mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
185 lines
5.2 KiB
C++
185 lines
5.2 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2014 Daniel Buckmaster
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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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#ifndef _NAVPATH_H_
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#define _NAVPATH_H_
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#include "scene/sceneObject.h"
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#include "scene/simPath.h"
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#include "navMesh.h"
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#include <DetourNavMeshQuery.h>
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class NavPath: public SceneObject {
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typedef SceneObject Parent;
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static const U32 MaxPathLen = 2048;
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public:
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/// @name NavPath
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/// Functions for planning and accessing the path.
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/// @{
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String mMeshName;
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NavMesh *mMesh;
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SimPath::Path *mWaypoints;
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Point3F mFrom;
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bool mFromSet;
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Point3F mTo;
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bool mToSet;
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bool mIsLooping;
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bool mAutoUpdate;
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bool mIsSliced;
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S32 mMaxIterations;
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bool mAlwaysRender;
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bool mXray;
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bool mRenderSearch;
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/// What sort of link types are we allowed to move on?
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LinkData mLinkTypes;
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/// Plan the path.
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bool plan();
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/// Updated a sliced plan.
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/// @return True if we need to keep updating, false if we can stop.
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bool update();
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/// Finalise a sliced plan.
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/// @return True if the plan was successful overall.
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bool finalise();
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/// Did the path plan successfully?
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bool success() const { return dtStatusSucceed(mStatus); }
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/// @}
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/// @name Path interface
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/// These functions are provided to make NavPath behave
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/// similarly to the existing Path class, despite NavPath
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/// not being a SimSet.
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/// @{
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/// Return the length of this path.
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F32 getLength() const { return mLength; };
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/// Get the number of nodes in a path.
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S32 size() const;
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/// Return world-space position of a path node.
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Point3F getNode(S32 idx) const;
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/// Get the flags for a given path node.
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U16 getFlags(S32 idx) const;
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/// @}
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/// @name SceneObject
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/// @{
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static void initPersistFields();
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bool onAdd() override;
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void onRemove() override;
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void onEditorEnable() override;
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void onEditorDisable() override;
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void inspectPostApply() override;
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void onDeleteNotify(SimObject *object) override;
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream) override;
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void unpackUpdate(NetConnection *conn, BitStream *stream) override;
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void prepRenderImage(SceneRenderState *state) override;
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void renderSimple(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
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DECLARE_CONOBJECT(NavPath);
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DECLARE_CATEGORY("Navigation");
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/// @}
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/// @name ProcessObject
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/// @{
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void processTick(const Move *move) override;
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/// @}
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NavPath();
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~NavPath();
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protected:
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enum masks {
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PathMask = Parent::NextFreeMask << 0,
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NextFreeMask = Parent::NextFreeMask << 1
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};
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private:
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/// Create appropriate data structures and stuff.
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bool init();
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/// Plan the path.
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bool planInstant();
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/// Start a sliced plan.
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/// @return True if the plan initialised successfully.
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bool planSliced();
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/// Add points of the path between the two specified points.
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//bool addPoints(Point3F from, Point3F to, Vector<Point3F> *points);
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/// 'Visit' the last two points on our visit list.
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bool visitNext();
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dtNavMeshQuery *mQuery;
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dtStatus mStatus;
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dtQueryFilter mFilter;
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S32 mCurIndex;
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Vector<Point3F> mPoints;
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Vector<U16> mFlags;
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Vector<Point3F> mVisitPoints;
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F32 mLength;
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/// Resets our world transform and bounds to fit our point list.
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void resize();
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/// Function used to set mMesh object from console.
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static bool setProtectedMesh(void *obj, const char *index, const char *data);
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/// Function used to set mWaypoints from console.
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static bool setProtectedWaypoints(void *obj, const char *index, const char *data);
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void checkAutoUpdate();
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/// Function used to protect auto-update flag.
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static bool setProtectedAutoUpdate(void *obj, const char *index, const char *data);
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/// @name Protected from and to vectors
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/// @{
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static bool setProtectedFrom(void *obj, const char *index, const char *data);
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static bool setProtectedTo(void *obj, const char *index, const char *data);
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static const char *getProtectedFrom(void *obj, const char *data);
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static const char *getProtectedTo(void *obj, const char *data);
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/// @}
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};
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#endif
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