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638 lines
20 KiB
C++
638 lines
20 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 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 "AINavigation.h"
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#include "AIController.h"
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#include "T3D/shapeBase.h"
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static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType;
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AINavigation::AINavigation(AIController* controller)
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{
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mControllerRef = controller;
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#ifdef TORQUE_NAVIGATION_ENABLED
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mJump = None;
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mNavSize = Regular;
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#endif
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}
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AINavigation::~AINavigation()
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{
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#ifdef TORQUE_NAVIGATION_ENABLED
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clearPath();
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clearFollow();
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#endif
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}
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void AINavigation::setMoveDestination(const Point3F& location, bool slowdown)
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{
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mMoveDestination = location;
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getCtrl()->mMovement.mMoveState = AIController::ModeMove;
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getCtrl()->mMovement.mMoveSlowdown = slowdown;
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getCtrl()->mMovement.mMoveStuckTestCountdown = getCtrl()->mControllerData->mMoveStuckTestDelay;
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}
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bool AINavigation::setPathDestination(const Point3F& pos, bool replace)
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{
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#ifdef TORQUE_NAVIGATION_ENABLED
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if (replace)
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getCtrl()->setGoal(pos, getCtrl()->mControllerData->mMoveTolerance);
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if (!mNavMesh)
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updateNavMesh();
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// If we can't find a mesh, just move regularly.
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if (!mNavMesh)
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{
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//setMoveDestination(pos);
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getCtrl()->throwCallback("onPathFailed");
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return false;
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}
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// Create a new path.
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NavPath* path = new NavPath();
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path->mMesh = mNavMesh;
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path->mFrom = getCtrl()->getAIInfo()->getPosition(true);
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path->mTo = getCtrl()->getGoal()->getPosition(true);
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path->mFromSet = path->mToSet = true;
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path->mAlwaysRender = true;
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path->mLinkTypes = getCtrl()->mControllerData->mLinkTypes;
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path->mXray = true;
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path->mFilter = getCtrl()->mControllerData->mFilter;
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// Paths plan automatically upon being registered.
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if (!path->registerObject())
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{
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delete path;
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return false;
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}
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if (path->success())
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{
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// Clear any current path we might have.
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clearPath();
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getCtrl()->clearCover();
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// Store new path.
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mPathData.path = path;
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mPathData.owned = true;
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// Skip node 0, which we are currently standing on.
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moveToNode(1);
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getCtrl()->throwCallback("onPathSuccess");
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return true;
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}
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else
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{
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// Just move normally if we can't path.
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//setMoveDestination(pos, true);
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//return;
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getCtrl()->throwCallback("onPathFailed");
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path->deleteObject();
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return false;
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}
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#else
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setMoveDestination(pos, false);
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return true;
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#endif
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}
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Point3F AINavigation::getPathDestination() const
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{
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#ifdef TORQUE_NAVIGATION_ENABLED
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if (!mPathData.path.isNull())
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return mPathData.path->mTo;
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return Point3F(0, 0, 0);
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#else
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return getMoveDestination();
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#endif
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}
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void AINavigation::onReachDestination()
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{
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#ifdef TORQUE_NAVIGATION_ENABLED
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if (!getPath().isNull())
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{
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if (mPathData.index == getPath()->size() - 1)
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{
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// Handle looping paths.
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if (getPath()->mIsLooping)
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moveToNode(0);
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// Otherwise end path.
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else
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{
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clearPath();
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getCtrl()->throwCallback("onReachDestination");
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}
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}
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else
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{
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moveToNode(mPathData.index + 1);
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// Throw callback every time if we're on a looping path.
