Browse Source

Merge pull request #1528 from marauder2k9-torque/Recast-Update

Recast refactor
Brian Roberts 5 months ago
parent
commit
c7d966c0de
43 changed files with 3720 additions and 1542 deletions
  1. 36 2
      Engine/source/T3D/AI/AIController.cpp
  2. 2 0
      Engine/source/T3D/AI/AIController.h
  3. 1 1
      Engine/source/T3D/AI/AICover.cpp
  4. 93 30
      Engine/source/T3D/AI/AINavigation.cpp
  5. 1 0
      Engine/source/T3D/AI/AINavigation.h
  6. 18 1
      Engine/source/T3D/aiPlayer.cpp
  7. 2 0
      Engine/source/T3D/aiPlayer.h
  8. 112 90
      Engine/source/gfx/gfxDrawUtil.cpp
  9. 42 23
      Engine/source/gfx/gl/gfxGLCircularVolatileBuffer.h
  10. 315 0
      Engine/source/navigation/ChunkyTriMesh.cpp
  11. 59 0
      Engine/source/navigation/ChunkyTriMesh.h
  12. 12 3
      Engine/source/navigation/coverPoint.cpp
  13. 350 124
      Engine/source/navigation/duDebugDrawTorque.cpp
  14. 67 80
      Engine/source/navigation/duDebugDrawTorque.h
  15. 56 395
      Engine/source/navigation/guiNavEditorCtrl.cpp
  16. 10 35
      Engine/source/navigation/guiNavEditorCtrl.h
  17. 555 215
      Engine/source/navigation/navMesh.cpp
  18. 79 52
      Engine/source/navigation/navMesh.h
  19. 40 0
      Engine/source/navigation/navMeshTool.cpp
  20. 58 0
      Engine/source/navigation/navMeshTool.h
  21. 40 0
      Engine/source/navigation/navMeshTools/coverTool.cpp
  22. 33 0
      Engine/source/navigation/navMeshTools/coverTool.h
  23. 121 0
      Engine/source/navigation/navMeshTools/navMeshSelectTool.cpp
  24. 32 0
      Engine/source/navigation/navMeshTools/navMeshSelectTool.h
  25. 426 0
      Engine/source/navigation/navMeshTools/navMeshTestTool.cpp
  26. 60 0
      Engine/source/navigation/navMeshTools/navMeshTestTool.h
  27. 200 0
      Engine/source/navigation/navMeshTools/offMeshConnTool.cpp
  28. 53 0
      Engine/source/navigation/navMeshTools/offMeshConnTool.h
  29. 115 0
      Engine/source/navigation/navMeshTools/tileTool.cpp
  30. 31 0
      Engine/source/navigation/navMeshTools/tileTool.h
  31. 3 12
      Engine/source/navigation/navPath.cpp
  32. 1 2
      Engine/source/navigation/navPath.h
  33. 70 1
      Engine/source/navigation/recastPolyList.cpp
  34. 18 0
      Engine/source/navigation/recastPolyList.h
  35. 5 0
      Engine/source/navigation/torqueRecast.h
  36. 55 0
      Templates/BaseGame/game/data/Prototyping/scripts/managedData/managedDatablocks.tscript
  37. 47 0
      Templates/BaseGame/game/data/Prototyping/scripts/server/protoCar.tscript
  38. 131 219
      Templates/BaseGame/game/tools/navEditor/NavEditorGui.gui
  39. 0 63
      Templates/BaseGame/game/tools/navEditor/NavEditorToolbar.gui
  40. 64 14
      Templates/BaseGame/game/tools/navEditor/main.tscript
  41. 293 168
      Templates/BaseGame/game/tools/navEditor/navEditor.tscript
  42. 8 9
      Templates/BaseGame/game/tools/worldEditor/gui/ToolsPaletteGroups/NavEditorPalette.ed.gui
  43. 6 3
      Tools/CMake/modules/navigation.cmake

+ 36 - 2
Engine/source/T3D/AI/AIController.cpp

@@ -168,11 +168,20 @@ bool AIController::getAIMove(Move* movePtr)
             {
                obj = getAIInfo()->mObj;
             }
+            
+            Point3F start = obj->getPosition();
+            Point3F end = start;
+            start.z = obj->getBoxCenter().z;
+            end.z -= mControllerData->mHeightTolerance;
+
+            obj->disableCollision();
+            // Only repath if not already adjusted and on risky ground
             RayInfo info;
-            if (obj->getContainer()->castRay(obj->getPosition(), obj->getPosition() - Point3F(0, 0, mControllerData->mHeightTolerance), StaticShapeObjectType, &info))
+            if (obj->getContainer()->castRay(start, end, StaticShapeObjectType, &info))
             {
                getNav()->repath();
             }
+            obj->enableCollision();
             getGoal()->mInRange = false;
          }
          if (getGoal()->getDist() < mControllerData->mFollowTolerance )
@@ -530,11 +539,15 @@ AIControllerData::AIControllerData()
    mAttackRadius = 2.0f;
    mMoveStuckTolerance = 0.01f;
    mMoveStuckTestDelay = 30;
-   mHeightTolerance = 0.001f;
+   mHeightTolerance = 0.1f;
    mFollowTolerance = 1.0f;
 
 #ifdef TORQUE_NAVIGATION_ENABLED
    mLinkTypes = LinkData(AllFlags);
+   mFilter.setIncludeFlags(mLinkTypes.getFlags());
+   mFilter.setExcludeFlags(0);
+   mAreaCosts.setSize(PolyAreas::NumAreas);
+   mAreaCosts.fill(1.0f);
    mNavSize = AINavigation::Regular;
    mFlocking.mChance = 90;
    mFlocking.mMin = 1.0f;
@@ -560,6 +573,8 @@ AIControllerData::AIControllerData(const AIControllerData& other, bool temp_clon
 
 #ifdef TORQUE_NAVIGATION_ENABLED
    mLinkTypes = other.mLinkTypes;
+   mFilter = other.mFilter;
+   mAreaCosts = other.mAreaCosts;
    mNavSize = other.mNavSize;
    mFlocking.mChance = other.mFlocking.mChance;
    mFlocking.mMin = other.mFlocking.mMin;
@@ -629,6 +644,8 @@ void AIControllerData::initPersistFields()
    addFieldV("FlockSideStep", TypeRangedF32, Offset(mFlocking.mSideStep, AIControllerData), &CommonValidators::PositiveFloat,
       "@brief Distance from destination before we stop moving out of the way.");
 
+   addField("areaCosts", TypeF32Vector, Offset(mAreaCosts, AIControllerData),
+      "Vector of costs for each PolyArea.");
    addField("allowWalk", TypeBool, Offset(mLinkTypes.walk, AIControllerData),
       "Allow the character to walk on dry land.");
    addField("allowJump", TypeBool, Offset(mLinkTypes.jump, AIControllerData),
@@ -662,6 +679,10 @@ void AIControllerData::packData(BitStream* stream)
 
 #ifdef TORQUE_NAVIGATION_ENABLED
    //enums
+   stream->write(mAreaCosts.size());
+   for (U32 i = 0; i < mAreaCosts.size(); i++) {
+      stream->write(mAreaCosts[i]);
+   }
    stream->write(mLinkTypes.getFlags());
    stream->write((U32)mNavSize);
    // end enums
@@ -684,10 +705,23 @@ void AIControllerData::unpackData(BitStream* stream)
    stream->read(&mFollowTolerance);
 
 #ifdef TORQUE_NAVIGATION_ENABLED
+   U32 num;
+   stream->read(&num);
+   mAreaCosts.setSize(num);
+   for (U32 i = 0; i < num; i++)
+   {
+      stream->read(&mAreaCosts[i]);
+   }
    //enums
    U16 linkFlags;
    stream->read(&linkFlags);
    mLinkTypes = LinkData(linkFlags);
+   mFilter.setIncludeFlags(mLinkTypes.getFlags());
+   mFilter.setExcludeFlags(mLinkTypes.getExcludeFlags());
+   for (U32 i = 0; i < PolyAreas::NumAreas; i++)
+   {
+      mFilter.setAreaCost((PolyAreas)i, mAreaCosts[i]);
+   }
    U32 navSize;
    stream->read(&navSize);
    mNavSize = (AINavigation::NavSize)(navSize);   

+ 2 - 0
Engine/source/T3D/AI/AIController.h

@@ -168,6 +168,8 @@ public:
 
    /// Types of link we can use.
    LinkData mLinkTypes;
+   dtQueryFilter mFilter;
+   Vector<F32> mAreaCosts;
    AINavigation::NavSize mNavSize;
 #endif
    Delegate<void(AIController* obj, Point3F location, Move* movePtr)> resolveYawPtr;

+ 1 - 1
Engine/source/T3D/AI/AICover.cpp

@@ -80,7 +80,7 @@ bool AIController::findCover(const Point3F& from, F32 radius)
    if (s.point)
    {
       // Calling setPathDestination clears cover...
-      bool foundPath = getNav()->setPathDestination(s.point->getPosition());
+      bool foundPath = getNav()->setPathDestination(s.point->getPosition(), true);
       setCover(s.point);
       s.point->setOccupied(true);
       return foundPath;

+ 93 - 30
Engine/source/T3D/AI/AINavigation.cpp

@@ -23,7 +23,7 @@
 #include "AIController.h"
 #include "T3D/shapeBase.h"
 
-static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType | AIObjectType;
+static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType;
 
 AINavigation::AINavigation(AIController* controller)
 {
@@ -77,6 +77,7 @@ bool AINavigation::setPathDestination(const Point3F& pos, bool replace)
    path->mAlwaysRender = true;
    path->mLinkTypes = getCtrl()->mControllerData->mLinkTypes;
    path->mXray = true;
+   path->mFilter = getCtrl()->mControllerData->mFilter;
    // Paths plan automatically upon being registered.
    if (!path->registerObject())
    {
@@ -338,7 +339,11 @@ void AINavigation::repath()
    if (mPathData.path.isNull() || !mPathData.owned)
       return;
 
-   if (mRandI(0, 100) < getCtrl()->mControllerData->mFlocking.mChance && flock())
+   if (avoidObstacles())
+   {
+      mPathData.path->mTo = mMoveDestination;
+   }
+   else if (mRandI(0, 100) < getCtrl()->mControllerData->mFlocking.mChance && flock())
    {
       mPathData.path->mTo = mMoveDestination;
    }
@@ -379,6 +384,60 @@ void AINavigation::clearPath()
    mPathData = PathData();
 }
 
+bool AINavigation::avoidObstacles()
+{
+   SimObjectPtr<SceneObject> obj = getCtrl()->getAIInfo()->mObj;
+   obj->disableCollision();
+
+   Point3F pos = obj->getBoxCenter();
+   VectorF forward = obj->getTransform().getForwardVector();
+   forward.normalizeSafe();
+
+   // Generate forward-left and forward-right by rotating forward vector
+   VectorF right = mCross(forward, Point3F(0, 0, 1));
+   VectorF leftDir = forward + right * -0.5f;  // front-left
+   VectorF rightDir = forward + right * 0.5f;  // front-right
+
+   leftDir.normalizeSafe();
+   rightDir.normalizeSafe();
+
+   F32 rayLength = obj->getVelocity().lenSquared() * TickSec * 2 + getCtrl()->getAIInfo()->mRadius;
+   Point3F directions[3] = {
+       forward,
+       leftDir,
+       rightDir
+   };
+
+   bool hit[3] = { false, false, false };
+   RayInfo info;
+   for (int i = 0; i < 3; ++i)
+   {
+      Point3F end = pos + directions[i] * rayLength;
+      if (obj->getContainer()->castRay(pos, end, sAILoSMask, &info))
+      {
+         hit[i] = true;
+      }
+   }
+
+   Point3F avoidance = Point3F::Zero;
+   if (hit[0]) avoidance += right * 1.0f;
+   if (hit[1]) avoidance += right * 1.5f;
+   if (hit[2]) avoidance -= right * 1.5f;
+
+   if (!avoidance.isZero())
+   {
+      avoidance.normalizeSafe();
+      F32 clearance = getCtrl()->getAIInfo()->mRadius * 1.5f;
+      Point3F newDest = info.point + avoidance * rayLength;
+      mMoveDestination = newDest;
+      obj->enableCollision();
+      return true;
+   }
+
+   obj->enableCollision();
+   return false;
+}
+
 bool AINavigation::flock()
 {
    AIControllerData::Flocking flockingData = getCtrl()->mControllerData->mFlocking;
@@ -386,9 +445,10 @@ bool AINavigation::flock()
 
    obj->disableCollision();
    Point3F pos = obj->getBoxCenter();
-   Point3F searchArea = Point3F(flockingData.mMin / 2, flockingData.mMax / 2, getCtrl()->getAIInfo()->mObj->getObjBox().maxExtents.z / 2);
 
    F32 maxFlocksq = flockingData.mMax * flockingData.mMax;
+   Point3F searchArea = Point3F(maxFlocksq, maxFlocksq, getCtrl()->getAIInfo()->mObj->getObjBox().maxExtents.z / 2);
+
    bool flocking = false;
    U32 found = 0;
    if (getCtrl()->getGoal())
@@ -412,41 +472,35 @@ bool AINavigation::flock()
          sql.mList.remove(obj);
 
          Point3F avoidanceOffset = Point3F::Zero;
+         F32 avoidanceAmtSq = 0;
 
-         //avoid objects in the way
          RayInfo info;
-         if (obj->getContainer()->castRay(pos, dest + Point3F(0, 0, obj->getObjBox().len_z() / 2), sAILoSMask, &info))
-         {
-            Point3F blockerOffset = (info.point - dest);
-            blockerOffset.z = 0;
-            avoidanceOffset += blockerOffset;
-         }
-
          //avoid bots that are too close
          for (U32 i = 0; i < sql.mList.size(); i++)
          {
             ShapeBase* other = dynamic_cast<ShapeBase*>(sql.mList[i]);
             Point3F objectCenter = other->getBoxCenter();
 
-            F32 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
+            F32 sumMinRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
             F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
-            sumRad += separation;
+            separation += sumMinRad;
 
             Point3F offset = (pos - objectCenter);
             F32 offsetLensq = offset.lenSquared(); //square roots are expensive, so use squared val compares
-            if ((flockingData.mMin > 0) && (offsetLensq < (sumRad * sumRad)))
+            if ((flockingData.mMin > 0) && (offsetLensq < (sumMinRad * sumMinRad)))
             {
                other->disableCollision();
-               if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask, &info))
+               if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask | AIObjectType, &info))
                {
                   found++;
-                  offset.normalizeSafe();
-                  offset *= sumRad + separation;
+                  offset *= separation;
                   avoidanceOffset += offset; //accumulate total group, move away from that
+                  avoidanceAmtSq += offsetLensq;
                }
                other->enableCollision();
             }
          }
+
          //if we don't have to worry about bumping into one another (nothing found lower than minFLock), see about grouping up
          if (found == 0)
          {
@@ -455,20 +509,20 @@ bool AINavigation::flock()
                ShapeBase* other = static_cast<ShapeBase*>(sql.mList[i]);
                Point3F objectCenter = other->getBoxCenter();
 
-               F32 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
+               F32 sumMaxRad = flockingData.mMax + other->getAIController()->mControllerData->mFlocking.mMax;
                F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
-               sumRad += separation;
+               separation += sumMaxRad;
 
                Point3F offset = (pos - objectCenter);
-               if ((flockingData.mMin > 0) && ((sumRad * sumRad) < (maxFlocksq)))
+               F32 offsetLensq = offset.lenSquared(); //square roots are expensive, so use squared val compares
+               if ((flockingData.mMax > 0) && (offsetLensq < (sumMaxRad * sumMaxRad)))
                {
                   other->disableCollision();
-                  if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask, &info))
+                  if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask | AIObjectType, &info))
                   {
                      found++;
-                     offset.normalizeSafe();
-                     offset *= sumRad + separation;
                      avoidanceOffset -= offset; // subtract total group, move toward it
+                     avoidanceAmtSq -= offsetLensq;
                   }
                   other->enableCollision();
                }
@@ -476,27 +530,36 @@ bool AINavigation::flock()
          }
          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;
-            if (avoidanceOffset.lenSquared() < (maxFlocksq))
+
+            avoidanceOffset.normalizeSafe();
+            avoidanceOffset *= avoidanceAmtSq;
+
+            if ((avoidanceAmtSq) > flockingData.mMin * flockingData.mMin)
             {
-               dest += avoidanceOffset;
+               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))
                {
-                  if ((mMoveDestination - dest).len() > getCtrl()->mControllerData->mMoveTolerance)
-                  {
-                     mMoveDestination = dest;
-                     flocking = true;
-                  }
+                  mMoveDestination = dest;
+                  flocking = true;
                }
             }
          }

+ 1 - 0
Engine/source/T3D/AI/AINavigation.h

@@ -98,6 +98,7 @@ struct AINavigation
 
    /// Move to the specified node in the current path.
    void moveToNode(S32 node);
+   bool avoidObstacles();
    bool flock();
 #endif
 };

+ 18 - 1
Engine/source/T3D/aiPlayer.cpp

@@ -114,6 +114,10 @@ AIPlayer::AIPlayer()
    mJump = None;
    mNavSize = Regular;
    mLinkTypes = LinkData(AllFlags);
+   mFilter.setIncludeFlags(mLinkTypes.getFlags());
+   mFilter.setExcludeFlags(0);
+   mAreaCosts.setSize(PolyAreas::NumAreas);
+   mAreaCosts.fill(1.0f);
 #endif
 
    mIsAiControlled = true;
@@ -163,7 +167,8 @@ void AIPlayer::initPersistFields()
 
 #ifdef TORQUE_NAVIGATION_ENABLED
    addGroup("Pathfinding");
-
+      addField("areaCosts", TypeF32Vector, Offset(mAreaCosts, AIPlayer),
+         "Vector of costs for each PolyArea.");
       addField("allowWalk", TypeBool, Offset(mLinkTypes.walk, AIPlayer),
          "Allow the character to walk on dry land.");
       addField("allowJump", TypeBool, Offset(mLinkTypes.jump, AIPlayer),
@@ -785,6 +790,7 @@ void AIPlayer::moveToNode(S32 node)
 
 bool AIPlayer::setPathDestination(const Point3F &pos)
 {
+#ifdef TORQUE_NAVIGATION_ENABLED
    // Pathfinding only happens on the server.
    if(!isServerObject())
       return false;
@@ -799,6 +805,13 @@ bool AIPlayer::setPathDestination(const Point3F &pos)
       return false;
    }
 
+   mFilter.setIncludeFlags(mLinkTypes.getFlags());
+   mFilter.setExcludeFlags(mLinkTypes.getExcludeFlags());
+   for (U32 i = 0; i < PolyAreas::NumAreas; i++)
+   {
+      mFilter.setAreaCost((PolyAreas)i, mAreaCosts[i]);
+   }
+
    // Create a new path.
    NavPath *path = new NavPath();
 
@@ -808,6 +821,7 @@ bool AIPlayer::setPathDestination(const Point3F &pos)
    path->mFromSet = path->mToSet = true;
    path->mAlwaysRender = true;
    path->mLinkTypes = mLinkTypes;
+   path->mFilter = mFilter;
    path->mXray = true;
    // Paths plan automatically upon being registered.
    if(!path->registerObject())
@@ -839,6 +853,9 @@ bool AIPlayer::setPathDestination(const Point3F &pos)
       path->deleteObject();
       return false;
    }
+#else
+   setMoveDestination(pos, false);
+#endif
 }
 
 DefineEngineMethod(AIPlayer, setPathDestination, bool, (Point3F goal),,

+ 2 - 0
Engine/source/T3D/aiPlayer.h

@@ -228,6 +228,8 @@ public:
 
    /// Types of link we can use.
    LinkData mLinkTypes;
+   dtQueryFilter mFilter;
+   Vector<F32> mAreaCosts;
 
    /// @}
 #endif // TORQUE_NAVIGATION_ENABLED

+ 112 - 90
Engine/source/gfx/gfxDrawUtil.cpp

@@ -1486,69 +1486,73 @@ void GFXDrawUtil::_drawWireCapsule( const GFXStateBlockDesc &desc, const Point3F
 
 void GFXDrawUtil::drawCone( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 baseRadius, const ColorI &color )
 {
-   VectorF uvec = tipPnt - basePnt;
-   F32 height = uvec.len();
-   uvec.normalize();
-   MatrixF mat( true );
-   MathUtils::getMatrixFromUpVector( uvec, &mat );
-   mat.setPosition(basePnt);
+   VectorF dir = tipPnt - basePnt;
+   F32 height = dir.len();
+   dir.normalize();
 
-   Point3F scale( baseRadius, baseRadius, height );
-   mat.scale(scale);
+   MatrixF mat(true);
+   MathUtils::getMatrixFromUpVector(dir, &mat);
+   mat.setPosition(basePnt);
+   mat.scale(Point3F(baseRadius, baseRadius, height));
 
    GFXTransformSaver saver;
-
    mDevice->pushWorldMatrix();
    mDevice->multWorld(mat);
 
-   S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
-   GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints * 3 + 2, GFXBufferTypeVolatile);
+   const S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
+
+   // Vertex index layout
+   const S32 baseCenterIdx = 0;
+   const S32 baseStartIdx = 1;
+   const S32 tipIdx = baseStartIdx + numPoints;
+   const S32 sideStartIdx = tipIdx + 1;
+
+   const S32 totalVerts = sideStartIdx + numPoints * 3;
+
+   GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, totalVerts, GFXBufferTypeVolatile);
    verts.lock();
-   F32 sign = -1.f;
-   S32 indexDown = 0; //counting down from numPoints
-   S32 indexUp = 0; //counting up from 0
-   S32 index = 0; //circlePoints index for cap
 
-   for (S32 i = 0; i < numPoints + 1; i++)
+   // Base center vertex (at origin in local space)
+   verts[baseCenterIdx].point = Point3F(0, 0, 0);
+   verts[baseCenterIdx].color = color;
+
+   // Base circle vertices
+   for (S32 i = 0; i < numPoints; i++)
    {
-      //Top cap
-      if (i != numPoints)
-      {
-         if (sign < 0)
-            index = indexDown;
-         else
-            index = indexUp;
+      verts[baseStartIdx + i].point = Point3F(circlePoints[i].x, circlePoints[i].y, 0);
+      verts[baseStartIdx + i].color = color;
+   }
 
-         verts[i].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0);
-         verts[i].color = color;
+   // Tip vertex (pointing "up" in local Z)
+   verts[tipIdx].point = Point3F(0, 0, 1);
+   verts[tipIdx].color = color;
 
-         if (sign < 0)
-            indexUp += 1;
-         else
-            indexDown = numPoints - indexUp;
+   // Side triangles: one triangle per segment
+   for (S32 i = 0; i < numPoints; i++)
+   {
+      S32 triBase = sideStartIdx + i * 3;
 
-         // invert sign
-         sign *= -1.0f;
-      }
+      // Each triangle is (tip, base[i], base[(i+1)%numPoints])
+      verts[triBase + 0].point = verts[tipIdx].point;
+      verts[triBase + 1].point = verts[baseStartIdx + i].point;
+      verts[triBase + 2].point = verts[baseStartIdx + ((i + 1) % numPoints)].point;
 
-      //cone
-      S32 imod = i % numPoints;
-      S32 vertindex = 2 * i + numPoints;
-      verts[vertindex].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0);
-      verts[vertindex].color = color;
-      verts[vertindex + 1].point = Point3F(0.0f, 0.0f, 1.0f);
-      verts[vertindex + 1].color = color;
+      verts[triBase + 0].color = color;
+      verts[triBase + 1].color = color;
+      verts[triBase + 2].color = color;
    }
 
    verts.unlock();
 
-   mDevice->setStateBlockByDesc( desc );
-
-   mDevice->setVertexBuffer( verts );
+   mDevice->setStateBlockByDesc(desc);
+   mDevice->setVertexBuffer(verts);
    mDevice->setupGenericShaders();
 
-   mDevice->drawPrimitive(GFXTriangleStrip, 0, numPoints - 2);
-   mDevice->drawPrimitive(GFXTriangleStrip, numPoints, numPoints * 2);
+   // Draw base cap using triangle fan
+   mDevice->drawPrimitive(GFXTriangleList, baseCenterIdx, numPoints - 2);
+
+   // Draw sides using triangle list
+   mDevice->drawPrimitive(GFXTriangleList, sideStartIdx, numPoints);
 
    mDevice->popWorldMatrix();
 
