current leg of journey.
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Point3F start = mVisitPoints[s-1];
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Point3F end = mVisitPoints[s-2];
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// Convert to Detour-friendly coordinates and data structures.
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F32 from[] = {start.x, start.z, -start.y};
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F32 to[] = {end.x, end.z, -end.y};
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F32 extents[] = {1.0f, 1.0f, 1.0f};
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dtPolyRef startRef, endRef;
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if(dtStatusFailed(mQuery->findNearestPoly(from, extents, &mFilter, &startRef, start)))
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{
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Con::errorf("No NavMesh polygon near visit point (%g, %g, %g) of NavPath %s",
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start.x, start.y, start.z, getIdString());
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return false;
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}
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if(dtStatusFailed(mQuery->findNearestPoly(to, extents, &mFilter, &endRef, end)))
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{
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Con::errorf("No NavMesh polygon near visit point (%g, %g, %g) of NavPath %s",
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end.x, end.y, end.z, getIdString());
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return false;
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}
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// Init sliced pathfind.
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mStatus = mQuery->initSlicedFindPath(startRef, endRef, from, to, &mFilter);
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if(dtStatusFailed(mStatus))
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return false;
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return true;
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}
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bool NavPath::update()
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{
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// StatusInProgress means a query is underway.
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if(dtStatusInProgress(mStatus))
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mStatus = mQuery->updateSlicedFindPath(INT_MAX, NULL);
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// StatusSucceeded means the query found its destination.
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if(dtStatusSucceed(mStatus))
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{
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// Finalize the path. Need to use the static path length cap again.
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dtPolyRef path[MaxPathLen];
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S32 pathLen;
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mStatus = mQuery->finalizeSlicedFindPath(path, &pathLen, MaxPathLen);
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// Apparently stuff can go wrong during finalizing, so check the status again.
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if(dtStatusSucceed(mStatus) && pathLen)
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{
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// These next few blocks are straight from Detour example code.
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F32 straightPath[MaxPathLen * 3];
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S32 straightPathLen;
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dtPolyRef straightPathPolys[MaxPathLen];
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U8 straightPathFlags[MaxPathLen];
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U32 s = mVisitPoints.size();
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Point3F start = mVisitPoints[s-1];
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Point3F end = mVisitPoints[s-2];
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F32 from[] = {start.x, start.z, -start.y};
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F32 to[] = {end.x, end.z, -end.y};
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// Straightens out the path.
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mQuery->findStraightPath(from, to, path, pathLen,
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straightPath, straightPathFlags,
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straightPathPolys, &straightPathLen, MaxPathLen);
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// Convert Detour point path to list of Torque points.
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s = mPoints.size();
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mPoints.increment(straightPathLen);
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for(U32 i = 0; i < straightPathLen; i++)
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{
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F32 *f = straightPath + i * 3;
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mPoints[s + i] = RCtoDTS(f);
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// Accumulate length if we're not the first vertex.
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if(s > 0 || i > 0)
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mLength += (mPoints[s+i] - mPoints[s+i-1]).len();
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}
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if(isServerObject())
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setMaskBits(PathMask);
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}
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else
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return false;
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// Check to see where we still need to visit.
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if(mVisitPoints.size() > 1)
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{
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//Next leg of the journey.
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mVisitPoints.pop_back();
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return visitNext();
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}
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else
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{
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// Finished!
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return false;
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}
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}
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else if(dtStatusFailed(mStatus))
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{
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// Something went wrong in planning.
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return false;
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}
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return true;
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}
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bool NavPath::finalise()
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{
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// Stop ticking.
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setProcessTick(false);
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// Reset world bounds and stuff.