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//if(mPathData.path->mIsLooping)
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//throwCallback("onReachDestination");
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}
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}
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else
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#endif
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{
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getCtrl()->throwCallback("onReachDestination");
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getCtrl()->mMovement.mMoveState = AIController::ModeStop;
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}
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}
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void AINavigation::followObject()
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{
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if (getCtrl()->getGoal()->getDist() < getCtrl()->mControllerData->mMoveTolerance)
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return;
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if (setPathDestination(getCtrl()->getGoal()->getPosition(true)))
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{
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#ifdef TORQUE_NAVIGATION_ENABLED
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getCtrl()->clearCover();
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#endif
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}
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}
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void AINavigation::followObject(SceneObject* obj, F32 radius)
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{
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getCtrl()->setGoal(obj, radius);
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followObject();
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}
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void AINavigation::clearFollow()
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{
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getCtrl()->clearGoal();
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}
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DefineEngineMethod(AIController, setMoveDestination, void, (Point3F goal, bool slowDown), (true),
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"@brief Tells the AI to move to the location provided\n\n"
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"@param goal Coordinates in world space representing location to move to.\n"
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"@param slowDown A boolean value. If set to true, the bot will slow down "
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"when it gets within 5-meters of its move destination. If false, the bot "
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"will stop abruptly when it reaches the move destination. By default, this is true.\n\n"
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"@note Upon reaching a move destination, the bot will clear its move destination and "
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"calls to getMoveDestination will return \"0 0 0\"."
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"@see getMoveDestination()\n")
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{
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object->getNav()->setMoveDestination(goal, slowDown);
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}
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DefineEngineMethod(AIController, getMoveDestination, Point3F, (), ,
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"@brief Get the AIPlayer's current destination.\n\n"
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"@return Returns a point containing the \"x y z\" position "
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"of the AIPlayer's current move destination. If no move destination "
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"has yet been set, this returns \"0 0 0\"."
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"@see setMoveDestination()\n")
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{
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return object->getNav()->getMoveDestination();
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}
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DefineEngineMethod(AIController, setPathDestination, bool, (Point3F goal), ,
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"@brief Tells the AI to find a path to the location provided\n\n"
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"@param goal Coordinates in world space representing location to move to.\n"
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"@return True if a path was found.\n\n"
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"@see getPathDestination()\n"
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"@see setMoveDestination()\n")
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{
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return object->getNav()->setPathDestination(goal, true);
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}
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DefineEngineMethod(AIController, getPathDestination, Point3F, (), ,
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"@brief Get the AIPlayer's current pathfinding destination.\n\n"
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"@return Returns a point containing the \"x y z\" position "
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"of the AIPlayer's current path destination. If no path destination "
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"has yet been set, this returns \"0 0 0\"."
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"@see setPathDestination()\n")
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{
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return object->getNav()->getPathDestination();
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}
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DefineEngineMethod(AIController, followObject, void, (SimObjectId obj, F32 radius), ,
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"@brief Tell the AIPlayer to follow another object.\n\n"
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"@param obj ID of the object to follow.\n"
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"@param radius Maximum distance we let the target escape to.")
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{
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SceneObject* follow;
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#ifdef TORQUE_NAVIGATION_ENABLED
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object->getNav()->clearPath();
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object->clearCover();
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#endif
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object->getNav()->clearFollow();
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if (Sim::findObject(obj, follow))
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object->getNav()->followObject(follow, radius);
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}
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#ifdef TORQUE_NAVIGATION_ENABLED
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NavMesh* AINavigation::findNavMesh() const
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{
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GameBase* gbo = dynamic_cast<GameBase*>(mControllerRef->getAIInfo()->mObj.getPointer());
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// Search for NavMeshes that contain us entirely with the smallest possible
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// volume.
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NavMesh* mesh = NULL;
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SimSet* set = NavMesh::getServerSet();
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for (U32 i = 0; i < set->size(); i++)
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{
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NavMesh* m = static_cast<NavMesh*>(set->at(i));
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if (m->getWorldBox().isContained(gbo->getWorldBox()))
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{
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// Check that mesh size is appropriate.
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if (gbo->isMounted())
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{
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if (!m->mVehicles)
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continue;
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}
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else
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{
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if ((getNavSize() == Small && !m->mSmallCharacters) ||
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(getNavSize() == Regular && !m->mRegularCharacters) ||
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(getNavSize() == Large && !m->mLargeCharacters))
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continue;
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}
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if (!mesh || m->getWorldBox().getVolume() < mesh->getWorldBox().getVolume())
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mesh = m;
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}
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}
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return mesh;
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}
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void AINavigation::updateNavMesh()
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{
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GameBase* gbo = dynamic_cast<GameBase*>(mControllerRef->getAIInfo()->mObj.getPointer());
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NavMesh* old = mNavMesh;
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if (mNavMesh.isNull())
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mNavMesh = findNavMesh();
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else
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{
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if (!mNavMesh->getWorldBox().isContained(gbo->getWorldBox()))
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mNavMesh = findNavMesh();
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}
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// See if we need to update our path.