@@ -1556,71 +1560,89 @@ void GFXDrawUtil::drawCone( const GFXStateBlockDesc &desc, const Point3F &basePn
 
 void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 radius, const ColorI &color )
 {
-   VectorF uvec = tipPnt - basePnt;
-   F32 height = uvec.len();
-   uvec.normalize();
-   MatrixF mat( true );
-   MathUtils::getMatrixFromUpVector( uvec, &mat );
+   VectorF dir = tipPnt - basePnt;
+   F32 height = dir.len();
+   dir.normalize();
+
+   MatrixF mat(true);
+   MathUtils::getMatrixFromUpVector(dir, &mat);
    mat.setPosition(basePnt);
+   mat.scale(Point3F(radius, radius, height));
 
-   Point3F scale( radius, radius, height * 2 );
-   mat.scale(scale);
    GFXTransformSaver saver;
-
    mDevice->pushWorldMatrix();
    mDevice->multWorld(mat);
 
-   S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
-   GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints *4 + 2, GFXBufferTypeVolatile);
+   const S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
+
+   // Vertex index layout
+   const S32 baseCenterIdx = 0;
+   const S32 topCenterIdx = 1;
+   const S32 baseStartIdx = 2;
+   const S32 topStartIdx = baseStartIdx + numPoints;
+   const S32 sideStartIdx = topStartIdx + numPoints;
+
+   const S32 totalVerts = sideStartIdx + numPoints * 6;
+
+   GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, totalVerts, GFXBufferTypeVolatile);
    verts.lock();
-   F32 sign = -1.f;
-   S32 indexDown = 0; //counting down from numPoints
-   S32 indexUp = 0; //counting up from 0
-   S32 index = 0; //circlePoints index for caps
 
-   for (S32 i = 0; i < numPoints + 1; i++)
+   // Base center
+   verts[baseCenterIdx].point = Point3F(0, 0, 0);
+   verts[baseCenterIdx].color = color;
+
+   // Top center
+   verts[topCenterIdx].point = Point3F(0, 0, 1);
+   verts[topCenterIdx].color = color;
+
+   // Base circle
+   for (S32 i = 0; i < numPoints; ++i)
    {
-      //Top/Bottom cap
-      if (i != numPoints)
-      {
-         if (sign < 0)
-            index = indexDown;
-         else
-            index = indexUp;
+      verts[baseStartIdx + i].point = Point3F(circlePoints[i].x, circlePoints[i].y, 0);
+      verts[baseStartIdx + i].color = color;
+   }
 
-         verts[i].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0);
-         verts[i].color = color;
-         verts[i + numPoints].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0.5f);
-         verts[i + numPoints].color = color;
+   // Top circle
+   for (S32 i = 0; i < numPoints; ++i)
+   {
+      verts[topStartIdx + i].point = Point3F(circlePoints[i].x, circlePoints[i].y, 1.0f);
+      verts[topStartIdx + i].color = color;
+   }
 
-         if (sign < 0)
-            indexUp += 1;
-         else
-            indexDown = numPoints - indexUp;
+   // Side triangles
+   for (S32 i = 0; i < numPoints; ++i)
+   {
+      S32 next = (i + 1) % numPoints;
+      S32 idx = sideStartIdx + i * 6;
 
-         // invert sign
-         sign *= -1.0f;
-      }
+      // First triangle (base[i], base[next], top[i])
+      verts[idx + 0].point = verts[baseStartIdx + i].point;
+      verts[idx + 1].point = verts[baseStartIdx + next].point;
+      verts[idx + 2].point = verts[topStartIdx + i].point;
 
-      //cylinder
-      S32 imod = i % numPoints;
-      S32 vertindex = 2 * i + (numPoints * 2);
-      verts[vertindex].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0);
-      verts[vertindex].color = color;
-      verts[vertindex + 1].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0.5f);
-      verts[vertindex + 1].color = color;
+      // Second triangle (top[i], base[next], top[next])
+      verts[idx + 3].point = verts[topStartIdx + i].point;
+      verts[idx + 4].point = verts[baseStartIdx + next].point;
+      verts[idx + 5].point = verts[topStartIdx + next].point;
+
+      for (int j = 0; j < 6; ++j)
+         verts[idx + j].color = color;
    }
 
    verts.unlock();
 
-   mDevice->setStateBlockByDesc( desc );
-
-   mDevice->setVertexBuffer( verts );
+   mDevice->setStateBlockByDesc(desc);
+   mDevice->setVertexBuffer(verts);
    mDevice->setupGenericShaders();
 
-   mDevice->drawPrimitive( GFXTriangleStrip, 0, numPoints-2 );
-   mDevice->drawPrimitive( GFXTriangleStrip, numPoints, numPoints - 2);
-   mDevice->drawPrimitive( GFXTriangleStrip, numPoints*2, numPoints * 2);
+   // Draw base cap
+   mDevice->drawPrimitive(GFXTriangleList, baseCenterIdx, numPoints - 2);
+
+   // Draw top cap
+   mDevice->drawPrimitive(GFXTriangleList, topCenterIdx, numPoints - 2);
+
+   // Draw sides (2 triangles per segment)
+   mDevice->drawPrimitive(GFXTriangleList, sideStartIdx, numPoints * 2);
 
    mDevice->popWorldMatrix();
 }

+ 42 - 23
Engine/source/gfx/gl/gfxGLCircularVolatileBuffer.h

@@ -178,39 +178,59 @@ public:
       U32 mSize = 0;
    }_getBufferData;
 
-   void lock(const U32 size, U32 offsetAlign, U32 &outOffset, void* &outPtr)
+   void lock(const U32 size, U32 offsetAlign, U32& outOffset, void*& outPtr)
    {
-      if( !size )
+      if (!size)
       {
-         AssertFatal(0, "");
+         AssertFatal(0, "GLCircularVolatileBuffer::lock - size must be > 0");
          outOffset = 0;
-         outPtr = NULL;
+         outPtr = nullptr;
+         return;
       }
 
-      mLockManager.waitFirstRange( mBufferFreePos, (mBufferFreePos + size)-1 );
+      // Align free pos first (before wraparound check)
+      if (offsetAlign)
+      {
+         mBufferFreePos = ((mBufferFreePos + offsetAlign - 1) / offsetAlign) * offsetAlign;
+      }
+
+      // If the size won't fit from current pos to end, wrap around
+      if (mBufferFreePos + size > mBufferSize)
+      {
+         // Protect the remaining space
+         if (mBufferFreePos < mBufferSize)
+            mUsedRanges.push_back(UsedRange(mBufferFreePos, mBufferSize - 1));
 
-      if( mBufferFreePos + size > mBufferSize )
-      {         
-         mUsedRanges.push_back( UsedRange( mBufferFreePos, mBufferSize-1 ) );
+         // Reset free pos
          mBufferFreePos = 0;
-      }
 
-      // force offset buffer align
-      if( offsetAlign )
-         mBufferFreePos = ( (mBufferFreePos/offsetAlign) + 1 ) * offsetAlign;
+         // Realign after wrap
+         if (offsetAlign)
+         {
+            mBufferFreePos = ((mBufferFreePos + offsetAlign - 1) / offsetAlign) * offsetAlign;
+         }
+
+         // Now check for overlaps *after* wrapping
+         mLockManager.waitOverlapRanges(mBufferFreePos, mBufferFreePos + size - 1);
+      }
+      else
+      {
+         // Normal range wait
+         mLockManager.waitOverlapRanges(mBufferFreePos, mBufferFreePos + size - 1);
+      }
 
       outOffset = mBufferFreePos;
 
-      if( GFXGL->mCapabilities.bufferStorage )
-      {         
-         outPtr = (U8*)(mBufferPtr) + mBufferFreePos; 
+      if (GFXGL->mCapabilities.bufferStorage)
+      {
+         outPtr = static_cast<U8*>(mBufferPtr) + mBufferFreePos;
       }
-      else if( GFXGL->glUseMap() )
+      else if (GFXGL->glUseMap())
       {
-         PRESERVE_BUFFER( mBinding );
+         PRESERVE_BUFFER(mBinding);
          glBindBuffer(mBinding, mBufferName);
 
-         const GLbitfield access = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
+         const GLbitfield access = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT;
          outPtr = glMapBufferRange(mBinding, outOffset, size, access);
       }
       else
@@ -218,14 +238,13 @@ public:
          _getBufferData.mOffset = outOffset;
          _getBufferData.mSize = size;
 
-         outPtr = mFrameAllocator.lock( size );
-      }      
+         outPtr = mFrameAllocator.lock(size);
+      }
 
-      //set new buffer pos
-      mBufferFreePos = mBufferFreePos + size;
+      mBufferFreePos += size;
 
       //align 4bytes
-      mBufferFreePos = ( (mBufferFreePos/4) + 1 ) * 4;
+      mBufferFreePos = ((mBufferFreePos + 4 - 1) / 4) * 4;
    }
 
    void unlock()

+ 315 - 0
Engine/source/navigation/ChunkyTriMesh.cpp

@@ -0,0 +1,315 @@
+//
+// Copyright (c) 2009-2010 Mikko Mononen [email protected]
+//
+// This software is provided 'as-is', without any express or implied
+// warranty.  In no event will the authors be held liable for any damages
+// arising from the use of this software.
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it
+// freely, subject to the following restrictions:
+// 1. The origin of this software must not be misrepresented; you must not
+//    claim that you wrote the original software. If you use this software
+//    in a product, an acknowledgment in the product documentation would be
+//    appreciated but is not required.
+// 2. Altered source versions must be plainly marked as such, and must not be
+//    misrepresented as being the original software.
+// 3. This notice may not be removed or altered from any source distribution.
+//
+
+#include "ChunkyTriMesh.h"
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+
+struct BoundsItem
+{
+	float bmin[2];
+	float bmax[2];
+	int i;
+};
+
+static int compareItemX(const void* va, const void* vb)
+{
+	const BoundsItem* a = (const BoundsItem*)va;
+	const BoundsItem* b = (const BoundsItem*)vb;
+	if (a->bmin[0] < b->bmin[0])
+		return -1;
+	if (a->bmin[0] > b->bmin[0])
+		return 1;
+	return 0;
+}
+
+static int compareItemY(const void* va, const void* vb)
+{
+	const BoundsItem* a = (const BoundsItem*)va;
+	const BoundsItem* b = (const BoundsItem*)vb;
+	if (a->bmin[1] < b->bmin[1])
+		return -1;
+	if (a->bmin[1] > b->bmin[1])
+		return 1;
+	return 0;
+}
+
+static void calcExtends(const BoundsItem* items, const int /*nitems*/,
+						const int imin, const int imax,
+						float* bmin, float* bmax)
+{
+	bmin[0] = items[imin].bmin[0];
+	bmin[1] = items[imin].bmin[1];
+	
+	bmax[0] = items[imin].bmax[0];
+	bmax[1] = items[imin].bmax[1];
+	
+	for (int i = imin+1; i < imax; ++i)
+	{
+		const BoundsItem& it = items[i];
+		if (it.bmin[0] < bmin[0]) bmin[0] = it.bmin[0];
+		if (it.bmin[1] < bmin[1]) bmin[1] = it.bmin[1];
+		
+		if (it.bmax[0] > bmax[0]) bmax[0] = it.bmax[0];
+		if (it.bmax[1] > bmax[1]) bmax[1] = it.bmax[1];
+	}
+}
+
+inline int longestAxis(float x, float y)
+{
+	return y > x ? 1 : 0;
+}
+
+static void subdivide(BoundsItem* items, int nitems, int imin, int imax, int trisPerChunk,
+					  int& curNode, rcChunkyTriMeshNode* nodes, const int maxNodes,
+					  int& curTri, int* outTris, const int* inTris)
+{
+	int inum = imax - imin;
+	int icur = curNode;
+	
+	if (curNode >= maxNodes)
+		return;
+
+	rcChunkyTriMeshNode& node = nodes[curNode++];
+	
+	if (inum <= trisPerChunk)
+	{
+		// Leaf
+		calcExtends(items, nitems, imin, imax, node.bmin, node.bmax);
+		
+		// Copy triangles.
+		node.i = curTri;
+		node.n = inum;
+		
+		for (int i = imin; i < imax; ++i)
+		{
+			const int* src = &inTris[items[i].i*3];
+			int* dst = &outTris[curTri*3];
+			curTri++;
+			dst[0] = src[0];
+			dst[1] = src[1];
+			dst[2] = src[2];
+		}
+	}
+	else
+	{
+		// Split
+		calcExtends(items, nitems, imin, imax, node.bmin, node.bmax);
+		
+		int	axis = longestAxis(node.bmax[0] - node.bmin[0],
+							   node.bmax[1] - node.bmin[1]);
+		
+		if (axis == 0)
+		{
+			// Sort along x-axis
+			qsort(items+imin, static_cast<size_t>(inum), sizeof(BoundsItem), compareItemX);
+		}
+		else if (axis == 1)
+		{
+			// Sort along y-axis
+			qsort(items+imin, static_cast<size_t>(inum), sizeof(BoundsItem), compareItemY);
+		}
+		
+		int isplit = imin+inum/2;
+		
+		// Left
+		subdivide(items, nitems, imin, isplit, trisPerChunk, curNode, nodes, maxNodes, curTri, outTris, inTris);
+		// Right
+		subdivide(items, nitems, isplit, imax, trisPerChunk, curNode, nodes, maxNodes, curTri, outTris, inTris);
+		
+		int iescape = curNode - icur;
+		// Negative index means escape.
+		node.i = -iescape;
+	}
+}
+
+bool rcCreateChunkyTriMesh(const float* verts, const int* tris, int ntris,
+						   int trisPerChunk, rcChunkyTriMesh* cm)
+{
+	int nchunks = (ntris + trisPerChunk-1) / trisPerChunk;
+
+	cm->nodes = new rcChunkyTriMeshNode[nchunks*4];
+	if (!cm->nodes)
+		return false;
+		
+	cm->tris = new int[ntris*3];
+	if (!cm->tris)
+		return false;
+		
+	cm->ntris = ntris;
+
+	// Build tree
+	BoundsItem* items = new BoundsItem[ntris];
+	if (!items)
+		return false;
+
+	for (int i = 0; i < ntris; i++)
+	{
+		const int* t = &tris[i*3];
+		BoundsItem& it = items[i];
+		it.i = i;
+		// Calc triangle XZ bounds.
+		it.bmin[0] = it.bmax[0] = verts[t[0]*3+0];
+		it.bmin[1] = it.bmax[1] = verts[t[0]*3+2];
+		for (int j = 1; j < 3; ++j)
+		{
+			const float* v = &verts[t[j]*3];
+			if (v[0] < it.bmin[0]) it.bmin[0] = v[0]; 
+			if (v[2] < it.bmin[1]) it.bmin[1] = v[2]; 
+
+			if (v[0] > it.bmax[0]) it.bmax[0] = v[0]; 
+			if (v[2] > it.bmax[1]) it.bmax[1] = v[2]; 
+		}
+	}
+
+	int curTri = 0;
+	int curNode = 0;
+	subdivide(items, ntris, 0, ntris, trisPerChunk, curNode, cm->nodes, nchunks*4, curTri, cm->tris, tris);
+	
+	delete [] items;
+	
+	cm->nnodes = curNode;
+	
+	// Calc max tris per node.
+	cm->maxTrisPerChunk = 0;
+	for (int i = 0; i < cm->nnodes; ++i)
+	{
+		rcChunkyTriMeshNode& node = cm->nodes[i];
+		const bool isLeaf = node.i >= 0;
+		if (!isLeaf) continue;
+		if (node.n > cm->maxTrisPerChunk)
+			cm->maxTrisPerChunk = node.n;
+	}
+	 
+	return true;
+}
+
+
+inline bool checkOverlapRect(const float amin[2], const float amax[2],
+							 const float bmin[2], const float bmax[2])
+{
+	bool overlap = true;
+	overlap = (amin[0] > bmax[0] || amax[0] < bmin[0]) ? false : overlap;
+	overlap = (amin[1] > bmax[1] || amax[1] < bmin[1]) ? false : overlap;
+	return overlap;
+}
+
+int rcGetChunksOverlappingRect(const rcChunkyTriMesh* cm,
+							   float bmin[2], float bmax[2],
+							   int* ids, const int maxIds)
+{
+	// Traverse tree
+	int i = 0;
+	int n = 0;
+	while (i < cm->nnodes)
+	{
+		const rcChunkyTriMeshNode* node = &cm->nodes[i];
+		const bool overlap = checkOverlapRect(bmin, bmax, node->bmin, node->bmax);
+		const bool isLeafNode = node->i >= 0;
+		
+		if (isLeafNode && overlap)
+		{
+			if (n < maxIds)
+			{
+				ids[n] = i;
+				n++;
+			}
+		}
+		
+		if (overlap || isLeafNode)
+			i++;
+		else
+		{
+			const int escapeIndex = -node->i;
+			i += escapeIndex;
+		}
+	}
+	
+	return n;
+}
+
+
+
+static bool checkOverlapSegment(const float p[2], const float q[2],
+								const float bmin[2], const float bmax[2])
+{
+	static const float EPSILON = 1e-6f;
+
+	float tmin = 0;
+	float tmax = 1;
+	float d[2];
+	d[0] = q[0] - p[0];
+	d[1] = q[1] - p[1];
+	
+	for (int i = 0; i < 2; i++)
+	{
+		if (fabsf(d[i]) < EPSILON)
+		{
+			// Ray is parallel to slab. No hit if origin not within slab
+			if (p[i] < bmin[i] || p[i] > bmax[i])
+				return false;
+		}
+		else
+		{
+			// Compute intersection t value of ray with near and far plane of slab
+			float ood = 1.0f / d[i];
+			float t1 = (bmin[i] - p[i]) * ood;
+			float t2 = (bmax[i] - p[i]) * ood;
+			if (t1 > t2) { float tmp = t1; t1 = t2; t2 = tmp; }
+			if (t1 > tmin) tmin = t1;
+			if (t2 < tmax) tmax = t2;
+			if (tmin > tmax) return false;
+		}
+	}
+	return true;
+}
+
+int rcGetChunksOverlappingSegment(const rcChunkyTriMesh* cm,
+								  float p[2], float q[2],
+								  int* ids, const int maxIds)
+{
+	// Traverse tree
+	int i = 0;
+	int n = 0;
+	while (i < cm->nnodes)
+	{
+		const rcChunkyTriMeshNode* node = &cm->nodes[i];
+		const bool overlap = checkOverlapSegment(p, q, node->bmin, node->bmax);
+		const bool isLeafNode = node->i >= 0;
+		
+		if (isLeafNode && overlap)
+		{
+			if (n < maxIds)
+			{
+				ids[n] = i;
+				n++;
+			}
+		}
+		
+		if (overlap || isLeafNode)
+			i++;
+		else
+		{
+			const int escapeIndex = -node->i;
+			i += escapeIndex;
+		}
+	}
+	
+	return n;
+}

+ 59 - 0
Engine/source/navigation/ChunkyTriMesh.h

@@ -0,0 +1,59 @@
+//
+// Copyright (c) 2009-2010 Mikko Mononen [email protected]
+//
+// This software is provided 'as-is', without any express or implied
+// warranty.  In no event will the authors be held liable for any damages
+// arising from the use of this software.
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it
+// freely, subject to the following restrictions:
+// 1. The origin of this software must not be misrepresented; you must not
+//    claim that you wrote the original software. If you use this software
+//    in a product, an acknowledgment in the product documentation would be
+//    appreciated but is not required.
+// 2. Altered source versions must be plainly marked as such, and must not be
+//    misrepresented as being the original software.
+// 3. This notice may not be removed or altered from any source distribution.
+//
+
+#ifndef CHUNKYTRIMESH_H
+#define CHUNKYTRIMESH_H
+
+struct rcChunkyTriMeshNode
+{
+	float bmin[2];
+	float bmax[2];
+	int i;
+	int n;
+};
+
+struct rcChunkyTriMesh
+{
+	inline rcChunkyTriMesh() : nodes(0), nnodes(0), tris(0), ntris(0), maxTrisPerChunk(0) {}
+	inline ~rcChunkyTriMesh() { delete [] nodes; delete [] tris; }
+
+	rcChunkyTriMeshNode* nodes;
+	int nnodes;
+	int* tris;
+	int ntris;
+	int maxTrisPerChunk;
+
+private:
+	// Explicitly disabled copy constructor and copy assignment operator.
+	rcChunkyTriMesh(const rcChunkyTriMesh&);
+	rcChunkyTriMesh& operator=(const rcChunkyTriMesh&);
+};
+
+/// Creates partitioned triangle mesh (AABB tree),
+/// where each node contains at max trisPerChunk triangles.
+bool rcCreateChunkyTriMesh(const float* verts, const int* tris, int ntris,
+						   int trisPerChunk, rcChunkyTriMesh* cm);
+
+/// Returns the chunk indices which overlap the input rectable.
+int rcGetChunksOverlappingRect(const rcChunkyTriMesh* cm, float bmin[2], float bmax[2], int* ids, const int maxIds);
+
+/// Returns the chunk indices which overlap the input segment.
+int rcGetChunksOverlappingSegment(const rcChunkyTriMesh* cm, float p[2], float q[2], int* ids, const int maxIds);
+
+
+#endif // CHUNKYTRIMESH_H

+ 12 - 3
Engine/source/navigation/coverPoint.cpp

@@ -31,6 +31,7 @@
 #include "gfx/gfxDrawUtil.h"
 #include "renderInstance/renderPassManager.h"
 #include "console/engineAPI.h"
+#include "T3D/gameBase/gameConnection.h"
 
 extern bool gEditingMission;
 
@@ -285,14 +286,22 @@ void CoverPoint::prepRenderImage(SceneRenderState *state)
 
 void CoverPoint::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat)
 {
-   initGFXResources();
+   if (!state->isDiffusePass()) return;
+
+   GameConnection* conn = GameConnection::getConnectionToServer();
+   MatrixF camTrans;
+   conn->getControlCameraTransform(0, &camTrans);
+
+   if ((getPosition() - camTrans.getPosition()).lenSquared() > 2500) return; //50 unit clamp
 
-   if(overrideMat)
+   if (overrideMat)
       return;
 
+   initGFXResources();
+   
    if(smVertexBuffer[mSize].isNull())
       return;
-
+   
    PROFILE_SCOPE(CoverPoint_Render);
 
    // Set up a GFX debug event (this helps with debugging rendering events in external tools)

+ 350 - 124
Engine/source/navigation/duDebugDrawTorque.cpp

@@ -38,28 +38,64 @@
 
 duDebugDrawTorque::duDebugDrawTorque()
 {
+   VECTOR_SET_ASSOCIATION(mVertList);
+   VECTOR_SET_ASSOCIATION(mDrawCache);
    mPrimType = 0;
-   mQuadsMode = false;
    mVertCount = 0;
-   mGroup = 0;
-   mCurrColor = 0;
-   mOverrideColor = 0;
-   mOverride = false;
-   dMemset(&mStore, 0, sizeof(mStore));
+   mOverrideState = false;
 }
 
 duDebugDrawTorque::~duDebugDrawTorque()
 {
-   clear();
 }
 
 void duDebugDrawTorque::depthMask(bool state)
 {
-   mDesc.setZReadWrite(state, state);
+   if (mOverrideState)
+      return;
+
+   mDesc.setZReadWrite(state);
+   if (!state)
+   {
+      mDesc.setCullMode(GFXCullNone);
+      mDesc.setBlend(true);
+   }
+   else
+   {
+      mDesc.setCullMode(GFXCullCW);
+      mDesc.setBlend(false);
+   }
+}
+
+void duDebugDrawTorque::depthMask(bool state, bool isOverride)
+{
+   depthMask(state);
+   mOverrideState = isOverride;
+}
+
+void duDebugDrawTorque::blend(bool blend)
+{
+   mDesc.setBlend(true);
 }
 
 void duDebugDrawTorque::texture(bool state)
 {
+   // need a checker texture?...... if(state is true) then set first slot to that texture.
+}
+
+unsigned int duDebugDrawTorque::areaToCol(unsigned int area)
+{
+   switch (area)
+   {
+      // Ground (1) : light blue
+   case GroundArea: return duRGBA(0, 192, 255, 255);
+      // Water : blue
+   case WaterArea: return duRGBA(0, 0, 255, 255);
+      // Road : brown
+   case OffMeshArea: return duRGBA(50, 20, 12, 255);
+      // Unexpected : red
+   default: return duRGBA(255, 0, 0, 255);
+   }
 }
 
