Torque3D/Engine/source/navigation/navMesh.h
2013-07-04 17:27:48 +10:00

274 lines
6.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
//
// 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 _NAVMESH_H_
#define _NAVMESH_H_
#include <queue>
#include "torqueRecast.h"
#include "scene/sceneObject.h"
#include "recastPolyList.h"
#include "duDebugDrawTorque.h"
#include <Recast.h>
#include <DetourNavMesh.h>
#include <DetourNavMeshBuilder.h>
#include <DebugDraw.h>
/// @class NavMesh
/// Represents a set of bounds within which a Recast navigation mesh is generated.
/// @see NavMeshPolyList
/// @see Trigger
class NavMesh : public SceneObject {
typedef SceneObject Parent;
friend class NavPath;
public:
/// @name NavMesh build
/// @{
/// Initiates the navmesh build process, which includes notifying the
/// clients and posting an event.
bool build(bool background = true, bool saveIntermediates = false);
/// Stop a build in progress.
void cancelBuild();
/// Save the navmesh to a file.
bool save();
/// Load a saved navmesh from a file.
bool load();
/// Instantly rebuild the tiles in the navmesh that overlap the box.
void buildTiles(const Box3F &box);
/// Instantly rebuild a specific tile.
void buildTile(const U32 &tile);
/// Data file to store this nav mesh in. (From engine executable dir.)
StringTableEntry mFileName;
/// Cell width and height.
F32 mCellSize, mCellHeight;
/// @name Actor data
/// @{
F32 mWalkableHeight,
mWalkableClimb,
mWalkableRadius,
mWalkableSlope;
/// @}
/// @name Generation data
/// @{
U32 mBorderSize;
F32 mDetailSampleDist, mDetailSampleMaxError;
U32 mMaxEdgeLen;
F32 mMaxSimplificationError;
static const U32 mMaxVertsPerPoly;
U32 mMinRegionArea;
U32 mMergeRegionArea;
F32 mTileSize;
U32 mMaxPolysPerTile;
/// @}
/// @}
/// Return the index of the tile included by this point.
S32 getTile(Point3F pos);
/// Return the box of a given tile.
Box3F getTileBox(U32 id);
/// @name SimObject
/// @{
virtual void onEditorEnable();
virtual void onEditorDisable();
void write(Stream &stream, U32 tabStop, U32 flags);
/// @}
/// @name SceneObject
/// @{
static void initPersistFields();
bool onAdd();
void onRemove();
enum flags {
BuildFlag = Parent::NextFreeMask << 0,
LoadFlag = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2,
};
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
void setTransform(const MatrixF &mat);
void setScale(const VectorF &scale);
/// @}
/// @name ProcessObject
/// @{
void processTick(const Move *move);
/// @}
/// @name Rendering
/// @{
void prepRenderImage(SceneRenderState *state);
void render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
bool mAlwaysRender;
/// @}
NavMesh();
~NavMesh();
DECLARE_CONOBJECT(NavMesh);
void inspectPostApply();
protected:
dtNavMesh const* getNavMesh() { return nm; }
private:
/// Generates a navigation mesh for the collection of objects in this
/// mesh. Returns true if successful. Stores the created mesh in tnm.
bool generateMesh();
/// Builds the next tile in the dirty list.
void buildNextTile();
/// @name Tiles
/// @{
struct Tile {
/// Torque-space world box of this tile.
Box3F box;
/// Local coordinates of this box.
U32 x, y;
/// Recast min and max points.
F32 bmin[3], bmax[3];
/// Default constructor.
Tile() : box(Box3F::Invalid), x(0), y(0)
{
bmin[0] = bmin[1] = bmin[2] = bmax[0] = bmax[1] = bmax[2] = 0.0f;
}
/// Value constructor.
Tile(const Box3F &b, U32 _x, U32 _y, const F32 *min, const F32 *max)
: box(b), x(_x), y(_y)
{
rcVcopy(bmin, min);
rcVcopy(bmax, max);
}
};
/// Intermediate data for tile creation.
struct TileData {
RecastPolyList geom;
rcHeightfield *hf;
rcCompactHeightfield *chf;
rcContourSet *cs;
rcPolyMesh *pm;
rcPolyMeshDetail *pmd;
TileData()
{
hf = NULL;
chf = NULL;
cs = NULL;
pm = NULL;
pmd = NULL;
}
void freeAll()
{
geom.clear();
rcFreeHeightField(hf);
rcFreeCompactHeightfield(chf);
rcFreeContourSet(cs);
rcFreePolyMesh(pm);
rcFreePolyMeshDetail(pmd);
}
~TileData()
{
freeAll();
}
};
/// List of tiles.
Vector<Tile> mTiles;
/// List of indices to the tile array which are dirty.
std::queue<U32> mDirtyTiles;
/// Update tile dimensions.
void updateTiles(bool dirty = false);
/// Generates navmesh data for a single tile.
unsigned char *buildTileData(const Tile &tile, TileData &data, U32 &dataSize);
/// @}
/// @name Intermediate data
/// @{
/// Config struct.
rcConfig cfg;
/// Updates our config from console members.
void updateConfig();
dtNavMesh *nm;
/// @}
/// Used to perform non-standard validation. detailSampleDist can be 0, or >= 0.9.
static bool setProtectedDetailSampleDist(void *obj, const char *index, const char *data);
/// Updates the client when we check the alwaysRender option.
static bool setProtectedAlwaysRender(void *obj, const char *index, const char *data);
/// @name Threaded updates
/// @{
/// A simple flag to say we are building.
bool mBuilding;
/// @}
/// @name Rendering
/// @{
duDebugDrawTorque dd;
void renderToDrawer();
/// @}
};
#endif