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if (mNavMesh != old && !mPathData.path.isNull())
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{
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setPathDestination(mPathData.path->mTo);
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}
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}
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void AINavigation::moveToNode(S32 node)
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{
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if (mPathData.path.isNull())
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return;
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// -1 is shorthand for 'last path node'.
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if (node == -1)
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node = mPathData.path->size() - 1;
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// Consider slowing down on the last path node.
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setMoveDestination(mPathData.path->getNode(node), false);
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// Check flags for this segment.
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if (mPathData.index)
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{
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U16 flags = mPathData.path->getFlags(node - 1);
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// Jump if we must.
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if (flags & LedgeFlag)
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mJump = Ledge;
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else if (flags & JumpFlag)
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mJump = Now;
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else
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// Catch pathing errors.
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mJump = None;
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}
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// Store current index.
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mPathData.index = node;
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}
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void AINavigation::repath()
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{
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// Ineffectual if we don't have a path, or are using someone else's.
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if (mPathData.path.isNull() || !mPathData.owned)
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return;
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if (avoidObstacles())
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{
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mPathData.path->mTo = mMoveDestination;
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}
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else if (mRandI(0, 100) < getCtrl()->mControllerData->mFlocking.mChance && flock())
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{
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mPathData.path->mTo = mMoveDestination;
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}
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else
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{
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// If we're following, get their position.
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mPathData.path->mTo = getCtrl()->getGoal()->getPosition(true);
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}
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// Update from position and replan.
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mPathData.path->mFrom = getCtrl()->getAIInfo()->getPosition(true);
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mPathData.path->plan();
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// Move to first node (skip start pos).
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moveToNode(1);
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}
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void AINavigation::followNavPath(NavPath* path)
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{
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// Get rid of our current path.
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clearPath();
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getCtrl()->clearCover();
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// Follow new path.
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mPathData.path = path;
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mPathData.owned = false;
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// Start from 0 since we might not already be there.
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moveToNode(0);
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}
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void AINavigation::clearPath()
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{
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// Only delete if we own the path.
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if (!mPathData.path.isNull() && mPathData.owned)
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mPathData.path->deleteObject();
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// Reset path data.
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mPathData = PathData();
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}
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bool AINavigation::avoidObstacles()
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{
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SimObjectPtr<SceneObject> obj = getCtrl()->getAIInfo()->mObj;
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obj->disableCollision();
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Point3F pos = obj->getBoxCenter();
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VectorF forward = obj->getTransform().getForwardVector();
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forward.normalizeSafe();
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// Generate forward-left and forward-right by rotating forward vector
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VectorF right = mCross(forward, Point3F(0, 0, 1));
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VectorF leftDir = forward + right * -0.5f; // front-left
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VectorF rightDir = forward + right * 0.5f; // front-right
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leftDir.normalizeSafe();
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rightDir.normalizeSafe();
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F32 rayLength = obj->getVelocity().lenSquared() * TickSec * 2 + getCtrl()->getAIInfo()->mRadius;
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Point3F directions[3] = {
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forward,
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leftDir,
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rightDir
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};
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bool hit[3] = { false, false, false };
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RayInfo info;
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for (int i = 0; i < 3; ++i)
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{
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Point3F end = pos + directions[i] * rayLength;
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if (obj->getContainer()->castRay(pos, end, sAILoSMask, &info))
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{
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hit[i] = true;
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}
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}
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Point3F avoidance = Point3F::Zero;
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if (hit[0]) avoidance += right * 1.0f;