 /// Begin drawing primitives.
@@ -67,27 +103,20 @@ void duDebugDrawTorque::texture(bool state)
 /// @param size [in] size of a primitive, applies to point size and line width only.
 void duDebugDrawTorque::begin(duDebugDrawPrimitives prim, float size)
 {
-   mCurrColor = -1;
-   mQuadsMode = false;
+   if (!mVertList.empty())
+      mVertList.clear();
+
    mVertCount = 0;
    mPrimType = 0;
-   switch(prim)
+
+   switch (prim)
    {
-   case DU_DRAW_POINTS: mPrimType = GFXPointList;    break;
-   case DU_DRAW_LINES:  mPrimType = GFXLineList;     break;
-   case DU_DRAW_TRIS:   mPrimType = GFXTriangleList; break;
-   case DU_DRAW_QUADS:  mPrimType = GFXTriangleList;
-                        mQuadsMode = true;           break;
+   case DU_DRAW_POINTS: mPrimType = DU_DRAW_POINTS; break;
+   case DU_DRAW_LINES:  mPrimType = DU_DRAW_LINES; break;
+   case DU_DRAW_TRIS:   mPrimType = DU_DRAW_TRIS; break;
+   case DU_DRAW_QUADS:  mPrimType = DU_DRAW_QUADS; break;
    }
-   mBuffers.push_back(Buffer(mPrimType));
-   mBuffers.last().group = mGroup;
-   mDesc.setCullMode(GFXCullNone);
-   mDesc.setBlend(true);
-}
 
-void duDebugDrawTorque::beginGroup(U32 group)
-{
-   mGroup = group;
 }
 
 /// Submit a vertex
@@ -103,30 +132,7 @@ void duDebugDrawTorque::vertex(const float* pos, unsigned int color)
 /// @param color [in] color of the verts.
 void duDebugDrawTorque::vertex(const float x, const float y, const float z, unsigned int color)
 {
-   if(mQuadsMode)
-   {
-      if(mVertCount == 3)
-      {
-         _vertex(x, -z, y, color);
-         _vertex(mStore[0][0], mStore[0][1], mStore[0][2], color);
-         _vertex(mStore[1][0], mStore[1][1], mStore[1][2], color);
-         _vertex(mStore[1][0], mStore[1][1], mStore[1][2], color);
-         _vertex(mStore[2][0], mStore[2][1], mStore[2][2], color);
-         _vertex(x, -z, y, color);
-         mVertCount = 0;
-      }
-      else
-      {
-         mStore[mVertCount][0] = x;
-         mStore[mVertCount][1] = -z;
-         mStore[mVertCount][2] = y;
-         mVertCount++;
-      }
-   }
-   else 
-   {
-      _vertex(x, -z, y, color);
-   }
+   _vertex(x, -z, y, color);
 }
 
 /// Submit a vertex
@@ -148,105 +154,325 @@ void duDebugDrawTorque::vertex(const float x, const float y, const float z, unsi
 /// Push a vertex onto the buffer.
 void duDebugDrawTorque::_vertex(const float x, const float y, const float z, unsigned int color)
 {
-   // Use override color if we must.
-   //if(mOverride)
-      //color = mOverrideColor;
-   if(mCurrColor != color || !mBuffers.last().buffer.size())
-   {
-      U8 r, g, b, a;
-      // Convert color integer to components.
-      rcCol(color, r, g, b, a);
-      mBuffers.last().buffer.push_back(Instruction(r, g, b, a));
-      mCurrColor = color;
-   }
-   // Construct vertex data.
-   mBuffers.last().buffer.push_back(Instruction(x, y, z));
+   GFXVertexPCT vert;
+   vert.point.set(x, y, z);
+
+   U8 r, g, b, a;
+   // Convert color integer to components.
+   rcCol(color, r, g, b, a);
+
+   vert.color.set(r, g, b, a);
+
+   mVertList.push_back(vert);
 }
 
 /// End drawing primitives.
 void duDebugDrawTorque::end()
 {
-}
+   if (mVertList.empty())
+      return;
 
-void duDebugDrawTorque::overrideColor(unsigned int col)
-{
-   mOverride = true;
-   mOverrideColor = col;
-}
+   const U32 maxVertsPerDraw = GFX_MAX_DYNAMIC_VERTS;
+   
+   switch (mPrimType)
+   {
+   case DU_DRAW_POINTS:
+   {
+      const U32 totalPoints = mVertList.size();
 
-void duDebugDrawTorque::cancelOverride()
-{
-   mOverride = false;
-}
+      for (U32 p = 0; p < totalPoints;)
+      {
+         const U32 pointsThisBatch = getMin(maxVertsPerDraw, totalPoints - p);
+         const U32 batchVerts = pointsThisBatch;
+         Box3F box;
+         box.minExtents.set(F32_MAX, F32_MAX, F32_MAX);
+         box.maxExtents.set(-F32_MAX, -F32_MAX, -F32_MAX);
 
-void duDebugDrawTorque::renderBuffer(Buffer &b)
-{
-   PrimBuild::begin(b.primType, b.buffer.size());
-   Vector<Instruction> &buf = b.buffer;
-   for(U32 i = 0; i < buf.size(); i++)
+         GFXVertexBufferHandle<GFXVertexPCT> buffer;
+         buffer.set(GFX, batchVerts, GFXBufferTypeStatic);
+         GFXVertexPCT* verts = buffer.lock();
+
+         for (U32 i = 0; i < pointsThisBatch; ++i)
+         {
+            verts[i] = mVertList[p + i];
+            box.minExtents.setMin(verts[i].point);
+            box.maxExtents.setMax(verts[i].point);
+         }
+         buffer.unlock();
+
+         // --- Build index buffer
+         GFXPrimitiveBufferHandle pb;
+         pb.set(GFX, pointsThisBatch, pointsThisBatch, GFXBufferTypeStatic);
+         U16* indices = nullptr;
+         pb.lock(&indices);
+
+         for (U32 i = 0; i < pointsThisBatch; ++i)
+         {
+            indices[i] = i;
+         }
+
+         pb.unlock();
+
+         CachedDraw batch;
+         batch.primType = GFXPointList;
+         batch.buffer = buffer;
+         batch.vertexCount = batchVerts;
+         batch.primitiveBuffer = pb;
+         batch.primitiveCount = pointsThisBatch;
+         batch.state = mDesc;
+         batch.bounds = box;
+
+         mDrawCache.push_back(batch);
+
+         p += pointsThisBatch;
+      }
+      break;
+   }
+
+   case DU_DRAW_LINES:
    {
-      switch(buf[i].type)
+      AssertFatal(mVertList.size() % 2 == 0, "DU_DRAW_LINES given invalid vertex count.");
+
+      const U32 vertsPerLine = 2;
+      const U32 totalLines = mVertList.size() / vertsPerLine;
+
+      for (U32 l = 0; l < totalLines;)
       {
-      case Instruction::POINT:
-         PrimBuild::vertex3f(buf[i].data.point.x,
-                             buf[i].data.point.y,
-                             buf[i].data.point.z);
-         break;
-
-      case Instruction::COLOR:
-         if(mOverride)
-            break;
-         PrimBuild::color4i(buf[i].data.color.r,
-                            buf[i].data.color.g,
-                            buf[i].data.color.b,
-                            buf[i].data.color.a);
-         break;
-            
-       default:
-         break;
+         const U32 linesThisBatch = getMin(maxVertsPerDraw / vertsPerLine, totalLines - l);
+         const U32 batchVerts = linesThisBatch * vertsPerLine;
+         Box3F box;
+         box.minExtents.set(F32_MAX, F32_MAX, F32_MAX);
+         box.maxExtents.set(-F32_MAX, -F32_MAX, -F32_MAX);
+
+         GFXVertexBufferHandle<GFXVertexPCT> buffer;
+         buffer.set(GFX, batchVerts, GFXBufferTypeStatic);
+         GFXVertexPCT* verts = buffer.lock();
+
+         for (U32 i = 0; i < linesThisBatch * vertsPerLine; ++i)
+         {
+            verts[i] = mVertList[l * vertsPerLine + i];
+            box.minExtents.setMin(verts[i].point);
+            box.maxExtents.setMax(verts[i].point);
+         }
+         buffer.unlock();
+
+         // --- Build index buffer
+         GFXPrimitiveBufferHandle pb;
+         pb.set(GFX, linesThisBatch * 2, linesThisBatch, GFXBufferTypeStatic);
+         U16* indices = nullptr;
+         pb.lock(&indices);
+
+         for (U32 i = 0; i < linesThisBatch; ++i)
+         {
+            indices[i * 2 + 0] = i * 2;
+            indices[i * 2 + 1] = i * 2 + 1;
+         }
+
+         pb.unlock();
+
+         CachedDraw batch;
+         batch.primType = GFXLineList;
+         batch.buffer = buffer;
+         batch.vertexCount = batchVerts;
+         batch.primitiveBuffer = pb;
+         batch.primitiveCount = linesThisBatch;
+         batch.state = mDesc;
+         batch.bounds = box;
+
+         mDrawCache.push_back(batch);
+
+         l += linesThisBatch;
       }
+
+      break;
    }
-   PrimBuild::end();
-}
 
-void duDebugDrawTorque::render()
-{
-   GFXStateBlockRef sb = GFX->createStateBlock(mDesc);
-   GFX->setStateBlock(sb);
-   // Use override color for all rendering.
-   if(mOverride)
+   case DU_DRAW_TRIS:
    {
-      U8 r, g, b, a;
-      rcCol(mOverrideColor, r, g, b, a);
-      PrimBuild::color4i(r, g, b, a);
+      AssertFatal(mVertList.size() % 3 == 0, "DU_DRAW_TRIS given invalid vertex count.");
+
+      const U32 vertsPerTri = 3;
+      const U32 totalTris = mVertList.size() / vertsPerTri;
+
+      for (U32 t = 0; t < totalTris;)
+      {
+         const U32 trisThisBatch = getMin(maxVertsPerDraw / vertsPerTri, totalTris - t);
+         const U32 batchVerts = trisThisBatch * vertsPerTri;
+         Box3F box;
+         box.minExtents.set(F32_MAX, F32_MAX, F32_MAX);
+         box.maxExtents.set(-F32_MAX, -F32_MAX, -F32_MAX);
+
+         GFXVertexBufferHandle<GFXVertexPCT> buffer;
+         buffer.set(GFX, batchVerts, GFXBufferTypeStatic);
+         GFXVertexPCT* verts = buffer.lock();
+
+         for (U32 i = 0; i < trisThisBatch * vertsPerTri; ++i)
+         {
+            verts[i] = mVertList[t * vertsPerTri + i];
+            box.minExtents.setMin(verts[i].point);
+            box.maxExtents.setMax(verts[i].point);
+         }
+
+         buffer.unlock();
+
+         // --- Build index buffer
+         GFXPrimitiveBufferHandle pb;
+         pb.set(GFX, trisThisBatch*3, trisThisBatch, GFXBufferTypeStatic);
+         U16* indices = nullptr;
+         pb.lock(&indices);
+
+         for (U32 i = 0; i < trisThisBatch; ++i)
+         {
+            indices[i * 3 + 0] = i * 3 + 0;
+            indices[i * 3 + 1] = i * 3 + 1;
+            indices[i * 3 + 2] = i * 3 + 2;
+         }
+
+         pb.unlock();
+
+         CachedDraw batch;
+         batch.primType = GFXTriangleList;
+         batch.buffer = buffer;
+         batch.vertexCount = batchVerts;
+         batch.primitiveBuffer = pb;
+         batch.primitiveCount = trisThisBatch;
+         batch.state = mDesc;
+         batch.bounds = box;
+
+         mDrawCache.push_back(batch);
+
+         t += trisThisBatch;
+      }
+
+      break;
    }
-   for(U32 b = 0; b < mBuffers.size(); b++)
+
+   case DU_DRAW_QUADS:
    {
-      renderBuffer(mBuffers[b]);
+      AssertFatal(mVertList.size() % 4 == 0, "DU_DRAW_QUADS given wrong number of vertices.");
+      const U32 vertsPerQuad = 4;
+      const U32 totalQuads = mVertList.size() / 4;
+
+      for (U32 q = 0; q < totalQuads;)
+      {
+         const U32 quadsThisBatch = getMin(maxVertsPerDraw / vertsPerQuad, totalQuads - q);
+         const U32 batchVerts = quadsThisBatch * vertsPerQuad;
+         const U32 batchIndices = quadsThisBatch * 6;
+         Box3F box;
+         box.minExtents.set(F32_MAX, F32_MAX, F32_MAX);
+         box.maxExtents.set(-F32_MAX, -F32_MAX, -F32_MAX);
+
+         GFXVertexBufferHandle<GFXVertexPCT> buffer;
+         buffer.set(GFX, batchVerts, GFXBufferTypeStatic);
+         GFXVertexPCT* verts = buffer.lock();
+
+         U32 outIdx = 0;
+         for (U32 i = 0; i < quadsThisBatch; ++i)
+         {
+            const GFXVertexPCT& v0 = mVertList[(q + i) * 4 + 0];
+            const GFXVertexPCT& v1 = mVertList[(q + i) * 4 + 1];
+            const GFXVertexPCT& v2 = mVertList[(q + i) * 4 + 2];
+            const GFXVertexPCT& v3 = mVertList[(q + i) * 4 + 3];
+
+            verts[outIdx++] = v0;
+            verts[outIdx++] = v1;
+            verts[outIdx++] = v2;
+            verts[outIdx++] = v3;
+         }
+
+         buffer.unlock();
+
+         GFXPrimitiveBufferHandle pb;
+         pb.set(GFX, batchIndices, quadsThisBatch*2, GFXBufferTypeStatic);
+         U16* indices = nullptr;
+         pb.lock(&indices);
+
+         for (U32 i = 0; i < quadsThisBatch; ++i)
+         {
+            const U16 base = i * 4;
+            indices[i * 6 + 0] = base + 0;
+            indices[i * 6 + 1] = base + 1;
+            indices[i * 6 + 2] = base + 2;
+            indices[i * 6 + 3] = base + 0;
+            indices[i * 6 + 4] = base + 2;
+            indices[i * 6 + 5] = base + 3;
+         }
+
+         pb.unlock();
+
+         CachedDraw batch;
+         batch.primType = GFXTriangleList;
+         batch.buffer = buffer;
+         batch.vertexCount = batchVerts;
+         batch.primitiveBuffer = pb;
+         batch.primitiveCount = quadsThisBatch*2;
+         batch.state = mDesc;
+
+         mDrawCache.push_back(batch);
+
+         q += quadsThisBatch;
+      }
+      break;
    }
+
+   }
+
+   mVertList.clear();
 }
 
-void duDebugDrawTorque::renderGroup(U32 group)
+void duDebugDrawTorque::clearCache()
 {
-   GFXStateBlockRef sb = GFX->createStateBlock(mDesc);
-   GFX->setStateBlock(sb);
-   // Use override color for all rendering.
-   if(mOverride)
-   {
-      U8 r, g, b, a;
-      rcCol(mOverrideColor, r, g, b, a);
-      PrimBuild::color4i(r, g, b, a);
-   }
-   for(U32 b = 0; b < mBuffers.size(); b++)
+   mDrawCache.clear();
+}
+
+void duDebugDrawTorque::render(SceneRenderState* state)
+{
+   if (!state->isDiffusePass()) return;
+
+   const Frustum& frustum = state->getCameraFrustum();
+
+   for (U32 i = 0; i < mDrawCache.size(); ++i)
    {
-      if(mBuffers[b].group == group)
-         renderBuffer(mBuffers[b]);
+      const CachedDraw& draw = mDrawCache[i];
+
+      if (!frustum.getBounds().isOverlapped(draw.bounds))
+         continue;
+
+      GFX->setPrimitiveBuffer(draw.primitiveBuffer);
+      GFX->setStateBlockByDesc(draw.state);
+      GFX->setupGenericShaders(GFXDevice::GSColor);
+      GFX->setVertexBuffer(draw.buffer);
+
+      GFX->drawIndexedPrimitive(
+         draw.primType,
+         0,                      // start vertex
+         0,                      // min vertex index
+         draw.vertexCount,       // vertex count
+         0,                      // start index
+         draw.primitiveCount     // primitive count
+      );
    }
 }
 
-void duDebugDrawTorque::clear()
+void duDebugDrawTorque::immediateRender()
 {
-   for(U32 b = 0; b < mBuffers.size(); b++)
-      mBuffers[b].buffer.clear();
-   mBuffers.clear();
+   for (U32 i = 0; i < mDrawCache.size(); ++i)
+   {
+      const CachedDraw& draw = mDrawCache[i];
+
+      GFX->setPrimitiveBuffer(draw.primitiveBuffer);
+      GFX->setStateBlockByDesc(draw.state);
+      GFX->setupGenericShaders(GFXDevice::GSColor);
+      GFX->setVertexBuffer(draw.buffer);
+
+      GFX->drawIndexedPrimitive(
+         draw.primType,
+         0,                      // start vertex
+         0,                      // min vertex index
+         draw.vertexCount,       // vertex count
+         0,                      // start index
+         draw.primitiveCount     // primitive count
+      );
+   }
 }
+

+ 67 - 80
Engine/source/navigation/duDebugDrawTorque.h

@@ -23,12 +23,37 @@
 #ifndef _DU_DEBUG_DRAW_TORQUE_H_
 #define _DU_DEBUG_DRAW_TORQUE_H_
 
+#ifndef _TVECTOR_H_
 #include "core/util/tVector.h"
+#endif
 #include <DebugDraw.h>
+
+#ifndef _GFXSTATEBLOCK_H_
 #include "gfx/gfxStateBlock.h"
+#endif
+
+#ifndef _GFXVERTEXTYPES_H_
+#include "gfx/gfxVertexTypes.h"
+#endif
+
+#ifndef _GFXVERTEXBUFFER_H_
+#include "gfx/gfxVertexBuffer.h"
+#endif
 
-/// @brief Implements the duDebugDraw interface in Torque.
-class duDebugDrawTorque: public duDebugDraw {
+#ifndef _SCENERENDERSTATE_H_
+#include "scene/sceneRenderState.h"
+#endif
+
+/**
+* @class duDebugDrawTorque
+*  @brief Implements the duDebugDraw interface in Torque.
+*
+* Every debug draw from recast goes through a process of begin, add vertex and then end
+* just like our primbuilder class, but we need to catch these vertices
+* and add them to a GFXVertexBuffer as recast supports GL_QUADS which is now
+* deprecated.
+*/
+class duDebugDrawTorque : public duDebugDraw {
 public:
    duDebugDrawTorque();
    ~duDebugDrawTorque();
@@ -36,23 +61,20 @@ public:
    /// Enable/disable Z read.
    void depthMask(bool state) override;
 
-   /// Enable/disable texturing. Not used.
-   void texture(bool state) override;
-
-   /// Special colour overwrite for when I get picky about the colours Mikko chose.
-   void overrideColor(unsigned int col);
+   /// <summary>
+   /// Enable/disable Z read and overrides any setting that will come from detour.
+   /// </summary>
+   /// <param name="state">Z read state.</param>
+   /// <param name="isOverride">Set to true to override any future changes.</param>
+   void depthMask(bool state, bool isOverride);
 
-   /// Stop the colour override.
-   void cancelOverride();
+   void blend(bool blend);
 
    /// Begin drawing primitives.
    /// @param prim [in] primitive type to draw, one of rcDebugDrawPrimitives.
    /// @param size [in] size of a primitive, applies to point size and line width only.
    void begin(duDebugDrawPrimitives prim, float size = 1.0f) override;
 
-   /// All new buffers go into this group.
-   void beginGroup(U32 group);
-
    /// Submit a vertex
    /// @param pos [in] position of the verts.
    /// @param color [in] color of the verts.
@@ -66,92 +88,57 @@ public:
    /// Submit a vertex
    /// @param pos [in] position of the verts.
    /// @param color [in] color of the verts.
+   /// @param uv [in] the uv coordinates.
    void vertex(const float* pos, unsigned int color, const float* uv) override;
 
    /// Submit a vertex
    /// @param x,y,z [in] position of the verts.
    /// @param color [in] color of the verts.
+   /// @param u [in] the u coordinate.
+   /// @param v [in] the v coordinate.
    void vertex(const float x, const float y, const float z, unsigned int color, const float u, const float v) override;
 
+   /// Set a texture
+   /// @param state, use a texture in this draw, usually a checker texture.
+   void texture(bool state) override;
+
+   /// <summary>
+   /// Assigns a colour to an area type.
+   /// </summary>
+   /// <param name="area">The area type.</param>
+   /// <returns>The colour in recast format for the area.</returns>
+   unsigned int areaToCol(unsigned int area) override;
+
    /// End drawing primitives.
    void end() override;
 
-   /// Render buffered primitive.
-   void render();
-
-   /// Render buffered primitives in a group.
-   void renderGroup(U32 group);
+   void clearCache();
+   void render(SceneRenderState* state);
+   void immediateRender();
 
-   /// Delete buffered primitive.
-   void clear();
-      
 private:
-   GFXStateBlockDesc mDesc;
-
-   U32 mPrimType;
-   bool mQuadsMode;
-
-   U32 mVertCount;
-   F32 mStore[3][3];
-
-   U32 mGroup;
-
-   struct Instruction {
-      // Contain either a point or a color command.
-      union {
-         struct {
-            U8 r, g, b, a;
-         } color;
-         struct {
-            float x, y, z;
-         } point;
-         U32 primType;
-      } data;
-      // Which type of data do we store?
-      enum {
-         COLOR,
-         POINT,
-         PRIMTYPE,
-      } type;
-      // Construct as color instruction.
-      Instruction(U8 r, U8 g, U8 b, U8 a) {
-         type = COLOR;
-         data.color.r = r;
-         data.color.g = g;
-         data.color.b = b;
-         data.color.a = a;
-      }
-      // Construct as point.
-      Instruction(float x, float y, float z) {
-         type = POINT;
-         data.point.x = x;
-         data.point.y = y;
-         data.point.z = z;
-      }
-      Instruction(U32 t = 0) {
-         type = PRIMTYPE;
-         data.primType = t;
-      }
-   };
 
-   struct Buffer {
-      U32 group;
-      Vector<Instruction> buffer;
+   struct CachedDraw {
       GFXPrimitiveType primType;
-      Buffer(U32 type = 0) {
-         primType = (GFXPrimitiveType)type;
-         group = 0;
-      }
+      GFXVertexBufferHandle<GFXVertexPCT> buffer;
+      GFXPrimitiveBufferHandle primitiveBuffer;
+      U32 vertexCount;
+      U32 primitiveCount;
+      GFXStateBlockDesc state;
+      Box3F bounds;
    };
-   Vector<Buffer> mBuffers;
 
-   U32 mCurrColor;
-   U32 mOverrideColor;
-   bool mOverride;
+   Vector<CachedDraw> mDrawCache;
 
-   void _vertex(const float x, const float y, const float z, unsigned int color);
+   GFXStateBlockDesc mDesc;
+   Vector<GFXVertexPCT> mVertList;                    // Our vertex list for setting up vertexBuffer in the End function.
+   GFXVertexBufferHandle<GFXVertexPCT> mVertexBuffer; // our vertex buffer for drawing.
 