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resize();
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return dtStatusSucceed(mStatus);
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}
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void NavPath::processTick(const Move *move)
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{
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if(dtStatusInProgress(mStatus))
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update();
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}
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Point3F NavPath::getNode(S32 idx)
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{
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if(idx < getCount() && idx >= 0)
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return mPoints[idx];
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Con::errorf("Trying to access out-of-bounds path index %d (path length: %d)!", idx, getCount());
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return Point3F(0,0,0);
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}
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S32 NavPath::getCount()
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{
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return mPoints.size();
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}
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void NavPath::onEditorEnable()
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{
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mNetFlags.set(Ghostable);
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}
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void NavPath::onEditorDisable()
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{
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mNetFlags.clear(Ghostable);
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}
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void NavPath::inspectPostApply()
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{
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plan();
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}
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void NavPath::onDeleteNotify(SimObject *obj)
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{
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if(obj == (SimObject*)mMesh)
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{
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mMesh = NULL;
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plan();
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}
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}
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void NavPath::prepRenderImage(SceneRenderState *state)
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{
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ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind(this, &NavPath::renderSimple);
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ri->type = RenderPassManager::RIT_Editor;
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ri->translucentSort = true;
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ri->defaultKey = 1;
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state->getRenderPass()->addInst(ri);
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}
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void NavPath::renderSimple(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat)
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{
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if(overrideMat)
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return;
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if(state->isReflectPass() || !(isSelected() || mAlwaysRender))
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return;
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GFXDrawUtil *drawer = GFX->getDrawUtil();
|
||||
GFXStateBlockDesc desc;
|
||||
desc.setZReadWrite(true, false);
|
||||
desc.setBlend(true);
|
||||
desc.setCullMode(GFXCullNone);
|
||||
|
||||
if(isSelected())
|
||||
{
|
||||
drawer->drawCube(desc, getWorldBox(), ColorI(136, 255, 228, 5));
|
||||
desc.setFillModeWireframe();
|
||||
drawer->drawCube(desc, getWorldBox(), ColorI::BLACK);
|
||||
}
|
||||
|
||||
desc.setZReadWrite(!mXray, false);
|
||||
|
||||
ColorI pathColour(255, 0, 255);
|
||||
|
||||
if(!mIsLooping)
|
||||
{
|
||||
desc.setFillModeSolid();
|
||||
if(mFromSet) drawer->drawCube(desc, Point3F(0.2f, 0.2f, 0.2f), mFrom, pathColour);
|
||||
if(mToSet) drawer->drawCube(desc, Point3F(0.2f, 0.2f, 0.2f), mTo, pathColour);
|
||||
}
|
||||
|
||||
GFXStateBlockRef sb = GFX->createStateBlock(desc);
|
||||
GFX->setStateBlock(sb);
|
||||
|
||||
PrimBuild::color3i(pathColour.red, pathColour.green, pathColour.blue);
|
||||
|
||||
PrimBuild::begin(GFXLineStrip, mPoints.size());
|
||||
for (U32 i = 0; i < mPoints.size(); i++)
|
||||
PrimBuild::vertex3fv(mPoints[i]);
|
||||
PrimBuild::end();
|
||||
}
|
||||
|
||||
U32 NavPath::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
|
||||
{
|
||||
U32 retMask = Parent::packUpdate(conn, mask, stream);
|
||||
|
||||
stream->writeFlag(mIsLooping);
|
||||
stream->writeFlag(mAlwaysRender);
|
||||
stream->writeFlag(mXray);
|
||||
|
||||
if(stream->writeFlag(mFromSet))
|
||||
mathWrite(*stream, mFrom);
|
||||
if(stream->writeFlag(mToSet))
|
||||
mathWrite(*stream, mTo);
|
||||
|
||||
if(stream->writeFlag(mask & PathMask))
|
||||
{
|
||||
stream->writeInt(mPoints.size(), 32);
|
||||
for(U32 i = 0; i < mPoints.size(); i++)
|
||||
mathWrite(*stream, mPoints[i]);
|
||||
}
|
||||
|
||||
return retMask;
|
||||
}
|
||||
|
||||
void NavPath::unpackUpdate(NetConnection *conn, BitStream *stream)
|
||||
{
|
||||
Parent::unpackUpdate(conn, stream);
|
||||
|
||||
mIsLooping = stream->readFlag();
|
||||
mAlwaysRender = stream->readFlag();
|
||||
mXray = stream->readFlag();
|
||||
|
||||
if((mFromSet = stream->readFlag()) == true)
|
||||
mathRead(*stream, &mFrom);
|
||||
if((mToSet = stream->readFlag()) == true)
|
||||
mathRead(*stream, &mTo);
|
||||
|
||||
if(stream->readFlag())
|
||||
{
|
||||
mPoints.clear();
|
||||
mPoints.setSize(stream->readInt(32));
|
||||
for(U32 i = 0; i < mPoints.size(); i++)
|
||||
{
|
||||
Point3F p;
|
||||
mathRead(*stream, &p);
|
||||
mPoints[i] = p;
|
||||
}
|
||||
resize();
|
||||
}
|
||||
}
|
||||
|
||||
DefineEngineMethod(NavPath, replan, bool, (),,
|
||||
"@brief Find a path using the already-specified path properties.")
|
||||
{
|
||||
return object->plan();
|
||||
}
|
||||
|
||||
DefineEngineMethod(NavPath, getCount, S32, (),,
|
||||
"@brief Return the number of nodes in this path.")
|
||||
{
|
||||
return object->getCount();
|
||||
}
|
||||
|
||||
DefineEngineMethod(NavPath, getNode, Point3F, (S32 idx),,
|
||||
"@brief Get a specified node along the path.")
|
||||
{
|
||||
return object->getNode(idx);
|
||||
}
|
||||
|
||||
DefineEngineMethod(NavPath, getLength, F32, (),,
|
||||
"@brief Get the length of this path in Torque units (i.e. the total distance it covers).")
|
||||
{
|
||||
return object->getLength();
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue