mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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274 lines
6.8 KiB
C++
274 lines
6.8 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2013 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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#ifndef _NAVMESH_H_
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#define _NAVMESH_H_
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#include <queue>
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#include "torqueRecast.h"
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#include "scene/sceneObject.h"
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#include "recastPolyList.h"
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#include "duDebugDrawTorque.h"
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#include <Recast.h>
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#include <DetourNavMesh.h>
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#include <DetourNavMeshBuilder.h>
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#include <DebugDraw.h>
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/// @class NavMesh
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/// Represents a set of bounds within which a Recast navigation mesh is generated.
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/// @see NavMeshPolyList
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/// @see Trigger
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class NavMesh : public SceneObject {
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typedef SceneObject Parent;
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friend class NavPath;
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public:
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/// @name NavMesh build
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/// @{
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/// Initiates the navmesh build process, which includes notifying the
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/// clients and posting an event.
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bool build(bool background = true, bool saveIntermediates = false);
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/// Stop a build in progress.
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void cancelBuild();
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/// Save the navmesh to a file.
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bool save();
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/// Load a saved navmesh from a file.
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bool load();
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/// Instantly rebuild the tiles in the navmesh that overlap the box.
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void buildTiles(const Box3F &box);
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/// Instantly rebuild a specific tile.
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void buildTile(const U32 &tile);
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/// Data file to store this nav mesh in. (From engine executable dir.)
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StringTableEntry mFileName;
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/// Cell width and height.
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F32 mCellSize, mCellHeight;
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/// @name Actor data
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/// @{
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F32 mWalkableHeight,
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mWalkableClimb,
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mWalkableRadius,
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mWalkableSlope;
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/// @}
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/// @name Generation data
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/// @{
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U32 mBorderSize;
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F32 mDetailSampleDist, mDetailSampleMaxError;
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U32 mMaxEdgeLen;
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F32 mMaxSimplificationError;
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static const U32 mMaxVertsPerPoly;
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U32 mMinRegionArea;
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U32 mMergeRegionArea;
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F32 mTileSize;
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U32 mMaxPolysPerTile;
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/// @}
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/// @}
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/// Return the index of the tile included by this point.
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S32 getTile(Point3F pos);
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/// Return the box of a given tile.
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Box3F getTileBox(U32 id);
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/// @name SimObject
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/// @{
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virtual void onEditorEnable();
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virtual void onEditorDisable();
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void write(Stream &stream, U32 tabStop, U32 flags);
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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();
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void onRemove();
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enum flags {
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BuildFlag = Parent::NextFreeMask << 0,
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LoadFlag = Parent::NextFreeMask << 1,
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NextFreeMask = Parent::NextFreeMask << 2,
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};
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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void setTransform(const MatrixF &mat);
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void setScale(const VectorF &scale);
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/// @}
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/// @name ProcessObject
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/// @{
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void processTick(const Move *move);
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/// @}
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/// @name Rendering
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/// @{
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void prepRenderImage(SceneRenderState *state);
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void render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
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bool mAlwaysRender;
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/// @}
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NavMesh();
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~NavMesh();
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DECLARE_CONOBJECT(NavMesh);
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void inspectPostApply();
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protected:
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dtNavMesh const* getNavMesh() { return nm; }
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private:
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/// Generates a navigation mesh for the collection of objects in this
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/// mesh. Returns true if successful. Stores the created mesh in tnm.
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bool generateMesh();
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/// Builds the next tile in the dirty list.
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void buildNextTile();
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/// @name Tiles
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/// @{
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struct Tile {
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/// Torque-space world box of this tile.
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Box3F box;
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/// Local coordinates of this box.
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U32 x, y;
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/// Recast min and max points.
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F32 bmin[3], bmax[3];
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/// Default constructor.
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Tile() : box(Box3F::Invalid), x(0), y(0)
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{
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bmin[0] = bmin[1] = bmin[2] = bmax[0] = bmax[1] = bmax[2] = 0.0f;
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}
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/// Value constructor.
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Tile(const Box3F &b, U32 _x, U32 _y, const F32 *min, const F32 *max)
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: box(b), x(_x), y(_y)
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{
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rcVcopy(bmin, min);
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rcVcopy(bmax, max);
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}
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};
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/// Intermediate data for tile creation.
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struct TileData {
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RecastPolyList geom;
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rcHeightfield *hf;
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rcCompactHeightfield *chf;
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rcContourSet *cs;
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rcPolyMesh *pm;
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rcPolyMeshDetail *pmd;
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TileData()
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{
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hf = NULL;
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chf = NULL;
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cs = NULL;
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pm = NULL;
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pmd = NULL;
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}
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void freeAll()
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{
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geom.clear();
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rcFreeHeightField(hf);
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rcFreeCompactHeightfield(chf);
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rcFreeContourSet(cs);
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rcFreePolyMesh(pm);
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rcFreePolyMeshDetail(pmd);
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}
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~TileData()
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{
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freeAll();
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}
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};
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/// List of tiles.
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Vector<Tile> mTiles;
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/// List of indices to the tile array which are dirty.
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std::queue<U32> mDirtyTiles;
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/// Update tile dimensions.
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void updateTiles(bool dirty = false);
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/// Generates navmesh data for a single tile.
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unsigned char *buildTileData(const Tile &tile, TileData &data, U32 &dataSize);
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/// @}
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/// @name Intermediate data
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/// @{
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/// Config struct.
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rcConfig cfg;
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/// Updates our config from console members.
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void updateConfig();
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dtNavMesh *nm;
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/// @}
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/// Used to perform non-standard validation. detailSampleDist can be 0, or >= 0.9.
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static bool setProtectedDetailSampleDist(void *obj, const char *index, const char *data);
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/// Updates the client when we check the alwaysRender option.
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static bool setProtectedAlwaysRender(void *obj, const char *index, const char *data);
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/// @name Threaded updates
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/// @{
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/// A simple flag to say we are building.
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bool mBuilding;
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/// @}
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/// @name Rendering
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/// @{
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duDebugDrawTorque dd;
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void renderToDrawer();
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/// @}
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};
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#endif
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