-   void renderBuffer(Buffer &b);
+   U32 mPrimType;
+   U32 mVertCount;
+   bool mOverrideState;
+
+   void _vertex(const float x, const float y, const float z, unsigned int color);
 };
 
 #endif

+ 56 - 395
Engine/source/navigation/guiNavEditorCtrl.cpp

@@ -38,6 +38,7 @@
 #include "gui/worldEditor/undoActions.h"
 #include "T3D/gameBase/gameConnection.h"
 #include "T3D/AI/AIController.h"
+#include "navigation/navMeshTool.h"
 
 IMPLEMENT_CONOBJECT(GuiNavEditorCtrl);
 
@@ -47,24 +48,11 @@ ConsoleDocClass(GuiNavEditorCtrl,
                 "@internal"
                 );
 
-// Each of the mode names directly correlates with the Nav Editor's tool palette.
-const String GuiNavEditorCtrl::mSelectMode = "SelectMode";
-const String GuiNavEditorCtrl::mLinkMode = "LinkMode";
-const String GuiNavEditorCtrl::mCoverMode = "CoverMode";
-const String GuiNavEditorCtrl::mTileMode = "TileMode";
-const String GuiNavEditorCtrl::mTestMode = "TestMode";
-
 GuiNavEditorCtrl::GuiNavEditorCtrl()
 {
-   mMode = mSelectMode;
    mIsDirty = false;
    mStartDragMousePoint = InvalidMousePoint;
    mMesh = NULL;
-   mCurTile = mTile = -1;
-   mPlayer = mCurPlayer = NULL;
-   mSpawnClass = mSpawnDatablock = "";
-   mLinkStart = Point3F::Max;
-   mLink = mCurLink = -1;
 }
 
 GuiNavEditorCtrl::~GuiNavEditorCtrl()
@@ -101,25 +89,21 @@ void GuiNavEditorCtrl::initPersistFields()
    docsURL;
    addField("isDirty", TypeBool, Offset(mIsDirty, GuiNavEditorCtrl));
 
-   addField("spawnClass", TypeRealString, Offset(mSpawnClass, GuiNavEditorCtrl),
-      "Class of object to spawn in test mode.");
-   addField("spawnDatablock", TypeRealString, Offset(mSpawnDatablock, GuiNavEditorCtrl),
-      "Datablock to give new objects in test mode.");
-
    Parent::initPersistFields();
 }
 
 void GuiNavEditorCtrl::onSleep()
 {
    Parent::onSleep();
-
-   //mMode = mSelectMode;
 }
 
 void GuiNavEditorCtrl::selectMesh(NavMesh *mesh)
 {
    mesh->setSelected(true);
    mMesh = mesh;
+
+   if (mTool)
+      mTool->setActiveNavMesh(mMesh);
 }
 
 DefineEngineMethod(GuiNavEditorCtrl, selectMesh, void, (S32 id),,
@@ -141,125 +125,6 @@ DefineEngineMethod(GuiNavEditorCtrl, getMesh, S32, (),,
    return object->getMeshId();
 }
 
-S32 GuiNavEditorCtrl::getPlayerId()
-{
-   return mPlayer.isNull() ? 0 : mPlayer->getId();
-}
-
-DefineEngineMethod(GuiNavEditorCtrl, getPlayer, S32, (),,
-   "@brief Select a NavMesh object.")
-{
-   return object->getPlayerId();
-}
-
-void GuiNavEditorCtrl::deselect()
-{
-   if(!mMesh.isNull())
-      mMesh->setSelected(false);
-   mMesh = NULL;
-   mPlayer = mCurPlayer = NULL;
-   mCurTile = mTile = -1;
-   mLinkStart = Point3F::Max;
-   mLink = mCurLink = -1;
-}
-
-DefineEngineMethod(GuiNavEditorCtrl, deselect, void, (),,
-   "@brief Deselect whatever is currently selected in the editor.")
-{
-   object->deselect();
-}
-
-void GuiNavEditorCtrl::deleteLink()
-{
-   if(!mMesh.isNull() && mLink != -1)
-   {
-      mMesh->selectLink(mLink, false);
-      mMesh->deleteLink(mLink);
-      mLink = -1;
-      Con::executef(this, "onLinkDeselected");
-   }
-}
-
-DefineEngineMethod(GuiNavEditorCtrl, deleteLink, void, (),,
-   "@brief Delete the currently selected link.")
-{
-   object->deleteLink();
-}
-
-void GuiNavEditorCtrl::setLinkFlags(const LinkData &d)
-{
-   if(mMode == mLinkMode && !mMesh.isNull() && mLink != -1)
-   {
-      mMesh->setLinkFlags(mLink, d);
-   }
-}
-
-DefineEngineMethod(GuiNavEditorCtrl, setLinkFlags, void, (U32 flags),,
-   "@Brief Set jump and drop properties of the selected link.")
-{
-   object->setLinkFlags(LinkData(flags));
-}
-
-void GuiNavEditorCtrl::buildTile()
-{
-   if(!mMesh.isNull() && mTile != -1)
-      mMesh->buildTile(mTile);
-}
-
-DefineEngineMethod(GuiNavEditorCtrl, buildTile, void, (),,
-   "@brief Build the currently selected tile.")
-{
-   object->buildTile();
-}
-
-void GuiNavEditorCtrl::spawnPlayer(const Point3F &pos)
-{
-   SceneObject *obj = (SceneObject*)Sim::spawnObject(mSpawnClass, mSpawnDatablock);
-   if(obj)
-   {
-      MatrixF mat(true);
-      mat.setPosition(pos);
-      obj->setTransform(mat);
-      SimObject* cleanup = Sim::findObject("MissionCleanup");
-      if(cleanup)
-      {
-         SimGroup* missionCleanup = dynamic_cast<SimGroup*>(cleanup);
-         missionCleanup->addObject(obj);
-      }
-      mPlayer = obj;
-#ifdef TORQUE_NAVIGATION_ENABLED
-      AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(obj);
-      if (asAIPlayer) //try direct
-      {
-         Con::executef(this, "onPlayerSelected", Con::getIntArg(asAIPlayer->mLinkTypes.getFlags()));
-      }
-      else
-      {
-         ShapeBase* sbo = dynamic_cast<ShapeBase*>(obj);
-         if (sbo->getAIController())
-         {
-            if (sbo->getAIController()->mControllerData)
-               Con::executef(this, "onPlayerSelected", Con::getIntArg(sbo->getAIController()->mControllerData->mLinkTypes.getFlags()));
-         }
-         else
-         {
-#endif
-            Con::executef(this, "onPlayerSelected");
-#ifdef TORQUE_NAVIGATION_ENABLED
-         }
-      }
-#endif
-   }
-}
-
-DefineEngineMethod(GuiNavEditorCtrl, spawnPlayer, void, (),,
-                   "@brief Spawn an AIPlayer at the centre of the screen.")
-{
-   Point3F c;
-   if(object->get3DCentre(c))
-      object->spawnPlayer(c);
-}
-
 void GuiNavEditorCtrl::get3DCursor(GuiCursor *&cursor,
                                    bool &visible,
                                    const Gui3DMouseEvent &event_)
@@ -315,148 +180,12 @@ void GuiNavEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
 {
    mGizmo->on3DMouseDown(event);
 
-   if(!isFirstResponder())
-      setFirstResponder();
+   if (mTool)
+      mTool->on3DMouseDown(event);
 
    mouseLock();
 
-   // Construct a LineSegment from the camera position to 1000 meters away in
-   // the direction clicked.
-   // If that segment hits the terrain, truncate the ray to only be that length.
-
-   Point3F startPnt = event.pos;
-   Point3F endPnt = event.pos + event.vec * 1000.0f;
-
-   RayInfo ri;
-
-   U8 keys = Input::getModifierKeys();
-   bool shift = keys & SI_LSHIFT;
-   bool ctrl = keys & SI_LCTRL;
-
-   if(mMode == mLinkMode && !mMesh.isNull())
-   {
-      if(gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
-      {
-         U32 link = mMesh->getLink(ri.point);
-         if(link != -1)
-         {
-            if(mLink != -1)
-               mMesh->selectLink(mLink, false);
-            mMesh->selectLink(link, true, false);
-            mLink = link;
-            LinkData d = mMesh->getLinkFlags(mLink);
-            Con::executef(this, "onLinkSelected", Con::getIntArg(d.getFlags()));
-         }
-         else
-         {
-            if(mLink != -1)
-            {
-               mMesh->selectLink(mLink, false);
-               mLink = -1;
-               Con::executef(this, "onLinkDeselected");
-            }
-            else
-            {
-               if(mLinkStart != Point3F::Max)
-               {
-                  mMesh->addLink(mLinkStart, ri.point);
-                  if(!shift)
-                     mLinkStart = Point3F::Max;
-               }
-               else
-               {
-                  mLinkStart = ri.point;
-               }
-            }
-         }
-      }
-      else
-      {
-         mMesh->selectLink(mLink, false);
-         mLink = -1;
-         Con::executef(this, "onLinkDeselected");
-      }
-   }
-
-   if(mMode == mTileMode && !mMesh.isNull())
-   {
-      if(gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri))
-      {
-         mTile = mMesh->getTile(ri.point);
-         dd.clear();
-         mMesh->renderTileData(dd, mTile);
-      }
-   }
-
-   if(mMode == mTestMode)
-   {
-      // Spawn new character
-      if(ctrl)
-      {
-         if(gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
-            spawnPlayer(ri.point);
-      }
-      // Deselect character
-      else if(shift)
-      {
-         mPlayer = NULL;
-         Con::executef(this, "onPlayerDeselected");
-      }
-      // Select/move character
-      else
-      {
-         if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType | VehicleObjectType, &ri))
-         {
-            if(ri.object)
-            {
-               mPlayer = ri.object;
-#ifdef TORQUE_NAVIGATION_ENABLED
-               AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(mPlayer.getPointer());
-               if (asAIPlayer) //try direct
-               {
-                  Con::executef(this, "onPlayerSelected", Con::getIntArg(asAIPlayer->mLinkTypes.getFlags()));
-               }
-               else
-               {
-                  ShapeBase* sbo = dynamic_cast<ShapeBase*>(mPlayer.getPointer());
-                  if (sbo->getAIController())
-                  {
-                     if (sbo->getAIController()->mControllerData)
-                        Con::executef(this, "onPlayerSelected", Con::getIntArg(sbo->getAIController()->mControllerData->mLinkTypes.getFlags()));
-                  }
-                  else
-                  {
-#endif
-                     Con::executef(this, "onPlayerSelected");
-                  }
-#ifdef TORQUE_NAVIGATION_ENABLED
-               }
-            }
-#endif
-         }
-         else if (!mPlayer.isNull() && gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
-         {
-            AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(mPlayer.getPointer());
-            if (asAIPlayer) //try direct
-            {
-#ifdef TORQUE_NAVIGATION_ENABLED
-               asAIPlayer->setPathDestination(ri.point);
-#else
-                asAIPlayer->setMoveDestination(ri.point,false);
-#endif
-            }
-            else
-            {
-               ShapeBase* sbo = dynamic_cast<ShapeBase*>(mPlayer.getPointer());
-               if (sbo->getAIController())
-               {
-                  if (sbo->getAIController()->mControllerData)
-                     sbo->getAIController()->getNav()->setPathDestination(ri.point, true);
-               }
-            }
-         }
-      }
-   }
+   return;
 }
 
 void GuiNavEditorCtrl::on3DMouseUp(const Gui3DMouseEvent & event)
@@ -464,64 +193,18 @@ void GuiNavEditorCtrl::on3DMouseUp(const Gui3DMouseEvent & event)
    // Keep the Gizmo up to date.
    mGizmo->on3DMouseUp(event);
 
+   if (mTool)
+      mTool->on3DMouseUp(event);
+
    mouseUnlock();
 }
 
 void GuiNavEditorCtrl::on3DMouseMove(const Gui3DMouseEvent & event)
 {
-   //if(mSelRiver != NULL && mSelNode != -1)
-      //mGizmo->on3DMouseMove(event);
-
-   Point3F startPnt = event.pos;
-   Point3F endPnt = event.pos + event.vec * 1000.0f;
-
-   RayInfo ri;
+   if (mTool)
+      mTool->on3DMouseMove(event);
 
-   if(mMode == mLinkMode && !mMesh.isNull())
-   {
-      if(gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
-      {
-         U32 link = mMesh->getLink(ri.point);
-         if(link != -1)
-         {
-            if(link != mLink)
-            {
-               if(mCurLink != -1)
-                  mMesh->selectLink(mCurLink, false);
-               mMesh->selectLink(link, true, true);
-            }
-            mCurLink = link;
-         }
-         else
-         {
-            if(mCurLink != mLink)
-               mMesh->selectLink(mCurLink, false);
-            mCurLink = -1;
-         }
-      }
-      else
-      {
-         mMesh->selectLink(mCurLink, false);
-         mCurLink = -1;
-      }
-   }
-
-   // Select a tile from our current NavMesh.
-   if(mMode == mTileMode && !mMesh.isNull())
-   {
-      if(gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
-         mCurTile = mMesh->getTile(ri.point);
-      else
-         mCurTile = -1;
-   }
-
-   if(mMode == mTestMode)
-   {
-      if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType | VehicleObjectType, &ri))
-         mCurPlayer = ri.object;
-      else
-         mCurPlayer = NULL;
-   }
+   return;
 }
 
 void GuiNavEditorCtrl::on3DMouseDragged(const Gui3DMouseEvent & event)
@@ -549,6 +232,11 @@ void GuiNavEditorCtrl::on3DMouseLeave(const Gui3DMouseEvent & event)
 
 void GuiNavEditorCtrl::updateGuiInfo()
 {
+   if (mTool)
+   {
+      if (mTool->updateGuiInfo())
+         return;
+   }
 }
 
 void GuiNavEditorCtrl::onRender(Point2I offset, const RectI &updateRect)
@@ -559,22 +247,6 @@ void GuiNavEditorCtrl::onRender(Point2I offset, const RectI &updateRect)
    return;
 }
 
-static void renderBoxOutline(const Box3F &box, const ColorI &col)
-{
-   if(box != Box3F::Invalid)
-   {
-      GFXStateBlockDesc desc;
-      desc.setCullMode(GFXCullNone);
-      desc.setFillModeSolid();
-      desc.setZReadWrite(true, false);
-      desc.setBlend(true);
-      GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 20));
-      desc.setFillModeWireframe();
-      desc.setBlend(false);
-      GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 255));
-   }
-}
-
 void GuiNavEditorCtrl::renderScene(const RectI & updateRect)
 {
    GFX->setStateBlock(mZDisableSB);
@@ -592,45 +264,15 @@ void GuiNavEditorCtrl::renderScene(const RectI & updateRect)
    Point3F camPos;
    mat.getColumn(3,&camPos);
 
-   if(mMode == mLinkMode)
-   {
-      if(mLinkStart != Point3F::Max)
-      {
-         GFXStateBlockDesc desc;
-         desc.setBlend(false);
-         desc.setZReadWrite(true ,true);
-         MatrixF linkMat(true);
-		 linkMat.setPosition(mLinkStart);
-         Point3F scale(0.8f, 0.8f, 0.8f);
-         GFX->getDrawUtil()->drawTransform(desc, linkMat, &scale);
-      }
-   }
-
-   if(mMode == mTileMode && !mMesh.isNull())
-   {
-      renderBoxOutline(mMesh->getTileBox(mCurTile), ColorI::BLUE);
-      renderBoxOutline(mMesh->getTileBox(mTile), ColorI::GREEN);
-      if(Con::getBoolVariable("$Nav::Editor::renderVoxels", false)) dd.renderGroup(0);
-      if(Con::getBoolVariable("$Nav::Editor::renderInput", false))
-      {
-         dd.depthMask(false);
-         dd.renderGroup(1);
-         dd.depthMask(true);
-      }
-   }
-
-   if(mMode == mTestMode)
-   {
-      if(!mCurPlayer.isNull())
-         renderBoxOutline(mCurPlayer->getWorldBox(), ColorI::BLUE);
-      if(!mPlayer.isNull())
-         renderBoxOutline(mPlayer->getWorldBox(), ColorI::GREEN);
-   }
+   if (mTool)
+      mTool->onRender3D();
 
    duDebugDrawTorque d;
-   if(!mMesh.isNull())
+   if (!mMesh.isNull())
+   {
       mMesh->renderLinks(d);
-   d.render();
+      d.immediateRender();
+   }
 
    // Now draw all the 2d stuff!
    GFX->setClipRect(updateRect);
@@ -652,15 +294,6 @@ bool GuiNavEditorCtrl::getStaticPos(const Gui3DMouseEvent & event, Point3F &tpos
    return hit;
 }
 
-void GuiNavEditorCtrl::setMode(String mode, bool sourceShortcut = false)
-{
-   mMode = mode;
-   Con::executef(this, "onModeSet", mode);
-
-   if(sourceShortcut)
-      Con::executef(this, "paletteSync", mode);
-}
-
 void GuiNavEditorCtrl::submitUndo(const UTF8 *name)
 {
    // Grab the mission editor undo manager.
@@ -691,13 +324,41 @@ void GuiNavEditorCtrl::_prepRenderImage(SceneManager* sceneGraph, const SceneRen
    }*/
 }
 
-DefineEngineMethod(GuiNavEditorCtrl, getMode, const char*, (), , "")
+void GuiNavEditorCtrl::setActiveTool(NavMeshTool* tool)
+{
+   if (mTool)
+   {
+      mTool->onDeactivated();
+   }
+
+   mTool = tool;
+
+   if (mTool)
+   {
+      mTool->setActiveEditor(this);
+      mTool->setActiveNavMesh(mMesh);
+      mTool->onActivated(mLastEvent);
+   }
+}
+
+void GuiNavEditorCtrl::setDrawMode(S32 id)
 {
-   return object->getMode();
+   if (mMesh.isNull())
+      return;
+
+   mMesh->setDrawMode((NavMesh::DrawMode)id);
 }
 
-DefineEngineMethod(GuiNavEditorCtrl, setMode, void, (String mode),, "setMode(String mode)")
+DefineEngineMethod(GuiNavEditorCtrl, setDrawMode, void, (S32 id), ,
+   "@brief Deselect whatever is currently selected in the editor.")
 {
-   object->setMode(mode);
+   object->setDrawMode(id);
 }
+
+DefineEngineMethod(GuiNavEditorCtrl, setActiveTool, void, (const char* toolName), , "( NavMeshTool tool )")
+{
+   NavMeshTool* tool = dynamic_cast<NavMeshTool*>(Sim::findObject(toolName));
+   object->setActiveTool(tool);
+}
+
 #endif

+ 10 - 35
Engine/source/navigation/guiNavEditorCtrl.h

@@ -34,6 +34,10 @@
 #include "gui/worldEditor/gizmo.h"
 #endif
 
+//#ifndef _NAVMESH_TOOL_H_
+//#include "navigation/navMeshTool.h"
+//#endif
+
 #include "navMesh.h"
 #include "T3D/aiPlayer.h"
 
@@ -41,6 +45,7 @@ struct ObjectRenderInst;
 class SceneManager;
 class SceneRenderState;
 class BaseMatInstance;
+class NavMeshTool;
 
 class GuiNavEditorCtrl : public EditTSCtrl
 {
@@ -51,7 +56,6 @@ public:
    static const String mSelectMode;
    static const String mLinkMode;
    static const String mCoverMode;
-   static const String mTileMode;
    static const String mTestMode;
 
    GuiNavEditorCtrl();
@@ -96,26 +100,14 @@ public:
 
    bool getStaticPos(const Gui3DMouseEvent & event, Point3F &tpos);
 
-   void setMode(String mode, bool sourceShortcut);
-   String getMode() { return mMode; }
-
    void selectMesh(NavMesh *mesh);
-   void deselect();
 
    S32 getMeshId();
-   S32 getPlayerId();
-
-   String mSpawnClass;
-   String mSpawnDatablock;
-
-   void deleteLink();
-   void setLinkFlags(const LinkData &d);
-
-   void buildTile();
-
-   void spawnPlayer(const Point3F &pos);
 
    /// @}
+   void setActiveTool(NavMeshTool* tool);
+
+   void setDrawMode(S32 id);
 
 protected:
 
@@ -128,38 +120,21 @@ protected:
 
    bool mIsDirty;
 
-   String mMode;
-
    /// Currently-selected NavMesh.
    SimObjectPtr<NavMesh> mMesh;
 
-   /// @name Link mode
-   /// @{
-
-   Point3F mLinkStart;
-   S32 mCurLink;
-   S32 mLink;
+   /// The active tool in used by the editor.
+   SimObjectPtr<NavMeshTool> mTool;
 
    /// @}
 
    /// @name Tile mode
    /// @{
 
-   S32 mCurTile;
-   S32 mTile;
-
    duDebugDrawTorque dd;
 
    /// @}
 
-   /// @name Test mode
-   /// @{
-
-   SimObjectPtr<SceneObject> mPlayer;
-   SimObjectPtr<SceneObject> mCurPlayer;
-
-   /// @}
-
    Gui3DMouseEvent mLastMouseEvent;
 
 #define InvalidMousePoint Point2I(-100,-100)

File diff suppressed because it is too large
+ 555 - 215
Engine/source/navigation/navMesh.cpp


+ 79 - 52
Engine/source/navigation/navMesh.h

@@ -102,6 +102,7 @@ public:
    U32 mMergeRegionArea;
    F32 mTileSize;
    U32 mMaxPolysPerTile;
+   duDebugDrawTorque mDbgDraw;
    /// @}
 
    /// @name Water
@@ -112,6 +113,29 @@ public:
       Impassable
    };
 
+   enum DrawMode
+   {
+      DRAWMODE_NAVMESH,
+      DRAWMODE_NAVMESH_TRANS,
+      DRAWMODE_NAVMESH_BVTREE,
+      DRAWMODE_NAVMESH_NODES,
+      DRAWMODE_NAVMESH_PORTALS,
+      DRAWMODE_NAVMESH_INVIS,
+      DRAWMODE_MESH,
+      DRAWMODE_VOXELS,
+      DRAWMODE_VOXELS_WALKABLE,
+      DRAWMODE_COMPACT,
+      DRAWMODE_COMPACT_DISTANCE,
+      DRAWMODE_COMPACT_REGIONS,
+      DRAWMODE_REGION_CONNECTIONS,
+      DRAWMODE_RAW_CONTOURS,
+      DRAWMODE_BOTH_CONTOURS,
+      DRAWMODE_CONTOURS,
+      DRAWMODE_POLYMESH,
+      DRAWMODE_POLYMESH_DETAIL,
+      MAX_DRAWMODE
+   };
+
    WaterMethod mWaterMethod;
    /// @}
 
@@ -127,7 +151,7 @@ public:
    /// @{
 
    /// Add an off-mesh link.
-   S32 addLink(const Point3F &from, const Point3F &to, U32 flags = 0);
+   S32 addLink(const Point3F &from, const Point3F &to, bool biDir, F32 rad, U32 flags = 0);
 
    /// Get the ID of the off-mesh link near the point.
    S32 getLink(const Point3F &pos);
@@ -144,15 +168,27 @@ public:
    /// Get the flags used by a link.
    LinkData getLinkFlags(U32 idx);
 
+   bool getLinkDir(U32 idx);
+
+   F32 getLinkRadius(U32 idx);
+
+   void setLinkDir(U32 idx, bool biDir);
+
+   void setLinkRadius(U32 idx, F32 rad);
+
    /// Set flags used by a link.
    void setLinkFlags(U32 idx, const LinkData &d);
 
+   void setDrawMode(DrawMode mode) { m_drawMode = mode; setMaskBits(LoadFlag); }
+
    /// Set the selected state of a link.
    void selectLink(U32 idx, bool select, bool hover = true);
 
    /// Delete the selected link.
    void deleteLink(U32 idx);
 
+   dtNavMeshQuery* getNavMeshQuery() { return mQuery; }
+
    /// @}
 
    /// Should small characters use this mesh?
@@ -230,6 +266,7 @@ public:
    void prepRenderImage(SceneRenderState *state) override;
    void render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
    void renderLinks(duDebugDraw &dd);
+   void renderSearch(duDebugDraw& dd);
    void renderTileData(duDebugDrawTorque &dd, U32 tile);
 
    bool mAlwaysRender;
@@ -249,15 +286,13 @@ public:
 
    void inspectPostApply() override;
 
+   void createNewFile();
+
 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();
 
