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Merge pull request #1573 from Azaezel/navmeshtweaks
allows navmeshes to generate for most scene objects,
This commit is contained in:
commit
f427439457
3 changed files with 15 additions and 1 deletions
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@ -145,6 +145,17 @@ DefineConsoleFunction(NavMeshUpdateAroundObject, void, (S32 objid, bool remove),
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obj->enableCollision();
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}
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DefineConsoleFunction(NavMeshIgnore, void, (S32 objid, bool _ignore), (0, true),
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"@brief Flag this object as not generating a navmesh result.")
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{
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SceneObject *obj;
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if(!Sim::findObject(objid, obj))
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return;
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obj->mPathfindingIgnore = _ignore;
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}
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DefineConsoleFunction(NavMeshUpdateOne, void, (S32 meshid, S32 objid, bool remove), (0, 0, false),
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"@brief Update all tiles in a given NavMesh that intersect the given object's world box.")
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{
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@ -839,6 +850,7 @@ void NavMesh::buildNextTile()
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static void buildCallback(SceneObject* object,void *key)
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{
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SceneContainer::CallbackInfo* info = reinterpret_cast<SceneContainer::CallbackInfo*>(key);
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if (!object->mPathfindingIgnore)
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object->buildPolyList(info->context,info->polyList,info->boundingBox,info->boundingSphere);
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}
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@ -861,7 +873,7 @@ unsigned char *NavMesh::buildTileData(const Tile &tile, TileData &data, U32 &dat
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data.geom.clear();
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info.polyList = &data.geom;
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info.key = this;
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getContainer()->findObjects(box, StaticShapeObjectType | TerrainObjectType, buildCallback, &info);
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getContainer()->findObjects(box, StaticObjectType | DynamicShapeObjectType, buildCallback, &info);
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// Parse water objects into the same list, but remember how much geometry was /not/ water.
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U32 nonWaterVertCount = data.geom.getVertCount();
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@ -144,6 +144,7 @@ SceneObject::SceneObject()
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mIsScopeAlways = false;
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mAccuTex = NULL;
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mPathfindingIgnore = false;
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}
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//-----------------------------------------------------------------------------
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@ -371,6 +371,7 @@ class SceneObject : public NetObject, private SceneContainer::Link, public Proce
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SceneObject();
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virtual ~SceneObject();
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bool mPathfindingIgnore;
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/// Triggered when a SceneObject onAdd is called.
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static Signal< void( SceneObject* ) > smSceneObjectAdd;
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