Added basic Walkabout with #define renamed and no editor.

This commit is contained in:
Daniel Buckmaster 2014-11-28 19:42:10 +11:00
parent c08413ffde
commit f4c940f4fe
22 changed files with 3725 additions and 196 deletions

View file

@ -1,5 +1,5 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
// Copyright (c) 2014 Daniel Buckmaster
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
@ -30,33 +30,33 @@
class NavPath: public SceneObject {
typedef SceneObject Parent;
/// Maximum size of Detour path.
static const U32 MaxPathLen = 1024;
static const U32 MaxPathLen = 2048;
public:
/// @name NavPath
/// Functions for planning and accessing the path.
/// @{
SimObjectPtr<NavMesh> mMesh;
SimObjectPtr<SimPath::Path> mWaypoints;
String mMeshName;
NavMesh *mMesh;
SimPath::Path *mWaypoints;
/// Location to start at.
Point3F mFrom;
/// Has a starting location been set?
bool mFromSet;
/// Location to end at.
Point3F mTo;
/// Has an end been set?
bool mToSet;
/// This path should include a segment from the end to the start.
bool mIsLooping;
bool mAutoUpdate;
bool mIsSliced;
S32 mMaxIterations;
/// Render even when not selected in the editor.
bool mAlwaysRender;
/// Render on top of other objects.
bool mXray;
bool mRenderSearch;
/// What sort of link types are we allowed to move on?
LinkData mLinkTypes;
/// Plan the path.
bool plan();
@ -69,20 +69,28 @@ public:
/// @return True if the plan was successful overall.
bool finalise();
/// Did the path plan successfully?
bool success() const { return dtStatusSucceed(mStatus); }
/// @}
/// @name Path interface
/// These functions are provided to make NavPath behave
/// similarly to the existing Path class, despite NavPath
/// not being a SimSet.
/// @{
/// Return world-space position of a path node.
/// @param[in] idx Node index to retrieve.
Point3F getNode(S32 idx);
/// Return the number of nodes in this path.
S32 getCount();
/// Return the length of this path.
F32 getLength() { return mLength; };
F32 getLength() const { return mLength; };
/// Get the number of nodes in a path.
S32 size() const;
/// Return world-space position of a path node.
Point3F getNode(S32 idx) const;
/// Get the flags for a given path node.
U16 getFlags(S32 idx) const;
/// @}
@ -128,39 +136,46 @@ private:
/// Create appropriate data structures and stuff.
bool init();
/// 'Visit' the most recent two points on our visit list.
/// Plan the path.
bool planInstant();
/// Start a sliced plan.
/// @return True if the plan initialised successfully.
bool planSliced();
/// Add points of the path between the two specified points.
//bool addPoints(Point3F from, Point3F to, Vector<Point3F> *points);
/// 'Visit' the last two points on our visit list.
bool visitNext();
/// Detour path query.
dtNavMeshQuery *mQuery;
/// Current status of our Detour query.
dtStatus mStatus;
/// Filter that provides the movement costs for paths.
dtQueryFilter mFilter;
/// List of points the path should visit (waypoints, if you will).
Vector<Point3F> mVisitPoints;
/// List of points in the final path.
S32 mCurIndex;
Vector<Point3F> mPoints;
/// Total length of path in world units.
Vector<unsigned short> mFlags;
Vector<Point3F> mVisitPoints;
F32 mLength;
/// Resets our world transform and bounds to fit our point list.
void resize();
/// @name Protected console getters/setters
/// @{
/// Function used to set mMesh object from console.
static bool setProtectedMesh(void *obj, const char *index, const char *data);
static const char *getProtectedMesh(void *obj, const char *data);
/// Function used to set mWaypoints from console.
static bool setProtectedWaypoints(void *obj, const char *index, const char *data);
static bool setProtectedAlwaysRender(void *obj, const char *index, const char *data);
void checkAutoUpdate();
/// Function used to protect auto-update flag.
static bool setProtectedAutoUpdate(void *obj, const char *index, const char *data);
/// @name Protected from and to vectors
/// @{
static bool setProtectedFrom(void *obj, const char *index, const char *data);
static const char *getProtectedFrom(void *obj, const char *data);
static bool setProtectedTo(void *obj, const char *index, const char *data);
static const char *getProtectedFrom(void *obj, const char *data);
static const char *getProtectedTo(void *obj, const char *data);
/// @}
};