@@ -275,56 +310,45 @@ private:
       /// Recast min and max points.
       F32 bmin[3], bmax[3];
       /// Default constructor.
-      Tile() : box(Box3F::Invalid), x(0), y(0)
+      Tile() : box(Box3F::Invalid), x(0), y(0), chf(0), solid(0), cset(0), pmesh(0), dmesh(0), triareas(nullptr)
       {
          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)
+         : box(b), x(_x), y(_y), chf(0), solid(0), cset(0), pmesh(0), dmesh(0), triareas(nullptr)
       {
          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()
+      ~Tile()
       {
-         geom.clear();
-         rcFreeHeightField(hf);
-         rcFreeCompactHeightfield(chf);
-         rcFreeContourSet(cs);
-         rcFreePolyMesh(pm);
-         rcFreePolyMeshDetail(pmd);
-      }
-      ~TileData()
-      {
-         freeAll();
+         if (chf)
+            delete chf;
+         if (cset)
+            delete cset;
+         if (solid)
+            delete solid;
+         if (pmesh)
+            delete pmesh;
+         if (dmesh)
+            delete dmesh;
+         if (triareas)
+            delete[] triareas;
       }
+
+      unsigned char* triareas;
+      rcCompactHeightfield* chf;
+      rcHeightfield* solid;
+      rcContourSet* cset;
+      rcPolyMesh* pmesh;
+      rcPolyMeshDetail* dmesh;
    };
 
    /// List of tiles.
    Vector<Tile> mTiles;
 
-   /// List of tile intermediate data.
-   Vector<TileData> mTileData;
-
    /// List of indices to the tile array which are dirty.
    Vector<U32> mDirtyTiles;
 
@@ -332,7 +356,7 @@ private:
    void updateTiles(bool dirty = false);
 
    /// Generates navmesh data for a single tile.
-   unsigned char *buildTileData(const Tile &tile, TileData &data, U32 &dataSize);
+   unsigned char *buildTileData(const Tile &tile, U32 &dataSize);
 
    /// @}
 
@@ -363,19 +387,9 @@ private:
 
    /// @}
 
-   /// @name Intermediate data
-   /// @{
-
-   /// Config struct.
-   rcConfig cfg;
-
-   /// Updates our config from console members.
-   void updateConfig();
-
    dtNavMesh *nm;
    rcContext *ctx;
-
-   /// @}
+   dtNavMeshQuery* mQuery;
 
    /// @name Cover
    /// @{
@@ -408,8 +422,6 @@ private:
    /// @name Rendering
    /// @{
 
-   duDebugDrawTorque mDbgDraw;
-
    void renderToDrawer();
 
    /// @}
@@ -419,6 +431,21 @@ private:
 
    /// Use this object to manage update events.
    static SimObjectPtr<EventManager> smEventManager;
+
+protected:
+   RecastPolyList* m_geo;
+   unsigned char* m_triareas;
+   rcHeightfield* m_solid;
+   rcCompactHeightfield* m_chf;
+   rcContourSet* m_cset;
+   rcPolyMesh* m_pmesh;
+   rcPolyMeshDetail* m_dmesh;
+   rcConfig m_cfg;
+   DrawMode m_drawMode;
+   U32 mWaterVertStart;
+   U32 mWaterTriStart;
+
+   void cleanup();
 };
 
 typedef NavMesh::WaterMethod NavMeshWaterMethod;

+ 40 - 0
Engine/source/navigation/navMeshTool.cpp

@@ -0,0 +1,40 @@
+
+#include "platform/platform.h"
+#include "navigation/navMeshTool.h"
+#ifdef TORQUE_TOOLS
+#include "util/undo.h"
+#include "math/mMath.h"
+#include "math/mathUtils.h"
+
+IMPLEMENT_CONOBJECT(NavMeshTool);
+
+ConsoleDocClass(NavMeshTool,
+   "@brief Base class for NavMesh Editor specific tools\n\n"
+   "Editor use only.\n\n"
+   "@internal"
+);
+
+void NavMeshTool::_submitUndo(UndoAction* action)
+{
+   AssertFatal(action, "NavMeshTool::_submitUndo() - No undo action!");
+
+   // Grab the mission editor undo manager.
+   UndoManager* undoMan = NULL;
+   if (!Sim::findObject("EUndoManager", undoMan))
+   {
+      Con::errorf("NavMeshTool::_submitUndo() - EUndoManager not found!");
+      return;
+   }
+
+   undoMan->addAction(action);
+}
+
+NavMeshTool::NavMeshTool()
+   : mNavMesh(NULL)
+{
+}
+
+NavMeshTool::~NavMeshTool()
+{
+}
+#endif

+ 58 - 0
Engine/source/navigation/navMeshTool.h

@@ -0,0 +1,58 @@
+#pragma once
+#ifndef _NAVMESH_TOOL_H_
+#define _NAVMESH_TOOL_H_
+#ifdef TORQUE_TOOLS
+#ifndef _SIMBASE_H_
+#include "console/simBase.h"
+#endif
+#ifndef _GUITYPES_H_
+#include "gui/core/guiTypes.h"
+#endif
+#ifndef _NAVMESH_H_
+#include "navigation/navMesh.h"
+#endif
+
+#ifndef _GUINAVEDITORCTRL_H_
+#include "navigation/guiNavEditorCtrl.h"
+#endif
+
+class UndoAction;
+
+class NavMeshTool : public SimObject
+{
+   typedef SimObject Parent;
+protected:
+   SimObjectPtr<NavMesh> mNavMesh;
+   SimObjectPtr<GuiNavEditorCtrl> mCurEditor;
+
+   void _submitUndo(UndoAction* action);
+
+public:
+   
+   NavMeshTool();
+   virtual ~NavMeshTool();
+
+   DECLARE_CONOBJECT(NavMeshTool);
+
+   virtual void setActiveNavMesh(NavMesh* nav_mesh) { mNavMesh = nav_mesh; }
+   virtual void setActiveEditor(GuiNavEditorCtrl* nav_editor) { mCurEditor = nav_editor; }
+
+   virtual void onActivated(const Gui3DMouseEvent& lastEvent) {}
+   virtual void onDeactivated() {}
+
+   virtual void on3DMouseDown(const Gui3DMouseEvent& evt) {}
+   virtual void on3DMouseUp(const Gui3DMouseEvent& evt) {}
+   virtual void on3DMouseMove(const Gui3DMouseEvent& evt) {}
+   virtual void on3DMouseDragged(const Gui3DMouseEvent& evt) {}
+   virtual void on3DMouseEnter(const Gui3DMouseEvent& evt) {}
+   virtual void on3DMouseLeave(const Gui3DMouseEvent& evt) {}
+   virtual bool onMouseWheel(const GuiEvent& evt) { return false; }
+   virtual void onRender3D() {}
+   virtual void onRender2D() {}
+   virtual void updateGizmo() {}
+   virtual bool updateGuiInfo() { return false; }
+   virtual void onUndoAction() {}
+
+};
+#endif
+#endif // !_NAVMESH_TOOL_H_

+ 40 - 0
Engine/source/navigation/navMeshTools/coverTool.cpp

@@ -0,0 +1,40 @@
+#include "coverTool.h"
+
+IMPLEMENT_CONOBJECT(CoverTool);
+
+CoverTool::CoverTool()
+{
+}
+
+void CoverTool::onActivated(const Gui3DMouseEvent& evt)
+{
+   Con::executef(this, "onActivated");
+}
+
+void CoverTool::onDeactivated()
+{
+   Con::executef(this, "onDeactivated");
+}
+
+void CoverTool::on3DMouseDown(const Gui3DMouseEvent& evt)
+{
+   if (mNavMesh.isNull())
+      return;
+}
+
+void CoverTool::on3DMouseMove(const Gui3DMouseEvent& evt)
+{
+   if (mNavMesh.isNull())
+      return;
+}
+
+void CoverTool::onRender3D()
+{
+   if (mNavMesh.isNull())
+      return;
+}
+
+bool CoverTool::updateGuiInfo()
+{
+   return false;
+}

+ 33 - 0
Engine/source/navigation/navMeshTools/coverTool.h

@@ -0,0 +1,33 @@
+#ifndef _COVERTOOL_H_
+#define _COVERTOOL_H_
+
+#ifndef _NAVMESH_TOOL_H_
+#include "navigation/navMeshTool.h"
+#endif
+
+#ifndef _NAVPATH_H_
+#include "navigation/navPath.h"
+#endif
+
+class CoverTool : public NavMeshTool
+{
+   typedef NavMeshTool Parent;
+public:
+   DECLARE_CONOBJECT(CoverTool);
+
+   CoverTool();
+
+   virtual ~CoverTool() {}
+
+   void onActivated(const Gui3DMouseEvent& evt) override;
+   void onDeactivated() override;
+
+   void on3DMouseDown(const Gui3DMouseEvent& evt) override;
+   void on3DMouseMove(const Gui3DMouseEvent& evt) override;
+   void onRender3D() override;
+
+   bool updateGuiInfo() override;
+};
+
+#endif // !_COVERTOOL_H_
+

+ 121 - 0
Engine/source/navigation/navMeshTools/navMeshSelectTool.cpp

@@ -0,0 +1,121 @@
+#include "navMeshSelectTool.h"
+#include "console/consoleTypes.h"
+#include "gfx/gfxDrawUtil.h"
+
+IMPLEMENT_CONOBJECT(NavMeshSelectTool);
+
+static void renderBoxOutline(const Box3F& box, const ColorI& col)
+{
+   if (box != Box3F::Invalid)
+   {
+      GFXStateBlockDesc desc;
+      desc.setCullMode(GFXCullNone);
+      desc.setFillModeSolid();
+      desc.setZReadWrite(true, false);
+      desc.setBlend(true);
+      GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 20));
+      desc.setFillModeWireframe();
+      desc.setBlend(false);
+      GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 255));
+   }
+}
+
+NavMeshSelectTool::NavMeshSelectTool()
+{
+   mCurMesh = NULL;
+}
+
+void NavMeshSelectTool::onActivated(const Gui3DMouseEvent& evt)
+{
+   Con::executef(this, "onActivated");
+}
+
+void NavMeshSelectTool::onDeactivated()
+{
+   Con::executef(this, "onDeactivated");
+}
+
+void NavMeshSelectTool::on3DMouseDown(const Gui3DMouseEvent& evt)
+{
+   if (mCurEditor.isNull())
+      return;
+
+   Point3F startPnt = evt.pos;
+   Point3F endPnt = evt.pos + evt.vec * 1000.0f;
+
+   RayInfo ri;
+   if (gServerContainer.collideBox(startPnt, endPnt, MarkerObjectType, &ri))
+   {
+      if (!ri.object)
+         return;
+
+      NavMesh* selNavMesh = dynamic_cast<NavMesh*>(ri.object);
+      if (selNavMesh)
+      {
+         mCurEditor->selectMesh(selNavMesh);
+         mSelMesh = selNavMesh;
+         Con::executef(this, "onNavMeshSelected");
+         return;
+      }
+   }
+
+}
+
+void NavMeshSelectTool::on3DMouseMove(const Gui3DMouseEvent& evt)
+{
+   if (mCurEditor.isNull())
+      return;
+
+   Point3F startPnt = evt.pos;
+   Point3F endPnt = evt.pos + evt.vec * 1000.0f;
+
+   RayInfo ri;
+   if (gServerContainer.collideBox(startPnt, endPnt, MarkerObjectType, &ri))
+   {
+      NavMesh* selNavMesh = dynamic_cast<NavMesh*>(ri.object);
+      if (selNavMesh)
+      {
+         mCurMesh = selNavMesh;
+      }
+      else
+      {
+         mCurMesh = NULL;
+      }
+   }
+   else
+   {
+      mCurMesh = NULL;
+   }
+}
+
+void NavMeshSelectTool::onRender3D()
+{
+   if (!mCurMesh.isNull())
+      renderBoxOutline(mCurMesh->getWorldBox(), ColorI::LIGHT);
+   if (!mSelMesh.isNull())
+      renderBoxOutline(mSelMesh->getWorldBox(), ColorI::LIGHT);
+}
+
+bool NavMeshSelectTool::updateGuiInfo()
+{
+   SimObject* statusbar;
+   Sim::findObject("EditorGuiStatusBar", statusbar);
+
+   GuiTextCtrl* selectionBar;
+   Sim::findObject("EWorldEditorStatusBarSelection", selectionBar);
+
+   String text;
+   text = "LMB To select a NavMesh.";
+
+   if (statusbar)
+      Con::executef(statusbar, "setInfo", text.c_str());
+
+   text = "";
+   if(mSelMesh)
+      text = String::ToString("NavMesh Selected: %d", mSelMesh->getId());
+
+   if (selectionBar)
+      selectionBar->setText(text);
+
+   return true;
+}

+ 32 - 0
Engine/source/navigation/navMeshTools/navMeshSelectTool.h

@@ -0,0 +1,32 @@
+#ifndef _NAVMESHSELECTTOOL_H_
+#define _NAVMESHSELECTTOOL_H_
+
+
+#ifndef _NAVMESH_TOOL_H_
+#include "navigation/navMeshTool.h"
+#endif
+
+class NavMeshSelectTool : public NavMeshTool
+{
+   typedef NavMeshTool Parent;
+protected:
+   SimObjectPtr<NavMesh> mCurMesh;
+   SimObjectPtr<NavMesh> mSelMesh;
+public:
+   DECLARE_CONOBJECT(NavMeshSelectTool);
+
+   NavMeshSelectTool();
+   virtual ~NavMeshSelectTool() {}
+
+   void setActiveNavMesh(NavMesh* nav_mesh) { mNavMesh = nav_mesh; mSelMesh = nav_mesh; }
+   void onActivated(const Gui3DMouseEvent& evt) override;
+   void onDeactivated() override;
+
+   void on3DMouseDown(const Gui3DMouseEvent& evt) override;
+   void on3DMouseMove(const Gui3DMouseEvent& evt) override;
+   void onRender3D() override;
+
+   bool updateGuiInfo() override;
+};
+
+#endif

+ 426 - 0
Engine/source/navigation/navMeshTools/navMeshTestTool.cpp

@@ -0,0 +1,426 @@
+#include "navMeshTestTool.h"
+#include "navigation/guiNavEditorCtrl.h"
+#include "console/consoleTypes.h"
+#include "gfx/gfxDrawUtil.h"
+#include "scene/sceneManager.h"
+#include "math/mathUtils.h"
+#include "T3D/gameBase/gameConnection.h"
+#include "T3D/AI/AIController.h"
+
+IMPLEMENT_CONOBJECT(NavMeshTestTool);
+
+////  take control
+//   GameConnection* conn = GameConnection::getConnectionToServer();
+//   if (conn)
+//      conn->setControlObject(static_cast<GameBase*>(obj));
+//}
+
+static void renderBoxOutline(const Box3F& box, const ColorI& col)
+{
+   if (box != Box3F::Invalid)
+   {
+      GFXStateBlockDesc desc;
+      desc.setCullMode(GFXCullNone);
+      desc.setFillModeSolid();
+      desc.setZReadWrite(true, false);
+      desc.setBlend(true);
+      GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 20));
+      desc.setFillModeWireframe();
+      desc.setBlend(false);
+      GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 255));
+   }
+}
+
+void NavMeshTestTool::spawnPlayer(const Point3F& position)
+{
+   if (mSpawnClass.isEmpty() || mSpawnDatablock.isEmpty())
+   {
+      Con::warnf("NavMeshTestTool::spawnPlayer - spawn class/datablock not set!");
+      return;
+   }
+
+   SimObject* spawned = Sim::spawnObject(mSpawnClass, mSpawnDatablock);
+   SceneObject* obj = dynamic_cast<SceneObject*>(spawned);
+
+   if (!obj)
+   {
+      Con::warnf("NavMeshTestTool::spawnPlayer - spawn failed or not a SceneObject");
+      if (spawned)
+         spawned->deleteObject();
+      return;
+   }
+
+   obj->setPosition(position);
+   SimObject* cleanup = Sim::findObject("MissionCleanup");
+   if (cleanup)
+   {
+      SimGroup* missionCleanup = dynamic_cast<SimGroup*>(cleanup);
+      missionCleanup->addObject(obj);
+   }
+   mPlayer = obj;
+   Con::executef(this, "onPlayerSpawned", obj->getIdString());
+
+#ifdef TORQUE_NAVIGATION_ENABLED
+   AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(mPlayer.getPointer());
+   if (asAIPlayer)
+   {
+      Con::executef(this, "onPlayerSelected");
+   }
+   else
+   {
+      ShapeBase* sbo = dynamic_cast<ShapeBase*>(mPlayer.getPointer());
+      if (sbo && sbo->getAIController() && sbo->getAIController()->mControllerData)
+      {
+         Con::executef(this, "onPlayerSelected");
+      }
+      else
+      {
+         Con::executef(this, "onPlayerSelected");
+      }
+   }
+#else
+   Con::executef(this, "onPlayerSelected");
+#endif
+}
+
+void NavMeshTestTool::drawAgent(duDebugDrawTorque& dd, const F32* pos, F32 r, F32 h, F32 c, const U32 col)
+{
+   dd.depthMask(false);
+
+   // Agent dimensions.	
+   duDebugDrawCylinderWire(&dd, pos[0] - r, pos[1] + 0.02f, pos[2] - r, pos[0] + r, pos[1] + h, pos[2] + r, col, 2.0f);
+
+   duDebugDrawCircle(&dd, pos[0], pos[1] + c, pos[2], r, duRGBA(0, 0, 0, 64), 1.0f);
+
+   U32 colb = duRGBA(0, 0, 0, 196);
+   dd.begin(DU_DRAW_LINES);
+   dd.vertex(pos[0], pos[1] - c, pos[2], colb);
+   dd.vertex(pos[0], pos[1] + c, pos[2], colb);
+   dd.vertex(pos[0] - r / 2, pos[1] + 0.02f, pos[2], colb);
+   dd.vertex(pos[0] + r / 2, pos[1] + 0.02f, pos[2], colb);
+   dd.vertex(pos[0], pos[1] + 0.02f, pos[2] - r / 2, colb);
+   dd.vertex(pos[0], pos[1] + 0.02f, pos[2] + r / 2, colb);
+   dd.end();
+
+   dd.depthMask(true);
+}
+
+NavMeshTestTool::NavMeshTestTool()
+{
+   mSpawnClass = String::EmptyString;
+   mSpawnDatablock = String::EmptyString;
+   mPlayer = NULL;
+   mCurPlayer = NULL;
+
+   mFollowObject = NULL;
+   mCurFollowObject = NULL;
+
+   mPathStart = Point3F::Max;
+   mPathEnd = Point3F::Max;
+
+   mTestPath = NULL;
+
+   mLinkTypes = LinkData(AllFlags);
+   mFilter.setIncludeFlags(mLinkTypes.getFlags());
+   mFilter.setExcludeFlags(0);
+   mSelectFollow = false;
+}
+
+void NavMeshTestTool::onActivated(const Gui3DMouseEvent& evt)
+{
+   mSelectFollow = false;
+   Con::executef(this, "onActivated");
+}
+
+void NavMeshTestTool::onDeactivated()
+{
+   if (mTestPath != NULL) {
+      mTestPath->deleteObject();
+      mTestPath = NULL;
+   }
+
+   if (mPlayer != NULL)
+   {
+      mPlayer = NULL;
+      Con::executef(this, "onPlayerDeselected");
+   }
+
+   mSelectFollow = false;
+
+   Con::executef(this, "onDeactivated");
+}
+
+void NavMeshTestTool::on3DMouseDown(const Gui3DMouseEvent& evt)
+{
+   if (mNavMesh.isNull())
+      return;
+
+   Point3F startPnt = evt.pos;
+   Point3F endPnt = evt.pos + evt.vec * 1000.0f;
+
+   RayInfo ri;
+   bool shift = evt.modifier & SI_LSHIFT;
+   bool ctrl = evt.modifier & SI_LCTRL;
+
+   if (ctrl)
+   {
+      if (gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
+      {
+         spawnPlayer(ri.point);
+      }
+      return;
+   }
+
+   if (shift)
+   {
+      mPlayer = NULL;
+      Con::executef(this, "onPlayerDeselected");
+      return;
+   }
+
+   if (gServerContainer.castRay(startPnt, endPnt, PlayerObjectType | VehicleObjectType, &ri))
+   {
+      if (!ri.object)
+         return;
+      if (mSelectFollow)
+      {
+         mFollowObject = ri.object;
+         Con::executef(this, "onFollowSelected");
+         mSelectFollow = false;
+         return;
+      }
+      else
+      {
+         mPlayer = ri.object;
+      }
+
+#ifdef TORQUE_NAVIGATION_ENABLED
+      AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(mPlayer.getPointer());
+      if (asAIPlayer)
+      {
+         Con::executef(this, "onPlayerSelected");
+      }
+      else
+      {
+         ShapeBase* sbo = dynamic_cast<ShapeBase*>(mPlayer.getPointer());
+         if (sbo && sbo->getAIController() && sbo->getAIController()->mControllerData)
+         {
+            Con::executef(this, "onPlayerSelected");
+         }
+         else
+         {
+            Con::executef(this, "onPlayerSelected");
+         }
+      }
+#else
+      Con::executef(this, "onPlayerSelected");
+#endif
+   }
+   else if (gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
+   {
+      if (mPlayer.isNull())
+      {
+         if (mPathStart != Point3F::Max && mPathEnd != Point3F::Max) // start a new path.
+         {
+            mPathStart = Point3F::Max;
+            mPathEnd = Point3F::Max;
+         }
+
+         if (mPathStart != Point3F::Max)
+         {
+            mPathEnd = ri.point;
+            mTestPath = new NavPath();
+
+            mTestPath->mMesh = mNavMesh;
+            mTestPath->mFrom = mPathStart;
+            mTestPath->mTo = mPathEnd;
+            mTestPath->mFromSet = mTestPath->mToSet = true;
+            mTestPath->mAlwaysRender = true;
+            mTestPath->mLinkTypes = mLinkTypes;
+            mTestPath->mFilter = mFilter;
+            mTestPath->mXray = true;
+            // Paths plan automatically upon being registered.
+            if (!mTestPath->registerObject())
+            {
+               delete mTestPath;
+               return;
+            }
+         }
+         else
+         {
+            mPathStart = ri.point;
+            if (mTestPath != NULL) {
+               mTestPath->deleteObject();
+               mTestPath = NULL;
+            }
+         }
+      }
+      else
+      {
+         AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(mPlayer.getPointer());
+         if (asAIPlayer) //try direct
+         {
+            asAIPlayer->setPathDestination(ri.point);
+            mPathStart = mPlayer->getPosition();
+            mPathEnd = ri.point;
+         }
+         else
+         {
+            ShapeBase* sbo = dynamic_cast<ShapeBase*>(mPlayer.getPointer());
+            if (sbo->getAIController())
+            {
+               if (sbo->getAIController()->mControllerData)
+               {
+                  sbo->getAIController()->getNav()->setPathDestination(ri.point, true);
+                  mPathStart = mPlayer->getPosition();
+                  mPathEnd = ri.point;
+               }
+            }
+         }
+      }
+   }
+
+}
+
+void NavMeshTestTool::on3DMouseMove(const Gui3DMouseEvent& evt)
+{
+   if (mNavMesh.isNull())
+      return;
+
+   Point3F startPnt = evt.pos;
+   Point3F endPnt = evt.pos + evt.vec * 1000.0f;
+
+   RayInfo ri;
+
+   if (gServerContainer.castRay(startPnt, endPnt, PlayerObjectType | VehicleObjectType, &ri))
+   {
+      if (mSelectFollow)
+         mCurFollowObject = ri.object;
+      else
+         mCurPlayer = ri.object;
+   }
+   else
+   {
+      mCurFollowObject = NULL;
+      mCurPlayer = NULL;
+   }
+}
+
+void NavMeshTestTool::onRender3D()
+{
+   if (mNavMesh.isNull())
+      return;
+
+   static const U32 startCol = duRGBA(128, 25, 0, 192);
+   static const U32 endCol = duRGBA(51, 102, 0, 129);
+
+   const F32 agentRadius = mNavMesh->mWalkableRadius;
+   const F32 agentHeight = mNavMesh->mWalkableHeight;
+   const F32 agentClimb = mNavMesh->mWalkableClimb;
+
+   duDebugDrawTorque dd;
+   dd.depthMask(false);
+   if (mPathStart != Point3F::Max)
+   {
+      drawAgent(dd, DTStoRC(mPathStart), agentRadius, agentHeight, agentClimb, startCol);
+   }
+
+   if (mPathEnd != Point3F::Max)
+   {
+      drawAgent(dd, DTStoRC(mPathEnd), agentRadius, agentHeight, agentClimb, endCol);
+   }
+   dd.depthMask(true);
+
+   mNavMesh->renderSearch(dd);
+
+   dd.immediateRender();
+
+   if (!mCurFollowObject.isNull())
+      renderBoxOutline(mCurFollowObject->getWorldBox(), ColorI::LIGHT);
+   if (!mCurPlayer.isNull())
+      renderBoxOutline(mCurPlayer->getWorldBox(), ColorI::BLUE);
+   if (!mPlayer.isNull())
+      renderBoxOutline(mPlayer->getWorldBox(), ColorI::GREEN);
+   if (!mFollowObject.isNull())
+      renderBoxOutline(mFollowObject->getWorldBox(), ColorI::WHITE);
+   
+}
+
+bool NavMeshTestTool::updateGuiInfo()
+{
+   SimObject* statusbar;
+   Sim::findObject("EditorGuiStatusBar", statusbar);
+
+   GuiTextCtrl* selectionBar;
+   Sim::findObject("EWorldEditorStatusBarSelection", selectionBar);
+
+   String text;
+
+   if (mPlayer)
+      text = "LMB To Select move Destination. LSHIFT+LMB To Deselect Current Bot.";
+   if (mCurPlayer != NULL && mCurPlayer != mPlayer)
+      text = "LMB To select Bot.";
+
+   if (mPlayer == NULL)
+   {
+      text = "LMB To place start/end for test path.";
+   }
+
+   if (mSpawnClass != String::EmptyString && mSpawnDatablock != String::EmptyString)
+      text += " CTRL+LMB To spawn a new Bot.";
+
+   if (mSelectFollow)
+      text = "LMB To select Follow Target.";
+
+   if (statusbar)
+      Con::executef(statusbar, "setInfo", text.c_str());
+
+   text = "";
+   if (mPlayer)
+      text = String::ToString("Bot Selected: %d", mPlayer->getId());
+
+   if (selectionBar)
+      selectionBar->setText(text);
+
+   return true;
+}
+
+S32 NavMeshTestTool::getPlayerId()
+{
+   return mPlayer.isNull() ? 0 : mPlayer->getId();
+}
+
+S32 NavMeshTestTool::getFollowObjectId()
+{
+   return mFollowObject.isNull() ? 0 : mFollowObject->getId();
+}
+
+
+DefineEngineMethod(NavMeshTestTool, getPlayer, S32, (), ,
+   "@brief Return the current player id.")
+{
+   return object->getPlayerId();
+}
+
+DefineEngineMethod(NavMeshTestTool, getFollowObject, S32, (), ,
+   "@brief Return the current follow object id.")
+{
+   return object->getFollowObjectId();
+}
+
+DefineEngineMethod(NavMeshTestTool, setSpawnClass, void, (String className), , "")
+{
+   object->setSpawnClass(className);
+}
+
+DefineEngineMethod(NavMeshTestTool, setSpawnDatablock, void, (String dbName), , "")
+{
+   object->setSpawnDatablock(dbName);
+}
+
+DefineEngineMethod(NavMeshTestTool, followSelectMode, void, (), ,
+   "@brief Set NavMeshTool to select a follow object.")
+{
+   return object->followSelectMode();
+}
+