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if (hit[1]) avoidance += right * 1.5f;
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if (hit[2]) avoidance -= right * 1.5f;
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if (!avoidance.isZero())
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{
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avoidance.normalizeSafe();
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F32 clearance = getCtrl()->getAIInfo()->mRadius * 1.5f;
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Point3F newDest = info.point + avoidance * rayLength;
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mMoveDestination = newDest;
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obj->enableCollision();
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return true;
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}
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obj->enableCollision();
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return false;
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}
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bool AINavigation::flock()
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{
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AIControllerData::Flocking flockingData = getCtrl()->mControllerData->mFlocking;
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SimObjectPtr<SceneObject> obj = getCtrl()->getAIInfo()->mObj;
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obj->disableCollision();
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Point3F pos = obj->getBoxCenter();
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F32 maxFlocksq = flockingData.mMax * flockingData.mMax;
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Point3F searchArea = Point3F(maxFlocksq, maxFlocksq, getCtrl()->getAIInfo()->mObj->getObjBox().maxExtents.z / 2);
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bool flocking = false;
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U32 found = 0;
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if (getCtrl()->getGoal())
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{
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Point3F dest = mMoveDestination;
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if (getCtrl()->mMovement.mMoveState == AIController::ModeStuck)
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{
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Point3F shuffle = Point3F(mRandF() - 0.5, mRandF() - 0.5, 0);
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shuffle.normalize();
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dest += shuffle * flockingData.mMin;
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}
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dest.z = pos.z;
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if ((pos - dest).len() > flockingData.mSideStep)
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{
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//find closest object
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SimpleQueryList sql;
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Box3F queryBox = Box3F(pos - searchArea, pos + searchArea);
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obj->getContainer()->findObjects(queryBox, AIObjectType, SimpleQueryList::insertionCallback, &sql);
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sql.mList.remove(obj);
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Point3F avoidanceOffset = Point3F::Zero;
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F32 avoidanceAmtSq = 0;
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RayInfo info;
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//avoid bots that are too close
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for (U32 i = 0; i < sql.mList.size(); i++)
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{
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ShapeBase* other = dynamic_cast<ShapeBase*>(sql.mList[i]);
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Point3F objectCenter = other->getBoxCenter();
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F32 sumMinRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
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F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
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separation += sumMinRad;
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Point3F offset = (pos - objectCenter);
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F32 offsetLensq = offset.lenSquared(); //square roots are expensive, so use squared val compares
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if ((flockingData.mMin > 0) && (offsetLensq < (sumMinRad * sumMinRad)))
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{
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other->disableCollision();
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if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask | AIObjectType, &info))
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{
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found++;
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offset *= separation;
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avoidanceOffset += offset; //accumulate total group, move away from that
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avoidanceAmtSq += offsetLensq;
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}
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other->enableCollision();
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}
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}
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//if we don't have to worry about bumping into one another (nothing found lower than minFLock), see about grouping up
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if (found == 0)
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{
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for (U32 i = 0; i < sql.mList.size(); i++)
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{
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ShapeBase* other = static_cast<ShapeBase*>(sql.mList[i]);
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Point3F objectCenter = other->getBoxCenter();
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F32 sumMaxRad = flockingData.mMax + other->getAIController()->mControllerData->mFlocking.mMax;
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F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
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separation += sumMaxRad;
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Point3F offset = (pos - objectCenter);
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F32 offsetLensq = offset.lenSquared(); //square roots are expensive, so use squared val compares
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if ((flockingData.mMax > 0) && (offsetLensq < (sumMaxRad * sumMaxRad)))
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{
|
|
other->disableCollision();
|
|
if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask | AIObjectType, &info))
|
|
{
|
|
found++;
|
|
avoidanceOffset -= offset; // subtract total group, move toward it
|
|
avoidanceAmtSq -= offsetLensq;
|
|
}
|
|
other->enableCollision();
|
|
}
|
|
}
|
|
}
|
|
if (found > 0)
|
|
{
|
|
//ephasize the *side* portion of sidestep to better avoid clumps
|
|
if (avoidanceOffset.x < avoidanceOffset.y)
|
|
avoidanceOffset.x *= 2.0;
|
|
else
|
|
avoidanceOffset.y *= 2.0;
|
|
|
|
//add fuzz to sidestepping
|
|
avoidanceOffset.z = 0;
|
|
avoidanceOffset.x = (mRandF() * avoidanceOffset.x) * 0.5 + avoidanceOffset.x * 0.75;
|
|
avoidanceOffset.y = (mRandF() * avoidanceOffset.y) * 0.5 + avoidanceOffset.y * 0.75;
|
|
|
|
avoidanceOffset.normalizeSafe();
|
|
avoidanceOffset *= avoidanceAmtSq;
|
|
|
|
if ((avoidanceAmtSq) > flockingData.mMin * flockingData.mMin)
|
|
{
|
|
dest = obj->getPosition()+avoidanceOffset;
|
|
}
|
|
|
|
//if we're not jumping...
