Torque3D/Engine/source/navigation/navPath.h
2014-11-28 20:24:11 +11:00

184 lines
5.1 KiB
C++

//-----------------------------------------------------------------------------
// 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
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _NAVPATH_H_
#define _NAVPATH_H_
#include "scene/sceneObject.h"
#include "scene/simPath.h"
#include "navMesh.h"
#include <DetourNavMeshQuery.h>
class NavPath: public SceneObject {
typedef SceneObject Parent;
static const U32 MaxPathLen = 2048;
public:
/// @name NavPath
/// Functions for planning and accessing the path.
/// @{
String mMeshName;
NavMesh *mMesh;
SimPath::Path *mWaypoints;
Point3F mFrom;
bool mFromSet;
Point3F mTo;
bool mToSet;
bool mIsLooping;
bool mAutoUpdate;
bool mIsSliced;
S32 mMaxIterations;
bool mAlwaysRender;
bool mXray;
bool mRenderSearch;
/// What sort of link types are we allowed to move on?
LinkData mLinkTypes;
/// Plan the path.
bool plan();
/// Updated a sliced plan.
/// @return True if we need to keep updating, false if we can stop.
bool update();
/// Finalise a sliced plan.
/// @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 the length of this path.
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;
/// @}
/// @name SceneObject
/// @{
static void initPersistFields();
bool onAdd();
void onRemove();
void onEditorEnable();
void onEditorDisable();
void inspectPostApply();
void onDeleteNotify(SimObject *object);
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
void prepRenderImage(SceneRenderState *state);
void renderSimple(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
DECLARE_CONOBJECT(NavPath);
/// @}
/// @name ProcessObject
/// @{
void processTick(const Move *move);
/// @}
NavPath();
~NavPath();
protected:
enum masks {
PathMask = Parent::NextFreeMask << 0,
NextFreeMask = Parent::NextFreeMask << 1
};
private:
/// Create appropriate data structures and stuff.
bool init();
/// 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();
dtNavMeshQuery *mQuery;
dtStatus mStatus;
dtQueryFilter mFilter;
S32 mCurIndex;
Vector<Point3F> mPoints;
Vector<U16> mFlags;
Vector<Point3F> mVisitPoints;
F32 mLength;
/// Resets our world transform and bounds to fit our point list.
void resize();
/// Function used to set mMesh object from console.
static bool setProtectedMesh(void *obj, const char *index, const char *data);
/// Function used to set mWaypoints from console.
static bool setProtectedWaypoints(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 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);
/// @}
};
#endif