+ 60 - 0
Engine/source/navigation/navMeshTools/navMeshTestTool.h

@@ -0,0 +1,60 @@
+#ifndef _NAVMESHTESTTOOL_H_
+#define _NAVMESHTESTTOOL_H_
+
+
+#ifndef _NAVMESH_TOOL_H_
+#include "navigation/navMeshTool.h"
+#endif
+
+#ifndef _NAVPATH_H_
+#include "navigation/navPath.h"
+#endif
+
+class NavMeshTestTool : public NavMeshTool
+{
+   typedef NavMeshTool Parent;
+protected:
+   String mSpawnClass;
+   String mSpawnDatablock;
+   SimObjectPtr<SceneObject> mPlayer;
+   SimObjectPtr<SceneObject> mCurPlayer;
+   SimObjectPtr<SceneObject> mFollowObject;
+   SimObjectPtr<SceneObject> mCurFollowObject;
+   Point3F mPathStart;
+   Point3F mPathEnd;
+   NavPath* mTestPath;
+   LinkData mLinkTypes;
+   dtQueryFilter mFilter;
+   bool mSelectFollow;
+
+public:
+   DECLARE_CONOBJECT(NavMeshTestTool);
+
+   void spawnPlayer(const Point3F& position);
+
+   void drawAgent(duDebugDrawTorque& dd, const F32* pos, F32 r, F32 h, F32 c, const U32 col);
+
+   NavMeshTestTool();
+
+   virtual ~NavMeshTestTool() {}
+
+   void onActivated(const Gui3DMouseEvent& evt) override;
+   void onDeactivated() override;
+
+   void on3DMouseDown(const Gui3DMouseEvent& evt) override;
+   void on3DMouseMove(const Gui3DMouseEvent& evt) override;
+   void onRender3D() override;
+
+   bool updateGuiInfo() override;
+
+   S32 getPlayerId();
+   S32 getFollowObjectId();
+
+   void setSpawnClass(String className) { mSpawnClass = className; }
+   void setSpawnDatablock(String dbName) { mSpawnDatablock = dbName; }
+   void followSelectMode() { mSelectFollow = true; }
+
+};
+
+
+#endif // !_NAVMESHTESTTOOL_H_

+ 200 - 0
Engine/source/navigation/navMeshTools/offMeshConnTool.cpp

@@ -0,0 +1,200 @@
+#include "offMeshConnTool.h"
+#include "navigation/guiNavEditorCtrl.h"
+#include "console/consoleTypes.h"
+#include "gfx/gfxDrawUtil.h"
+#include "scene/sceneManager.h"
+#include "math/mathUtils.h"
+
+IMPLEMENT_CONOBJECT(OffMeshConnectionTool);
+
+void OffMeshConnectionTool::onActivated(const Gui3DMouseEvent& evt)
+{
+   Con::executef(this, "onActivated");
+}
+
+void OffMeshConnectionTool::onDeactivated()
+{
+   Con::executef(this, "onDeactivated");
+}
+
+void OffMeshConnectionTool::on3DMouseDown(const Gui3DMouseEvent& evt)
+{
+   if (mNavMesh.isNull())
+      return;
+
+   Point3F startPnt = evt.pos;
+   Point3F endPnt = evt.pos + evt.vec * 1000.0f;
+
+   RayInfo ri;
+   bool shift = evt.modifier & SI_LSHIFT;
+   bool ctrl = evt.modifier & SI_LCTRL;
+
+   if (gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
+   {
+      U32 link = mNavMesh->getLink(ri.point);
+      if (link != -1)
+      {
+         if (mLink != -1)
+            mNavMesh->selectLink(mLink, false);
+         mNavMesh->selectLink(link, true, false);
+         mLink = link;
+
+         if (ctrl)
+         {
+            mNavMesh->selectLink(mLink, false);
+            mNavMesh->deleteLink(mLink);
+            mLink = -1;
+            Con::executef(this, "onLinkDeselected");
+            return;
+         }
+         else
+         {
+            LinkData d = mNavMesh->getLinkFlags(mLink);
+            bool biDir = mNavMesh->getLinkDir(mLink);
+            F32 linkRad = mNavMesh->getLinkRadius(mLink);
+            Con::executef(this, "onLinkSelected", Con::getIntArg(d.getFlags()), Con::getBoolArg(biDir), Con::getFloatArg(linkRad));
+         }
+      }
+      else
+      {
+         if (mLink != -1)
+         {
+            mNavMesh->selectLink(mLink, false);
+            mLink = -1;
+            Con::executef(this, "onLinkDeselected");
+         }
+
+         if (mLinkStart != Point3F::Max)
+         {
+            mLink = mNavMesh->addLink(mLinkStart, ri.point, mBiDir, mLinkRadius);
+            mNavMesh->selectLink(mLink, true, false);
+
+            if (shift)
+               mLinkStart = ri.point;
+            else
+               mLinkStart = Point3F::Max;
+
+            Con::executef(this, "onLinkSelected", Con::getIntArg(mLinkCache.getFlags()), Con::getBoolArg(mBiDir), Con::getFloatArg(mLinkRadius));
+         }
+         else
+         {
+            mLinkStart = ri.point;
+         }
+      }
+   }
+   else
+   {
+      if (mLink != -1)
+      {
+         mNavMesh->selectLink(mLink, false);
+         mLink = -1;
+         Con::executef(this, "onLinkDeselected");
+      }
+   }
+
+}
+
+void OffMeshConnectionTool::on3DMouseMove(const Gui3DMouseEvent& evt)
+{
+   if (mNavMesh.isNull())
+      return;
+
+   Point3F startPnt = evt.pos;
+   Point3F endPnt = evt.pos + evt.vec * 1000.0f;
+
+   RayInfo ri;
+   if (gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
+   {
+      U32 link = mNavMesh->getLink(ri.point);
+      if (link != -1)
+      {
+         if (link != mLink)
+         {
+            if (mCurLink != -1)
+               mNavMesh->selectLink(mCurLink, false);
+            mNavMesh->selectLink(link, true, true);
+         }
+         mCurLink = link;
+      }
+      else
+      {
+         if (mCurLink != mLink)
+            mNavMesh->selectLink(mCurLink, false);
+         mCurLink = -1;
+      }
+   }
+   else
+   {
+      mNavMesh->selectLink(mCurLink, false);
+      mCurLink = -1;
+   }
+}
+
+void OffMeshConnectionTool::onRender3D()
+{
+   if (mNavMesh.isNull())
+      return;
+
+   duDebugDrawTorque dd;
+
+   if (mLinkStart != Point3F::Max)
+   {
+      Point3F rcFrom = DTStoRC(mLinkStart);
+      dd.begin(DU_DRAW_LINES);
+      dd.depthMask(false);
+      duAppendCircle(&dd, rcFrom.x, rcFrom.y, rcFrom.z, mLinkRadius, duRGBA(0, 255, 0, 255));
+      dd.end();
+   }
+
+   //mNavMesh->renderLinks(dd);
+
+   dd.immediateRender();
+}
+
+bool OffMeshConnectionTool::updateGuiInfo()
+{
+   SimObject* statusbar;
+   Sim::findObject("EditorGuiStatusBar", statusbar);
+
+   GuiTextCtrl* selectionBar;
+   Sim::findObject("EWorldEditorStatusBarSelection", selectionBar);
+
+   String text;
+   text = "LMB To Select Link. CTRL+LMB To Delete Link";
+
+   if (mLinkStart != Point3F::Max)
+      text = "LinkStarted: LMB To place End Point. Hold Left Shift to start a new Link from the end point.";
+
+   if (statusbar)
+      Con::executef(statusbar, "setInfo", text.c_str());
+
+   if (mLink != -1)
+      text = String::ToString("Selected Link: %d", mLink);
+   else
+      text = "";
+
+   if (selectionBar)
+      selectionBar->setText(text);
+
+   return true;
+}
+
+void OffMeshConnectionTool::setLinkProperties(const LinkData& d, bool biDir, F32 rad)
+{
+   if (!mNavMesh.isNull() && mLink != -1)
+   {
+      mNavMesh->setLinkFlags(mLink, d);
+      mNavMesh->setLinkDir(mLink, biDir);
+      mNavMesh->setLinkRadius(mLink, rad);
+   }
+
+   mLinkCache = d;
+   mBiDir = biDir;
+   mLinkRadius = rad;
+}
+
+DefineEngineMethod(OffMeshConnectionTool, setLinkProperties, void, (U32 flags, bool biDir, F32 rad), ,
+   "@Brief Set properties of the selected link.")
+{
+   object->setLinkProperties(LinkData(flags), biDir, rad);
+}

+ 53 - 0
Engine/source/navigation/navMeshTools/offMeshConnTool.h

@@ -0,0 +1,53 @@
+#ifndef _OFFMESHCONNTOOL_H_
+#define _OFFMESHCONNTOOL_H_
+
+
+#ifndef _NAVMESH_TOOL_H_
+#include "navigation/navMeshTool.h"
+#endif
+
+class OffMeshConnectionTool : public NavMeshTool
+{
+   typedef NavMeshTool Parent;
+   bool mStartPosSet;
+   bool mBiDir;
+   S32 mLink;
+   S32 mCurLink;
+   Point3F mLinkStart;
+   LinkData mLinkCache;
+   F32 mLinkRadius;
+public:
+
+   DECLARE_CONOBJECT(OffMeshConnectionTool);
+
+   OffMeshConnectionTool() {
+      mStartPosSet = false;
+      mBiDir = false;
+      mLink = -1;
+      mCurLink = -1;
+      mLinkStart = Point3F::Max;
+      mLinkCache = LinkData(0);
+      mLinkRadius = 1.0;
+   }
+   virtual ~OffMeshConnectionTool() {}
+
+   void setActiveNavMesh(NavMesh* nav_mesh) override {
+      mNavMesh = nav_mesh;
+
+      if (!mNavMesh.isNull())
+         mLinkRadius = mNavMesh->mWalkableRadius;
+   }
+
+   void onActivated(const Gui3DMouseEvent& evt) override;
+   void onDeactivated() override;
+
+   void on3DMouseDown(const Gui3DMouseEvent& evt) override;
+   void on3DMouseMove(const Gui3DMouseEvent& evt) override;
+   void onRender3D() override;
+
+   bool updateGuiInfo() override;
+
+   void setLinkProperties(const LinkData& d, bool biDir, F32 rad);
+};
+
+#endif

+ 115 - 0
Engine/source/navigation/navMeshTools/tileTool.cpp

@@ -0,0 +1,115 @@
+#include "tileTool.h"
+#include "navigation/guiNavEditorCtrl.h"
+#include "console/consoleTypes.h"
+#include "gfx/gfxDrawUtil.h"
+#include "scene/sceneManager.h"
+#include "math/mathUtils.h"
+
+IMPLEMENT_CONOBJECT(TileTool);
+
+static void renderBoxOutline(const Box3F& box, const ColorI& col)
+{
+   if (box != Box3F::Invalid)
+   {
+      GFXStateBlockDesc desc;
+      desc.setCullMode(GFXCullNone);
+      desc.setFillModeSolid();
+      desc.setZReadWrite(true, false);
+      desc.setBlend(true);
+      GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 20));
+      desc.setFillModeWireframe();
+      desc.setBlend(false);
+      GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 255));
+   }
+}
+
+void TileTool::onActivated(const Gui3DMouseEvent& lastEvent)
+{
+   Con::executef(this, "onActivated");
+}
+
+void TileTool::onDeactivated()
+{
+   Con::executef(this, "onDeactivated");
+}
+
+void TileTool::on3DMouseDown(const Gui3DMouseEvent& evt)
+{
+   if (mNavMesh.isNull())
+      return;
+
+   Point3F start = evt.pos;
+   Point3F end = evt.pos + evt.vec * 1000.0f;
+
+   RayInfo ri;
+   if (gServerContainer.castRay(start, end, StaticObjectType, &ri))
+   {
+      mSelTile = mNavMesh->getTile(ri.point);
+   }
+}
+
+void TileTool::on3DMouseMove(const Gui3DMouseEvent& evt)
+{
+   if (mNavMesh.isNull())
+      return;
+
+   Point3F startPnt = evt.pos;
+   Point3F endPnt = evt.pos + evt.vec * 1000.0f;
+
+   RayInfo ri;
+
+   if (gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
+      mCurTile = mNavMesh->getTile(ri.point);
+   else
+      mCurTile = -1;
+}
+
+void TileTool::onRender3D()
+{
+   if (mNavMesh.isNull())
+      return;
+
+   if(mCurTile != -1)
+      renderBoxOutline(mNavMesh->getTileBox(mCurTile), ColorI::BLUE);
+
+   if(mSelTile != -1)
+      renderBoxOutline(mNavMesh->getTileBox(mSelTile), ColorI::GREEN);
+}
+
+void TileTool::buildTile()
+{
+   if (!mNavMesh.isNull() && mSelTile != -1)
+      mNavMesh->buildTile(mSelTile);
+}
+
+bool TileTool::updateGuiInfo()
+{
+   SimObject* statusbar;
+   Sim::findObject("EditorGuiStatusBar", statusbar);
+
+   GuiTextCtrl* selectionBar;
+   Sim::findObject("EWorldEditorStatusBarSelection", selectionBar);
+
+   String text;
+
+   text = "LMB To select NavMesh Tile";
+
+   if (statusbar)
+      Con::executef(statusbar, "setInfo", text.c_str());
+
+   if (mSelTile != -1)
+      text = String::ToString("Selected Tile: %d", mSelTile);
+   else
+      text = "";
+
+   if (selectionBar)
+      selectionBar->setText(text);
+
+   return true;
+}
+
+DefineEngineMethod(TileTool, buildTile, void, (), ,
+   "@brief Build the currently selected tile.")
+{
+   return object->buildTile();
+}

+ 31 - 0
Engine/source/navigation/navMeshTools/tileTool.h

@@ -0,0 +1,31 @@
+#ifndef _TILETOOL_H_
+#define _TILETOOL_H_
+
+
+#ifndef _NAVMESH_TOOL_H_
+#include "navigation/navMeshTool.h"
+#endif
+
+class TileTool : public NavMeshTool
+{
+   typedef NavMeshTool Parent;
+   S32 mCurTile;
+   S32 mSelTile;
+public:
+   DECLARE_CONOBJECT(TileTool);
+
+   TileTool() { mCurTile = -1; mSelTile = -1; }
+   virtual ~TileTool() {}
+
+   void onActivated(const Gui3DMouseEvent& evt) override;
+   void onDeactivated() override;
+
+   void on3DMouseDown(const Gui3DMouseEvent& evt) override;
+   void on3DMouseMove(const Gui3DMouseEvent& evt) override;
+   void onRender3D() override;
+   void buildTile();
+
+   bool updateGuiInfo() override;
+};
+
+#endif

+ 3 - 12
Engine/source/navigation/navPath.cpp

@@ -69,14 +69,11 @@ NavPath::NavPath() :
    mXray = false;
    mRenderSearch = false;
 
-   mQuery = NULL;
    mStatus = DT_FAILURE;
 }
 
 NavPath::~NavPath()
 {
-   dtFreeNavMeshQuery(mQuery);
-   mQuery = NULL;
 }
 
 void NavPath::checkAutoUpdate()
@@ -264,9 +261,6 @@ bool NavPath::onAdd()
 
    if(isServerObject())
    {
-      mQuery = dtAllocNavMeshQuery();
-      if(!mQuery)
-         return false;
       checkAutoUpdate();
       if(!plan())
          setProcessTick(true);
@@ -293,7 +287,8 @@ bool NavPath::init()
       return false;
 
    // Initialise our query.
-   if(dtStatusFailed(mQuery->init(mMesh->getNavMesh(), MaxPathLen)))
+   mQuery = mMesh->getNavMeshQuery();
+   if(!mQuery)
       return false;
 
    mPoints.clear();
@@ -372,9 +367,6 @@ void NavPath::resize()
 bool NavPath::plan()
 {
    PROFILE_SCOPE(NavPath_plan);
-   // Initialise filter.
-   mFilter.setIncludeFlags(mLinkTypes.getFlags());
-
    // Initialise query and visit locations.
    if(!init())
       return false;
@@ -640,9 +632,8 @@ void NavPath::renderSimple(ObjectRenderInst *ri, SceneRenderState *state, BaseMa
       if(np->mQuery && !dtStatusSucceed(np->mStatus))
       {
          duDebugDrawTorque dd;
-         dd.overrideColor(duRGBA(250, 20, 20, 255));
          duDebugDrawNavMeshNodes(&dd, *np->mQuery);
-         dd.render();
+         dd.immediateRender();
       }
    }
 }

+ 1 - 2
Engine/source/navigation/navPath.h

@@ -57,7 +57,7 @@ public:
 
    /// What sort of link types are we allowed to move on?
    LinkData mLinkTypes;
-
+   dtQueryFilter mFilter;
    /// Plan the path.
    bool plan();
 
@@ -152,7 +152,6 @@ private:
 
    dtNavMeshQuery *mQuery;
    dtStatus mStatus;
-   dtQueryFilter mFilter;
    S32 mCurIndex;
    Vector<Point3F> mPoints;
    Vector<U16> mFlags;

+ 70 - 1
Engine/source/navigation/recastPolyList.cpp

@@ -27,12 +27,16 @@
 #include "gfx/primBuilder.h"
 #include "gfx/gfxStateBlock.h"
 
-RecastPolyList::RecastPolyList()
+RecastPolyList::RecastPolyList() : mChunkyMesh(0)
 {
    nverts = 0;
    verts = NULL;
    vertcap = 0;
 
+   nnormals = 0;
+   normals = NULL;
+   normalcap = 0;
+
    ntris = 0;
    tris = NULL;
    tricap = 0;
@@ -44,6 +48,28 @@ RecastPolyList::~RecastPolyList()
    clear();
 }
 
+rcChunkyTriMesh* RecastPolyList::getChunkyMesh()
+{
+   if (!mChunkyMesh)
+   {
+      mChunkyMesh = new rcChunkyTriMesh;
+      if (!mChunkyMesh)
+      {
+         Con::errorf("Build tile navigation: out of memory");
+         return NULL;
+      }
+
+      if (!rcCreateChunkyTriMesh(getVerts(), getTris(), getTriCount(), 256, mChunkyMesh))
+      {
+         Con::errorf("Build tile navigation: out of memory");
+         return NULL;
+      }
+
+   }
+
+   return mChunkyMesh;
+}
+
 void RecastPolyList::clear()
 {
    nverts = 0;
@@ -51,6 +77,11 @@ void RecastPolyList::clear()
    verts = NULL;
    vertcap = 0;
 
+   nnormals = 0;
+   delete[] normals;
+   normals = NULL;
+   normalcap = 0;
+
    ntris = 0;
    delete[] tris;
    tris = NULL;
@@ -134,6 +165,39 @@ void RecastPolyList::vertex(U32 vi)
 
 void RecastPolyList::end()
 {
+   // Fetch current triangle indices
+   const U32 i0 = tris[ntris * 3 + 0];
+   const U32 i1 = tris[ntris * 3 + 1];
+   const U32 i2 = tris[ntris * 3 + 2];
+
+   // Rebuild vertices
+   Point3F v0(verts[i0 * 3 + 0], verts[i0 * 3 + 1], verts[i0 * 3 + 2]);
+   Point3F v1(verts[i1 * 3 + 0], verts[i1 * 3 + 1], verts[i1 * 3 + 2]);
+   Point3F v2(verts[i2 * 3 + 0], verts[i2 * 3 + 1], verts[i2 * 3 + 2]);
+
+   // Compute normal
+   Point3F edge1 = v1 - v0;
+   Point3F edge2 = v2 - v0;
+   Point3F normal = mCross(edge1, edge2);
+   normal.normalizeSafe();
+
+   // Allocate/resize normal buffer if needed
+   if (nnormals == normalcap)
+   {
+      normalcap = (normalcap == 0) ? 16 : normalcap * 2;
+      F32* newNormals = new F32[normalcap * 3];
+      if (normals)
+         dMemcpy(newNormals, normals, nnormals * 3 * sizeof(F32));
+      delete[] normals;
+      normals = newNormals;
+   }
+
+   // Store normal
+   normals[nnormals * 3 + 0] = normal.x;
+   normals[nnormals * 3 + 1] = normal.y;
+   normals[nnormals * 3 + 2] = normal.z;
+
+   nnormals++;
    ntris++;
 }
 
@@ -147,6 +211,11 @@ const F32 *RecastPolyList::getVerts() const
    return verts;
 }
 
+const F32* RecastPolyList::getNormals() const
+{
+   return normals;
+}
+
 U32 RecastPolyList::getTriCount() const
 {
    return ntris;

+ 18 - 0
Engine/source/navigation/recastPolyList.h

@@ -26,6 +26,10 @@
 #include "collision/abstractPolyList.h"
 #include "core/util/tVector.h"
 
+#ifndef CHUNKYTRIMESH_H
+#include "ChunkyTriMesh.h"
+#endif
+
 /// Represents polygons in the same manner as the .obj file format. Handy for
 /// padding data to Recast, since it expects this data format. At the moment,
 /// this class only accepts triangles.
@@ -57,6 +61,8 @@ public:
    U32 getVertCount() const;
    const F32 *getVerts() const;
 
+   const F32* getNormals() const;
+
    U32 getTriCount() const;
    const S32 *getTris() const;
 
@@ -70,6 +76,9 @@ public:
    /// Default destructor.
    ~RecastPolyList();
 