|
|
if (mJump == None)
|
|
{
|
|
dest.z = obj->getPosition().z;
|
|
|
|
//make sure we don't run off a cliff
|
|
Point3F zlen(0, 0, getCtrl()->mControllerData->mHeightTolerance);
|
|
if (obj->getContainer()->castRay(dest + zlen, dest - zlen, TerrainObjectType | StaticShapeObjectType | StaticObjectType, &info))
|
|
{
|
|
mMoveDestination = dest;
|
|
flocking = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
obj->enableCollision();
|
|
return flocking;
|
|
}
|
|
|
|
|
|
DefineEngineMethod(AIController, followNavPath, void, (SimObjectId obj), ,
|
|
"@brief Tell the AIPlayer to follow a path.\n\n"
|
|
|
|
"@param obj ID of a NavPath object for the character to follow.")
|
|
{
|
|
NavPath* path;
|
|
if (Sim::findObject(obj, path))
|
|
object->getNav()->followNavPath(path);
|
|
}
|
|
|
|
|
|
DefineEngineMethod(AIController, repath, void, (), ,
|
|
"@brief Tells the AI to re-plan its path. Does nothing if the character "
|
|
"has no path, or if it is following a mission path.\n\n")
|
|
{
|
|
object->getNav()->repath();
|
|
}
|
|
|
|
DefineEngineMethod(AIController, findNavMesh, S32, (), ,
|
|
"@brief Get the NavMesh object this AIPlayer is currently using.\n\n"
|
|
|
|
"@return The ID of the NavPath object this character is using for "
|
|
"pathfinding. This is determined by the character's location, "
|
|
"navigation type and other factors. Returns -1 if no NavMesh is "
|
|
"found.")
|
|
{
|
|
NavMesh* mesh = object->getNav()->getNavMesh();
|
|
return mesh ? mesh->getId() : -1;
|
|
}
|
|
|
|
DefineEngineMethod(AIController, getNavMesh, S32, (), ,
|
|
"@brief Return the NavMesh this AIPlayer is using to navigate.\n\n")
|
|
{
|
|
NavMesh* m = object->getNav()->getNavMesh();
|
|
return m ? m->getId() : 0;
|
|
}
|
|
|
|
DefineEngineMethod(AIController, setNavSize, void, (const char* size), ,
|
|
"@brief Set the size of NavMesh this character uses. One of \"Small\", \"Regular\" or \"Large\".")
|
|
{
|
|
if (!String::compare(size, "Small"))
|
|
object->getNav()->setNavSize(AINavigation::Small);
|
|
else if (!String::compare(size, "Regular"))
|
|
object->getNav()->setNavSize(AINavigation::Regular);
|
|
else if (!String::compare(size, "Large"))
|
|
object->getNav()->setNavSize(AINavigation::Large);
|
|
else
|
|
Con::errorf("AIPlayer::setNavSize: no such size '%s'.", size);
|
|
}
|
|
|
|
DefineEngineMethod(AIController, getNavSize, const char*, (), ,
|
|
"@brief Return the size of NavMesh this character uses for pathfinding.")
|
|
{
|
|
switch (object->getNav()->getNavSize())
|
|
{
|
|
case AINavigation::Small:
|
|
return "Small";
|
|
case AINavigation::Regular:
|
|
return "Regular";
|
|
case AINavigation::Large:
|
|
return "Large";
|
|
}
|
|
return "";
|
|
}
|
|
#endif
|