+   rcChunkyTriMesh* getChunkyMesh();
+
+
 protected:
    /// Number of vertices defined.
    U32 nverts;
@@ -78,6 +87,13 @@ protected:
    /// Size of vertex array.
    U32 vertcap;
 
+   // Number of normals defined.
+   U32 nnormals;
+   // Array of normals (xyz in float array)
+   F32* normals;
+   // Size of normal array (matches verts)
+   U32 normalcap;
+
    /// Number of triangles defined.
    U32 ntris;
    /// Array of triangle vertex indices. Size ntris*3
@@ -93,6 +109,8 @@ protected:
    /// Another inherited utility function.
    const PlaneF& getIndexedPlane(const U32 index) override { return planes[index]; }
 
+   rcChunkyTriMesh* mChunkyMesh;
+
 private:
 };
 

+ 5 - 0
Engine/source/navigation/torqueRecast.h

@@ -52,6 +52,7 @@ inline void rcCol(unsigned int col, U8 &r, U8 &g, U8 &b, U8 &a)
 }
 
 enum PolyAreas {
+   NullArea = 0,
    GroundArea,
    WaterArea,
    OffMeshArea,
@@ -99,6 +100,10 @@ struct LinkData {
          (climb ? ClimbFlag : 0) |
          (teleport ? TeleportFlag : 0);
    }
+   U16 getExcludeFlags() const
+   {
+      return AllFlags & ~getFlags();
+   }
 };
 
 #endif

+ 55 - 0
Templates/BaseGame/game/data/Prototyping/scripts/managedData/managedDatablocks.tscript

@@ -4,3 +4,58 @@ datablock ItemData(PrototypeItemData)
    ShapeAsset = "Prototyping:TorusPrimitive_shape";
    cameraMaxDist = "0.75";
 };
+
+datablock PlayerData( ProtoPlayer ) {
+    // Third person shape
+   ShapeAsset = "Prototyping:Playerbot_shape";
+   controlMap = "playerKeyMap";
+   AIControllerData = "aiPlayerControl";
+};
+
+datablock WheeledVehicleTire(ProtoCarTire)
+{
+   // Tires act as springs and generate lateral and longitudinal
+   // forces to move the vehicle. These distortion/spring forces
+   // are what convert wheel angular velocity into forces that
+   // act on the rigid body.
+   shapeAsset = "Prototyping:carwheel_shape";
+   
+   staticFriction =  1;
+   kineticFriction = 4.2;
+
+   // Spring that generates lateral tire forces
+   lateralForce = 150000;
+   lateralDamping = 30000;
+   lateralRelaxation = 0.1;
+
+   // Spring that generates longitudinal tire forces
+   longitudinalForce = 600;
+   longitudinalDamping = 1600;
+   longitudinalRelaxation = 0.1;
+};
+
+datablock WheeledVehicleSpring(ProtoCarSpring)
+{
+   // Wheel suspension properties
+   length = "0.6";             // Suspension travel
+   force = 3600;              // Spring force
+   damping = 2800;             // Spring damping
+   antiSwayForce = 300;         // Lateral anti-sway force
+};
+
+datablock WheeledVehicleData(ProtoCar)
+{
+   category = "Vehicles";
+   shapeAsset = "Prototyping:car_shape";
+   
+   collisionMul = 0;
+   impactMul = 0;
+   controlMap = "vehicleKeyMap";
+   AIControllerData = "aiCarControl";
+   cameraMaxDist = "2.81993";
+   ShapeFile = "data/Prototyping/shapes/Vehicles/car.dae";
+   mass = "1000";
+   originalAssetName = "ProtoCar";
+   massCenter = "0 0.75 0";
+   dragForce = "0.1";
+};

+ 47 - 0
Templates/BaseGame/game/data/Prototyping/scripts/server/protoCar.tscript

@@ -0,0 +1,47 @@
+//-----------------------------------------------------------------------------
+// Copyright (c) 2012 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.
+//-----------------------------------------------------------------------------
+
+// This file contains script methods unique to the WheeledVehicle class.  All
+// other necessary methods are contained in "../server/scripts/vehicle.cs" in
+// which the "generic" Vehicle class methods that are shared by all vehicles,
+// (flying, hover, and wheeled) can be found.
+
+function ProtoCar::onAdd(%this, %obj)
+{
+   Parent::onAdd(%this, %obj);
+
+   // Setup the car with some tires & springs
+   for (%i = %obj.getWheelCount() - 1; %i >= 0; %i--)
+   {
+      %obj.setWheelTire(%i, ProtoCarTire);
+      %obj.setWheelSpring(%i, ProtoCarSpring);
+      %obj.setWheelPowered(%i, false);
+   }
+
+   // Steer with the front tires
+   %obj.setWheelSteering(0, 1);
+   %obj.setWheelSteering(1, 1);
+
+   // Only power the two rear wheels... assuming there are only 4 wheels.
+   %obj.setWheelPowered(2, true);
+   %obj.setWheelPowered(3, true);
+}

+ 131 - 219
Templates/BaseGame/game/tools/navEditor/NavEditorGui.gui

@@ -279,24 +279,22 @@ $guiContent = new GuiNavEditorCtrl(NavEditorGui, EditorGuiGroup) {
          HorizSizing = "width";
          VertSizing = "bottom";
          Position = "4 24";
-         Extent = "202 85";
+         Extent = "202 136";
          Docking = "Top";
          Margin = "3 3 3 3";
          internalName = "ActionsBox";
          
-         new GuiTextCtrl(){
-            Profile = "EditorTextProfile";
-            HorizSizing = "right";
-            VertSizing = "bottom";
-            Position = "5 0";
-            Extent = "86 18";
-            text = "Actions";
+         new GuiPopUpMenuCtrl(DrawModeSelector) {
+            position = "7 0";
+            extent = "190 20";
+            profile = "ToolsGuiPopUpMenuProfile";
+            tooltipProfile = "GuiToolTipProfile";
          };
          new GuiStackControl()
          {
             internalName = "SelectActions";
             position = "7 21";
-            extent = "190 64";
+            extent = "190 136";
             
             new GuiButtonCtrl() {
                Profile = "ToolsGuiButtonProfile";
@@ -372,7 +370,7 @@ $guiContent = new GuiNavEditorCtrl(NavEditorGui, EditorGuiGroup) {
          {
             internalName = "LinkActions";
             position = "7 21";
-            extent = "190 64";
+            extent = "190 136";
             
             new GuiButtonCtrl() {
                Profile = "ToolsGuiButtonProfile";
@@ -388,7 +386,7 @@ $guiContent = new GuiNavEditorCtrl(NavEditorGui, EditorGuiGroup) {
          {
             internalName = "CoverActions";
             position = "7 21";
-            extent = "190 64";
+            extent = "190 136";
             
             new GuiButtonCtrl() {
                Profile = "ToolsGuiButtonProfile";
@@ -413,7 +411,7 @@ $guiContent = new GuiNavEditorCtrl(NavEditorGui, EditorGuiGroup) {
          {
             internalName = "TileActions";
             position = "7 21";
-            extent = "190 64";
+            extent = "190 136";
             
             new GuiButtonCtrl() {
                Profile = "ToolsGuiButtonProfile";
@@ -422,23 +420,54 @@ $guiContent = new GuiNavEditorCtrl(NavEditorGui, EditorGuiGroup) {
                VertSizing = "bottom";
                Extent = "182 18";
                text = "Rebuild tile";
-               command = "NavEditorGui.buildTile();";
+               command = "NavMeshTools->TileTool.buildTile();";
             };
          };
          new GuiStackControl()
          {
             internalName = "TestActions";
             position = "7 21";
-            extent = "190 64";
-            
-            new GuiButtonCtrl() {
-               Profile = "ToolsGuiButtonProfile";
-               buttonType = "PushButton";
-               HorizSizing = "right";
-               VertSizing = "bottom";
-               Extent = "180 18";
-               text = "Spawn";
-               command = "NavEditorGui.spawnPlayer();";
+            extent = "190 136";
+            new GuiControl() {
+               profile = "GuiDefaultProfile";
+               Extent = "190 20";
+               new GuiTextCtrl(){
+                  Profile = "EditorTextProfile";
+                  extent = "89 20";
+                  text = "Spawn Class";
+               };
+               new GuiTextCtrl(){
+                  Profile = "EditorTextProfile";
+                  Position = "100 0";
+                  extent = "89 20";
+                  text = "Spawn Datablock";
+               };
+            };
+            new GuiControl() {
+               profile = "GuiDefaultProfile";
+               Extent = "190 20";
+               new GuiPopUpMenuCtrl(SpawnClassSelector) {
+                  extent = "89 20";
+                  profile = "ToolsGuiPopUpMenuProfile";
+                  tooltipProfile = "GuiToolTipProfile";
+               };
+
+               new GuiPopUpMenuCtrl(SpawnDatablockSelector) {
+                  position = "100 0";
+                  extent = "89 20";
+                  profile = "ToolsGuiPopUpMenuProfile";
+                  tooltipProfile = "GuiToolTipProfile";
+               };
+            };
+
+            new GuiControl() {
+               profile = "GuiDefaultProfile";
+               Extent = "190 20";
+               new GuiTextCtrl(){
+                  Profile = "EditorTextProfile";
+                  extent = "89 20";
+                  text = "AI Actions";
+               };
             };
             new GuiControl() {
                profile = "GuiDefaultProfile";
@@ -451,7 +480,9 @@ $guiContent = new GuiNavEditorCtrl(NavEditorGui, EditorGuiGroup) {
                   VertSizing = "bottom";
                   Extent = "90 18";
                   text = "Delete";
-                  command = "NavEditorGui.getPlayer().delete();";
+                  tooltipProfile = "GuiToolTipProfile";
+                  tooltip = "Delete Selected Bot.";
+                  command = "NavMeshTools->TestTool.getPlayer().delete();NavInspector.inspect();";
                };
                new GuiButtonCtrl() {
                   position = "100 0";
@@ -460,8 +491,8 @@ $guiContent = new GuiNavEditorCtrl(NavEditorGui, EditorGuiGroup) {
                   HorizSizing = "right";
                   VertSizing = "bottom";
                   Extent = "90 18";
-                  text = "Find cover";
-                  command = "NavEditorGui.findCover();";
+                  text = "Stop";
+                  command = "NavMeshTools->TestTool.stop();";
                };
             };
             new GuiControl() {
@@ -474,8 +505,8 @@ $guiContent = new GuiNavEditorCtrl(NavEditorGui, EditorGuiGroup) {
                   HorizSizing = "right";
                   VertSizing = "bottom";
                   Extent = "90 18";
-                  text = "Follow";
-                  command = "NavEditorGui.followObject();";
+                  text = "Select Follow";
+                  command = "NavMeshTools->TestTool.followObject();";
                };
                new GuiButtonCtrl() {
                   position = "100 0";
@@ -484,8 +515,39 @@ $guiContent = new GuiNavEditorCtrl(NavEditorGui, EditorGuiGroup) {
                   HorizSizing = "right";
                   VertSizing = "bottom";
                   Extent = "90 18";
-                  text = "Stop";
-                  command = "NavEditorGui.stop();";
+                  text = "Find cover";
+                  command = "NavMeshTools->TestTool.findCover();";
+               };
+            };
+            new GuiControl() {
+               profile = "GuiDefaultProfile";
+               Extent = "190 18";
+
+               new GuiButtonCtrl() {
+                  Profile = "ToolsGuiButtonProfile";
+                  buttonType = "PushButton";
+                  HorizSizing = "right";
+                  VertSizing = "bottom";
+                  Extent = "90 18";
+                  text = "Toggle Follow";
+                  command = "NavMeshTools->TestTool.toggleFollow();";
+               };
+
+               new GuiTextEditSliderCtrl(CoverRadius) {
+                  position = "100 0";
+                  extent = "90 18";
+                  format = "%3.2f";
+                  range = "0 1e+03";
+                  increment = "0.1";
+                  focusOnMouseWheel = "0";
+                  historySize = "0";
+                  password = "0";
+                  tabComplete = "0";
+                  sinkAllKeyEvents = "0";
+                  hovertime = "1000";
+                  profile = "ToolsGuiTextEditProfile";
+                  tooltipProfile = "GuiToolTipProfile";
+                  toolTip = "The radius to search for cover";
                };
             };
          };
@@ -567,7 +629,45 @@ $guiContent = new GuiNavEditorCtrl(NavEditorGui, EditorGuiGroup) {
             position = "7 21";
             extent = "186 64";
             padding = "2 2 2 2";
-            
+            new GuiTextEditSliderCtrl() {
+               internalName = "LinkRadius";
+               class = "NavMeshLinkRadius";
+               extent = "50 15";
+               format = "%3.2f";
+               range = "0 1e+03";
+               increment = "0.1";
+               focusOnMouseWheel = "0";
+               historySize = "0";
+               password = "0";
+               tabComplete = "0";
+               sinkAllKeyEvents = "0";
+               hovertime = "1000";
+               profile = "ToolsGuiTextEditProfile";
+               tooltipProfile = "GuiToolTipProfile";
+               toolTip = "The radius for this link.";
+               AltCommand = "NavMeshTools->LinkTool.updateRadius();";
+            };
+            new GuiCheckBoxCtrl() {
+               internalName = "LinkBiDirection";
+               class = "NavMeshLinkBiDirection";
+               text = " Link Bi-Directional";
+               buttonType = "ToggleButton";
+               useMouseEvents = "0";
+               extent = "159 15";
+               minExtent = "8 2";
+               horizSizing = "right";
+               vertSizing = "bottom";
+               profile = "ToolsGuiCheckBoxProfile";
+               visible = "1";
+               active = "0";
+               tooltipProfile = "GuiToolTipProfile";
+               toolTip = "This link is bidirectional.";
+               hovertime = "1000";
+               isContainer = "0";
+               canSave = "1";
+               canSaveDynamicFields = "0";
+            };
+
             new GuiCheckBoxCtrl() {
                internalName = "LinkWalkFlag";
                class = "NavMeshLinkFlagButton";
@@ -732,194 +832,6 @@ $guiContent = new GuiNavEditorCtrl(NavEditorGui, EditorGuiGroup) {
                variable = "$Nav::Editor::renderVoxels";
             };
          };
-         new GuiStackControl() {
-            internalName = "TestProperties";
-            position = "7 21";
-            extent = "186 64";
-            padding = "2 2 2 2";
-            
-			new GuiTextCtrl() {
-               text = "Cover";
-               profile = "ToolsGuiTextProfile";
-               extent = "180 20";
-               minExtent = "8 2";
-               visible = "1";
-            };
-            new GuiTextEditCtrl() {
-               internalName = "CoverRadius";
-               text = "10";
-               profile = "ToolsGuiTextEditProfile";
-               extent = "40 20";
-               minExtent = "8 2";
-               visible = "1";
-               tooltipProfile = "GuiToolTipProfile";
-               toolTip = "Radius for cover-finding.";
-            };
-            new GuiTextEditCtrl() {
-               internalName = "CoverPosition";
-               text = "LocalClientConnection.getControlObject().getPosition();";
-               profile = "ToolsGuiTextEditProfile";
-               extent = "140 20";
-               minExtent = "8 2";
-               visible = "1";
-               tooltipProfile = "GuiToolTipProfile";
-               toolTip = "Position to find cover from.";
-            };
-            new GuiTextCtrl() {
-               text = "Follow";
-               profile = "ToolsuiTextProfile";
-               extent = "180 20";
-               minExtent = "8 2";
-               visible = "1";
-            };
-            new GuiTextEditCtrl() {
-               internalName = "FollowRadius";
-               text = "1";
-               profile = "ToolsGuiTextEditProfile";
-               extent = "40 20";
-               minExtent = "8 2";
-               visible = "1";
-               tooltipProfile = "GuiToolTipProfile";
-               toolTip = "Radius for following.";
-            };
-            new GuiTextEditCtrl() {
-               internalName = "FollowObject";
-               text = "LocalClientConnection.player";
-               profile = "ToolsGuiTextEditProfile";
-               extent = "140 20";
-               minExtent = "8 2";
-               visible = "1";
-               tooltipProfile = "GuiToolTipProfile";
-               toolTip = "Object to follow.";
-            };
-            new GuiTextCtrl() {
-               text = "Movement";
-               profile = "ToolsGuiTextProfile";
-               extent = "180 20";
-               minExtent = "8 2";
-               visible = "1";
-            };
-            new GuiCheckBoxCtrl() {
-               internalName = "LinkWalkFlag";
-               class = "NavMeshTestFlagButton";
-               text = " Walk";
-               buttonType = "ToggleButton";
-               useMouseEvents = "0";
-               extent = "159 15";
-               minExtent = "8 2";
-               horizSizing = "right";
-               vertSizing = "bottom";
-               profile = "ToolsGuiCheckBoxProfile";
-               visible = "1";
-               active = "0";
-               tooltipProfile = "GuiToolTipProfile";
-			   toolTip = "Can this character walk on ground?";
-               hovertime = "1000";
-               isContainer = "0";
-               canSave = "1";
-               canSaveDynamicFields = "0";
-            };
-            new GuiCheckBoxCtrl() {
-			   internalName = "LinkJumpFlag";
-			   class = "NavMeshTestFlagButton";
-               text = " Jump";
-               buttonType = "ToggleButton";
-               useMouseEvents = "0";
-               extent = "159 15";
-               minExtent = "8 2";
-               horizSizing = "right";
-               vertSizing = "bottom";
-               profile = "ToolsGuiCheckBoxProfile";
-               visible = "1";
-               active = "0";
-               tooltipProfile = "GuiToolTipProfile";
-			   toolTip = "Can this character jump?";
-               hovertime = "1000";
-               isContainer = "0";
-               canSave = "1";
-               canSaveDynamicFields = "0";
-            };
-            new GuiCheckBoxCtrl() {
-			   internalName = "LinkDropFlag";
-			   class = "NavMeshTestFlagButton";
-               text = " Drop";
-               buttonType = "ToggleButton";
-               useMouseEvents = "0";
-               extent = "159 15";
-               minExtent = "8 2";
-               horizSizing = "right";
-               vertSizing = "bottom";
-               profile = "ToolsGuiCheckBoxProfile";
-               visible = "1";
-               active = "0";
-               tooltipProfile = "GuiToolTipProfile";
-			   toolTip = "Can this character drop over edges?";
-               hovertime = "1000";
-               isContainer = "0";
-               canSave = "1";
-               canSaveDynamicFields = "0";
-            };
-            new GuiCheckBoxCtrl() {
-			   internalName = "LinkLedgeFlag";
-			   class = "NavMeshTestFlagButton";
-               text = " Ledge";
-               buttonType = "ToggleButton";
-               useMouseEvents = "0";
-               extent = "159 15";
-               minExtent = "8 2";
-               horizSizing = "right";
-               vertSizing = "bottom";
-               profile = "ToolsGuiCheckBoxProfile";
-               visible = "1";
-               active = "0";
-               tooltipProfile = "GuiToolTipProfile";
-			   toolTip = "Can this character jump from ledges?";
-               hovertime = "1000";
-               isContainer = "0";
-               canSave = "1";
-               canSaveDynamicFields = "0";
-            };
-            new GuiCheckBoxCtrl() {
-			   internalName = "LinkClimbFlag";
-			   class = "NavMeshTestFlagButton";
-               text = " Climb";
-               buttonType = "ToggleButton";
-               useMouseEvents = "0";
-               extent = "159 15";
-               minExtent = "8 2";
-               horizSizing = "right";
-               vertSizing = "bottom";
-               profile = "ToolsGuiCheckBoxProfile";
-               visible = "1";
-               active = "0";
-               tooltipProfile = "GuiToolTipProfile";
-			   toolTip = "Can this character climb?";
-               hovertime = "1000";
-               isContainer = "0";
-               canSave = "1";
-               canSaveDynamicFields = "0";
-            };
-            new GuiCheckBoxCtrl() {
-			   internalName = "LinkTeleportFlag";
-			   class = "NavMeshTestFlagButton";
-               text = " Teleport";
-               buttonType = "ToggleButton";
-               useMouseEvents = "0";
-               extent = "159 15";
-               minExtent = "8 2";
-               horizSizing = "right";
-               vertSizing = "bottom";
-               profile = "ToolsGuiCheckBoxProfile";
-               visible = "1";
-               active = "0";
-               tooltipProfile = "GuiToolTipProfile";
-			   toolTip = "Can this character teleport?";
-               hovertime = "1000";
-               isContainer = "0";
-               canSave = "1";
-               canSaveDynamicFields = "0";
-            };
-         };
       };
       new GuiMLTextCtrl(NavFieldInfoControl) {
          canSaveDynamicFields = "0";

+ 0 - 63
Templates/BaseGame/game/tools/navEditor/NavEditorToolbar.gui

@@ -77,68 +77,5 @@ $guiContent = new GuiControl(NavEditorToolbar,EditorGuiGroup) {
       canSave = "1";
       canSaveDynamicFields = "0";
    };
-   new GuiCheckBoxCtrl() {
-      text = "Mesh";
-      groupNum = "-1";
-      buttonType = "ToggleButton";
-      useMouseEvents = "0";
-      position = "167 1";
-      extent = "50 30";
-      minExtent = "8 2";
-      horizSizing = "right";
-      vertSizing = "bottom";
-      profile = "ToolsGuiCheckBoxProfile";
-      visible = "1";
-      active = "1";
-      variable = "$Nav::Editor::renderMesh";
-      tooltipProfile = "GuiToolTipProfile";
-      hovertime = "1000";
-      isContainer = "0";
-      internalName = "MeshButton";
-      canSave = "1";
-      canSaveDynamicFields = "0";
-   };
-   new GuiCheckBoxCtrl() {
-      text = "Portals";
-      groupNum = "-1";
-      buttonType = "ToggleButton";
-      useMouseEvents = "0";
-      position = "224 1";
-      extent = "54 30";
-      minExtent = "8 2";
-      horizSizing = "right";
-      vertSizing = "bottom";
-      profile = "ToolsGuiCheckBoxProfile";
-      visible = "1";
-      active = "1";
-      variable = "$Nav::Editor::renderPortals";
-      tooltipProfile = "GuiToolTipProfile";
-      hovertime = "1000";
-      isContainer = "0";
-      internalName = "PortalButton";
-      canSave = "1";
-      canSaveDynamicFields = "0";
-   };
-   new GuiCheckBoxCtrl() {
-      text = "BV tree";
-      groupNum = "-1";
-      buttonType = "ToggleButton";
-      useMouseEvents = "0";
-      position = "286 1";
-      extent = "140 30";
-      minExtent = "8 2";
-      horizSizing = "right";
-      vertSizing = "bottom";
-      profile = "ToolsGuiCheckBoxProfile";
-      visible = "1";
-      active = "1";
-      variable = "$Nav::Editor::renderBVTree";
-      tooltipProfile = "GuiToolTipProfile";
-      hovertime = "1000";
-      isContainer = "0";
-      internalName = "BVTreeButton";
-      canSave = "1";
-      canSaveDynamicFields = "0";
-   };
 };
 //--- OBJECT WRITE END ---

+ 64 - 14
Templates/BaseGame/game/tools/navEditor/main.tscript

@@ -57,6 +57,44 @@ function initializeNavEditor()
       editorGui = NavEditorGui;
    };
 
+   new SimSet(NavMeshTools)
+   {
+      new NavMeshSelectTool()
+      {
+         internalName = "SelectTool";
+         toolTip = "Edit NavMesh";
+         buttonImage = "ToolsModule:visibility_toggle_n_image";  
+      };
+
+      new OffMeshConnectionTool()
+      {
+         internalName = "LinkTool";
+         toolTip = "Link tool";
+         buttonImage = "ToolsModule:nav_link_n_image";  
+      };
+
+      new CoverTool()
+      {
+         internalName = "NavCoverTool";
+         toolTip = "Cover Tool";
+         buttonImage = "ToolsModule:nav_cover_n_image";
+      };
+
+      new TileTool()
+      {
+         internalName = "TileTool";
+         toolTip = "Tile selection tool";
+         buttonImage = "ToolsModule:select_bounds_n_image";      
+      };
+
+      new NavMeshTestTool()
+      {
+         internalName = "TestTool";
+         toolTip = "PathFinding Test tool";
+         buttonImage = "ToolsModule:3rd_person_camera_n_image";
+      };
+   }; 
+
    // Bind shortcuts for the nav editor.
    %map = new ActionMap();
    %map.bindCmd(keyboard, "1", "ENavEditorSelectModeBtn.performClick();", "");
@@ -118,12 +156,12 @@ function EditorGui::SetNavPalletBar()
    EWToolsPaletteWindow.setActionMap(WorldEditorInspectorPlugin.map);
    
    //Adds a button to the pallete stack
-                          //Name     Icon                         Click Command                         Tooltip text    Keybind
-   EWToolsPaletteWindow.addButton("ViewNavMesh", "ToolsModule:visibility_toggle_n_image", "NavEditorGui.prepSelectionMode();", "", "View NavMesh", "1"); 
-   EWToolsPaletteWindow.addButton("LinkMode", "ToolsModule:nav_link_n_image", "NavEditorGui.setMode(\"LinkMode\");", "", "Create off-mesh links", "2");  
-   EWToolsPaletteWindow.addButton("CoverMode", "ToolsModule:nav_cover_n_image", "NavEditorGui.setMode(\"CoverMode\");", "", "Edit cover", "3");  
-   EWToolsPaletteWindow.addButton("TileMode", "ToolsModule:select_bounds_n_image", "NavEditorGui.setMode(\"TileMode\");", "", "View tiles", "4"); 
-   EWToolsPaletteWindow.addButton("TestMode", "ToolsModule:3rd_person_camera_n_image", "NavEditorGui.setMode(\"TestMode\");", "", "Test pathfinding", "5"); 
+                                 //Name          Icon                                     Click Command                              Tooltip text              Keybind
+   EWToolsPaletteWindow.addButton("EditMode", "ToolsModule:visibility_toggle_n_image", "NavEditorGui.setActiveTool(NavMeshTools->SelectTool);", "", "Edit NavMesh", "1"); 
+   EWToolsPaletteWindow.addButton("LinkMode", "ToolsModule:nav_link_n_image",          "NavEditorGui.setActiveTool(NavMeshTools->LinkTool);", "", "Create off-mesh links",  "2");  
+   EWToolsPaletteWindow.addButton("CoverMode","ToolsModule:nav_cover_n_image",         "NavEditorGui.setActiveTool(NavMeshTools->NavCoverTool);", "", "Create Cover Points.", "3");  
+   EWToolsPaletteWindow.addButton("TileMode", "ToolsModule:select_bounds_n_image",     "NavEditorGui.setActiveTool(NavMeshTools->TileTool);" , "", "View and Edit Tiles", "4");
+   EWToolsPaletteWindow.addButton("TestMode", "ToolsModule:3rd_person_camera_n_image", "NavEditorGui.setActiveTool(NavMeshTools->TestTool);", "", "Test pathfinding", "5"); 
    EWToolsPaletteWindow.refresh();
 }
 
@@ -135,7 +173,22 @@ function NavEditorPlugin::onActivated(%this)
    $Nav::EditorOpen = true;
 
    // Start off in Select mode.
-   ToolsPaletteArray->NavEditorSelectMode.performClick();
+      // Callback when the nav editor changes mode. Set the appropriate dynamic
+   // GUI contents in the properties/actions boxes.
+   NavInspector.setVisible(false);
+
+   %actions = NavEditorOptionsWindow->ActionsBox;
+   %actions->SelectActions.setVisible(false);
+   %actions->LinkActions.setVisible(false);
+   %actions->CoverActions.setVisible(false);
+   %actions->TileActions.setVisible(false);
+   %actions->TestActions.setVisible(false);
+
+   %properties = NavEditorOptionsWindow->PropertiesBox;
+   %properties->LinkProperties.setVisible(false);
+   %properties->TileProperties.setVisible(false);
+
+   ENavEditorSelectModeBtn.performClick();
    EditorGui.bringToFront(NavEditorGui);
 
    NavEditorGui.setVisible(true);
@@ -177,6 +230,9 @@ function NavEditorPlugin::onActivated(%this)
 
    Parent::onActivated(%this);
    EditorGui.SetNavPalletBar();
+
+   DrawModeSelector.init();
+   DrawModeSelector.selectDefault();
 }
 
 function NavEditorPlugin::onDeactivated(%this)
@@ -242,7 +298,7 @@ function NavEditorPlugin::initSettings(%this)
    EditorSettings.beginGroup("NavEditor", true);
 
    EditorSettings.setDefaultValue("SpawnClass",     "AIPlayer");
-   EditorSettings.setDefaultValue("SpawnDatablock", "DefaultPlayerData");
+   EditorSettings.setDefaultValue("SpawnDatablock", "ProtoPlayer");
 
    EditorSettings.endGroup();
 }
@@ -252,9 +308,6 @@ function NavEditorPlugin::readSettings(%this)
    EditorSettings.beginGroup("NavEditor", true);
 
    // Currently these are globals because of the way they are accessed in navMesh.cpp.
-   $Nav::Editor::renderMesh       = EditorSettings.value("RenderMesh");
-   $Nav::Editor::renderPortals    = EditorSettings.value("RenderPortals");
-   $Nav::Editor::renderBVTree     = EditorSettings.value("RenderBVTree");
    NavEditorGui.spawnClass        = EditorSettings.value("SpawnClass");
    NavEditorGui.spawnDatablock    = EditorSettings.value("SpawnDatablock");
    NavEditorGui.backgroundBuild   = EditorSettings.value("BackgroundBuild");
@@ -274,9 +327,6 @@ function NavEditorPlugin::writeSettings(%this)
 {
    EditorSettings.beginGroup("NavEditor", true);
 
-   EditorSettings.setValue("RenderMesh",        $Nav::Editor::renderMesh);
-   EditorSettings.setValue("RenderPortals",     $Nav::Editor::renderPortals);
-   EditorSettings.setValue("RenderBVTree",      $Nav::Editor::renderBVTree);
    EditorSettings.setValue("SpawnClass",        NavEditorGui.spawnClass);
    EditorSettings.setValue("SpawnDatablock",    NavEditorGui.spawnDatablock);
    EditorSettings.setValue("BackgroundBuild",   NavEditorGui.backgroundBuild);

+ 293 - 168
Templates/BaseGame/game/tools/navEditor/navEditor.tscript

@@ -296,127 +296,72 @@ function NavEditorGui::showSidePanel()
    %parent.panelHidden = false;
 }
 
-//------------------------------------------------------------------------------
+//------------------------------------------------------
+// NAVMESHSELECTTOOL
+//------------------------------------------------------
 
-function NavEditorGui::onModeSet(%this, %mode)
+function NavMeshSelectTool::onActivated(%this)
 {
-   // Callback when the nav editor changes mode. Set the appropriate dynamic
-   // GUI contents in the properties/actions boxes.
    NavInspector.setVisible(false);
-
    %actions = NavEditorOptionsWindow->ActionsBox;
-   %actions->SelectActions.setVisible(false);
-   %actions->LinkActions.setVisible(false);
-   %actions->CoverActions.setVisible(false);
-   %actions->TileActions.setVisible(false);
-   %actions->TestActions.setVisible(false);
+   NavInspector.setVisible(true);
+   %actions->SelectActions.setVisible(true);
 
-   %properties = NavEditorOptionsWindow->PropertiesBox;
-   %properties->LinkProperties.setVisible(false);
-   %properties->TileProperties.setVisible(false);
-   %properties->TestProperties.setVisible(false);
-
-   switch$(%mode)
-   {
-   case "SelectMode":
-      NavInspector.setVisible(true);
-      %actions->SelectActions.setVisible(true);
-   case "LinkMode":
-      %actions->LinkActions.setVisible(true);
-      %properties->LinkProperties.setVisible(true);
-   case "CoverMode":
-      // 
-      %actions->CoverActions.setVisible(true);
-   case "TileMode":
-      %actions->TileActions.setVisible(true);
-      %properties->TileProperties.setVisible(true);
-   case "TestMode":
-      %actions->TestActions.setVisible(true);
-      %properties->TestProperties.setVisible(true);
-   }
+   NavInspector.inspect(NavEditorGui.getMesh());
 }
 
-function NavEditorGui::paletteSync(%this, %mode)
+function NavMeshSelectTool::onDeactivated(%this)
 {
-   // Synchronise the palette (small buttons on the left) with the actual mode
-   // the nav editor is in.
-   %evalShortcut = "ToolsPaletteArray-->" @ %mode @ ".setStateOn(1);";
-   eval(%evalShortcut);
-} 
-
-function NavEditorGui::onEscapePressed(%this)
-{
-   return false;
+   NavInspector.setVisible(false);
+   %actions = NavEditorOptionsWindow->ActionsBox;
+   %actions->SelectActions.setVisible(false);
 }
 
-function NavEditorGui::selectObject(%this, %obj)
+function NavMeshSelectTool::onNavMeshSelected(%this)
 {
    NavTreeView.clearSelection();
-   if(isObject(%obj))
-      NavTreeView.selectItem(%obj);
-   %this.onObjectSelected(%obj);
+   if(isObject(NavEditorGui.getMesh()))
+      NavTreeView.selectItem(NavEditorGui.getMesh());
+   // we set the naveditorgui navmesh in source so just get it 
+   // and update here.
+   NavInspector.inspect(NavEditorGui.getMesh());
 }
 
-function NavEditorGui::onObjectSelected(%this, %obj)
-{
-   if(isObject(%this.selectedObject))
-      %this.deselect();
-   %this.selectedObject = %obj;
-   if(isObject(%obj))
-   {
-      %this.selectMesh(%obj);
-      NavInspector.inspect(%obj);
-   }
-}
+//------------------------------------------------------
+// OffMeshConnectionTool
+//------------------------------------------------------
 
-function NavEditorGui::deleteMesh(%this)
+function OffMeshConnectionTool::onActivated(%this)
 {
-   if(isObject(%this.selectedObject))
-   {
-      %this.selectedObject.delete();
-      %this.selectObject(-1);
-   }
-}
+   NavInspector.setVisible(false);
 
-function NavEditorGui::deleteSelected(%this)
-{
-   switch$(%this.getMode())
-   {
-   case "SelectMode":
-      // Try to delete the selected NavMesh.
-      if(isObject(NavEditorGui.selectedObject))
-         toolsMessageBoxYesNo("Warning",
-            "Are you sure you want to delete" SPC NavEditorGui.selectedObject.getName(),
-            "NavEditorGui.deleteMesh();");
-   case "TestMode":
-      %this.getPlayer().delete();
-      %this.onPlayerDeselected();
-   case "LinkMode":
-      %this.deleteLink();
-      %this.isDirty = true;
-   }
+   %actions = NavEditorOptionsWindow->ActionsBox;
+   %properties = NavEditorOptionsWindow->PropertiesBox;
+
+   %actions->LinkActions.setVisible(true);
+   %properties->LinkProperties.setVisible(true);
 }
 
-function NavEditorGui::buildSelectedMeshes(%this)
+function OffMeshConnectionTool::onDeactivated(%this)
 {
-   if(isObject(%this.getMesh()))
-   {
-      %this.getMesh().build(NavEditorGui.backgroundBuild, NavEditorGui.saveIntermediates);
-      %this.isDirty = true;
-   }
+   NavInspector.setVisible(false);
+
+   %actions = NavEditorOptionsWindow->ActionsBox;
+   %actions->LinkActions.setVisible(false);
+   %properties = NavEditorOptionsWindow->PropertiesBox;
+   %properties->LinkProperties.setVisible(false);
 }
 
-function NavEditorGui::buildLinks(%this)
+function OffMeshConnectionTool::updateLinkFlags(%this)
 {
-   if(isObject(%this.getMesh()))
-   {
-      %this.getMesh().buildLinks();
-      %this.isDirty = true;
-   }
+   %properties = NavEditorOptionsWindow-->LinkProperties;
+   %this.setLinkProperties(getLinkFlags(%properties), %properties->LinkBiDirection.isStateOn(), %properties->LinkRadius.getValue());
 }
 
-function updateLinkData(%control, %flags)
+function updateLinkData(%control, %flags, %biDir, %radius)
 {
+   %control->LinkRadius.setActive(true);
+   %control->LinkBiDirection.setActive(true);
    %control->LinkWalkFlag.setActive(true);
    %control->LinkJumpFlag.setActive(true);
    %control->LinkDropFlag.setActive(true);
@@ -424,6 +369,8 @@ function updateLinkData(%control, %flags)
    %control->LinkClimbFlag.setActive(true);
    %control->LinkTeleportFlag.setActive(true);
 
+   %control->LinkRadius.setValue(%radius);
+   %control->LinkBiDirection.setStateOn(%biDir);
    %control->LinkWalkFlag.setStateOn(%flags & $Nav::WalkFlag);
    %control->LinkJumpFlag.setStateOn(%flags & $Nav::JumpFlag);
    %control->LinkDropFlag.setStateOn(%flags & $Nav::DropFlag);
@@ -444,6 +391,8 @@ function getLinkFlags(%control)
 
 function disableLinkData(%control)
 {
+   %control->LinkRadius.setActive(false);
+   %control->LinkBiDirection.setActive(false);
    %control->LinkWalkFlag.setActive(false);
    %control->LinkJumpFlag.setActive(false);
    %control->LinkDropFlag.setActive(false);
@@ -452,122 +401,273 @@ function disableLinkData(%control)
    %control->LinkTeleportFlag.setActive(false);
 }
 
-function NavEditorGui::onLinkSelected(%this, %flags)
+function OffMeshConnectionTool::onLinkSelected(%this, %flags, %biDir, %radius)
+{
+   updateLinkData(NavEditorOptionsWindow-->LinkProperties, %flags, %biDir, %radius);
+}
+
+function OffMeshConnectionTool::onLinkDeselected(%this)
+{
+   disableLinkData(NavEditorOptionsWindow-->LinkProperties);
+}
+
+function OffMeshConnectionTool::updateRadius(%this)
+{
+   %this.updateLinkFlags();
+}
+
+function NavMeshLinkFlagButton::onClick(%this)
+{
+   NavMeshTools->LinkTool.updateLinkFlags();
+}
+
+function NavMeshLinkBiDirection::onClick(%this)
+{
+   NavMeshTools->LinkTool.updateLinkFlags();
+}
+
+//------------------------------------------------------
+// CoverTool
+//------------------------------------------------------
+
+function CoverTool::onActivated(%this)
+{
+   %actions = NavEditorOptionsWindow->ActionsBox;
+   %actions->CoverActions.setVisible(true);
+}
+
+function CoverTool::onDeactivated(%this)
+{
+   %actions = NavEditorOptionsWindow->ActionsBox;
+   %actions->CoverActions.setVisible(false);
+}
+
+//------------------------------------------------------
+// NAVMESHTESTTOOL
+//------------------------------------------------------
+
+function NavMeshTestTool::onActivated(%this)
+{
+   NavInspector.setVisible(false);
+
+   %actions = NavEditorOptionsWindow->ActionsBox;
+   %actions->TestActions.setVisible(true);
+
+   %classList =  enumerateConsoleClasses("Player") TAB enumerateConsoleClasses("Vehicle");
+   //echo(%classList);
+
+   SpawnClassSelector.clear();
+   foreach$(%class in %classList)
+   {
+      if(%class !$= "Vehicle") // vehicle doesnt work, purely virtual class.
+         SpawnClassSelector.add(%class);
+   }
+
+   SpawnClassSelector.setFirstSelected(true);
+}
+
+function NavMeshTestTool::onDeactivated(%this)
 {
-   updateLinkData(NavEditorOptionsWindow-->LinkProperties, %flags);
+   NavInspector.setVisible(false);
+
+   %actions = NavEditorOptionsWindow->ActionsBox;
+   %actions->TestActions.setVisible(false);
 }
 
-function NavEditorGui::onPlayerSelected(%this, %flags)
+function NavMeshTestTool::onPlayerSelected(%this)
 {
-   if (!isObject(%this.getPlayer().aiController) || (isObject(%this.getPlayer().aiController) && !(%this.getPlayer().isMemberOfClass("AIPlayer"))))
+   if (!isObject(%this.getPlayer().aiController))
    {
       %this.getPlayer().aiController = new AIController(){ ControllerData = %this.getPlayer().getDatablock().aiControllerData; };
       %this.getPlayer().setAIController(%this.getPlayer().aiController);
    }
+
+   if(%this.getPlayer().isMemberOfClass("AIPlayer"))
+   {
+      NavInspector.inspect(%this.getPlayer());
+      NavInspector.setVisible(true);
+   }
+   else
+   {
+      NavInspector.inspect(%this.getPlayer().getDatablock().aiControllerData);
+      NavInspector.setVisible(true);
+   }
+
    NavMeshIgnore(%this.getPlayer(), true);
    %this.getPlayer().setDamageState("Enabled");
-   
-   updateLinkData(NavEditorOptionsWindow-->TestProperties, %flags);
 }
 
-function NavEditorGui::updateLinkFlags(%this)
+function NavMeshTestTool::onPlayerDeselected(%this)
 {
-   if(isObject(%this.getMesh()))
+   NavInspector.inspect();
+}
+
+function NavMeshTestTool::stop(%this)
+{
+    if (isObject(%this.getPlayer().aiController))
+        %this.getPlayer().aiController.stop();
+    else
+    {
+        %this.getPlayer().stop();
+    }
+}
+
+function NavMeshTestTool::toggleFollow(%this)
+{
+   
+   if(isObject(%this.getFollowObject()) && isObject(%this.getPlayer()))
    {
-      %properties = NavEditorOptionsWindow-->LinkProperties;
-      %this.setLinkFlags(getLinkFlags(%properties));
-      %this.isDirty = true;
+      %player = %this.getPlayer();
+      if(%player.isMemberOfClass("AIPlayer"))
+         %player.followObject(%this.getFollowObject(), "2.0");
+      else
+         %player.getAIController().followObject(%this.getFollowObject(), %player.getDatablock().aiControllerData.mFollowTolerance);
    }
 }
 
-function NavEditorGui::updateTestFlags(%this)
+function NavMeshTestTool::followObject(%this)
+{
+   %this.followSelectMode();
+}
+
+function NavMeshTestTool::findCover(%this)
 {
    if(isObject(%this.getPlayer()))
    {
-      %properties = NavEditorOptionsWindow-->TestProperties;
       %player = %this.getPlayer();
+      %pos = %player.getPosition();
 
-      %player.allowWwalk = %properties->LinkWalkFlag.isStateOn();
-      %player.allowJump = %properties->LinkJumpFlag.isStateOn();
-      %player.allowDrop = %properties->LinkDropFlag.isStateOn();
-      %player.allowLedge = %properties->LinkLedgeFlag.isStateOn();
-      %player.allowClimb = %properties->LinkClimbFlag.isStateOn();
-      %player.allowTeleport = %properties->LinkTeleportFlag.isStateOn();
+      if(%player.isMemberOfClass("AIPlayer"))
+         %player.findCover(%pos,  CoverRadius.getText());
+      else
+         %player.getAIController().findCover(%pos, CoverRadius.getText());
+   }
+}
 
-      %this.isDirty = true;
+function SpawnClassSelector::onSelect(%this, %id)
+{
+   %className = %this.getTextById(%id);
+
+   NavMeshTools->TestTool.setSpawnClass(%className);
+
+   SpawnDatablockSelector.clear();
+   %classData = %className @ "Data";
+   if(%className $= "AIPlayer")
+   {
+      %classData = "PlayerData";
+   }
+
+   // add the datablocks
+   for(%i = 0; %i < DataBlockGroup.getCount(); %i++)
+   {
+      %obj = DataBlockGroup.getObject(%i);
+      if( isMemberOfClass( %obj.getClassName(), %classData ))
+         SpawnDatablockSelector.add(%obj.getName());
    }
+
+   SpawnDatablockSelector.setFirstSelected(true);
+
 }
 
-function NavEditorGui::onLinkDeselected(%this)
+function SpawnDatablockSelector::onSelect(%this, %id)
 {
-   disableLinkData(NavEditorOptionsWindow-->LinkProperties);
+   %className = %this.getTextById(%id);
+   NavMeshTools->TestTool.setSpawnDatablock(%className);
 }
 
-function NavEditorGui::onPlayerDeselected(%this)
+//------------------------------------------------------
+// TILETOOL
+//------------------------------------------------------
+
+function TileTool::onActivated(%this)
 {
-   disableLinkData(NavEditorOptionsWindow-->TestProperties);
+   NavInspector.setVisible(false);
+
+   %actions = NavEditorOptionsWindow->ActionsBox;
+   %properties = NavEditorOptionsWindow->PropertiesBox;
+   %actions->TileActions.setVisible(true);
+   %properties->TileProperties.setVisible(true);
 }
 
-function NavEditorGui::createCoverPoints(%this)
+function TileTool::onDeactivated(%this)
 {
-   if(isObject(%this.getMesh()))
+   NavInspector.setVisible(false);
+
+   %actions = NavEditorOptionsWindow->ActionsBox;
+   %actions->TileActions.setVisible(false);
+   %properties = NavEditorOptionsWindow->PropertiesBox;
+   %properties->TileProperties.setVisible(false);
+}
+
+function NavEditorGui::onEscapePressed(%this)
+{
+   return false;
+}
+
+function NavEditorGui::deleteMesh(%this)
+{
+   if(isObject(%this.selectedObject))
    {
-      %this.getMesh().createCoverPoints();
-      %this.isDirty = true;
+      %this.selectedObject.delete();
+      %this.selectObject(-1);
    }
 }
 
-function NavEditorGui::deleteCoverPoints(%this)
+function NavEditorGui::deleteSelected(%this)
+{
+   switch$(%this.getMode())
+   {
+   case "SelectMode":
+      // Try to delete the selected NavMesh.
+      if(isObject(NavEditorGui.selectedObject))
+         toolsMessageBoxYesNo("Warning",
+            "Are you sure you want to delete" SPC NavEditorGui.selectedObject.getName(),
+            "NavEditorGui.deleteMesh();");
+   // case "TestMode":
+   //    %this.getPlayer().delete();
+   //    %this.onPlayerDeselected();
+   // case "LinkMode":
+   //    %this.deleteLink();
+   //    %this.isDirty = true;
+   }
+}
+
+function NavEditorGui::buildSelectedMeshes(%this)
 {
    if(isObject(%this.getMesh()))
    {
-      %this.getMesh().deleteCoverPoints();
+      %this.getMesh().build(NavEditorGui.backgroundBuild, NavEditorGui.saveIntermediates);
       %this.isDirty = true;
    }
 }
 
-function NavEditorGui::findCover(%this)
+function NavEditorGui::buildLinks(%this)
 {
-   if(%this.getMode() $= "TestMode" && isObject(%this.getPlayer()))
+   if(isObject(%this.getMesh()))
    {
-      %pos = LocalClientConnection.getControlObject().getPosition();
-      %text = NavEditorOptionsWindow-->TestProperties->CoverPosition.getText();
-      if(%text !$= "")
-         %pos = eval("return " @ %text);
-      %this.getPlayer().getAIController().findCover(%pos, NavEditorOptionsWindow-->TestProperties->CoverRadius.getText());
+      %this.getMesh().buildLinks();
+      %this.isDirty = true;
    }
 }
 
-function NavEditorGui::followObject(%this)
+function NavEditorGui::createCoverPoints(%this)
 {
-   if(%this.getMode() $= "TestMode" && isObject(%this.getPlayer()))
+   if(isObject(%this.getMesh()))
    {
-      %obj = LocalClientConnection.player;
-      %text = NavEditorOptionsWindow-->TestProperties->FollowObject.getText();
-      if(%text !$= "")
-      {
-         %command = "return " @ %text;
-         if(!endsWith(%command, ";"))
-            %command = %command @ ";";
-            
-         %obj = eval(%command);
-         if(!isObject(%obj))
-            toolsMessageBoxOk("Error", "Cannot find object" SPC %text);
-      }
-      if(isObject(%obj))
-         %this.getPlayer().getAIController().followObject(%obj, NavEditorOptionsWindow-->TestProperties->FollowRadius.getText());
+      %this.getMesh().createCoverPoints();
+      %this.isDirty = true;
    }
 }
 
-function NavEditorGui::stop(%this)
+function NavEditorGui::deleteCoverPoints(%this)
 {
-    if (isObject(%this.getPlayer().aiController))
-        %this.getPlayer().aiController.stop();
-    else
-    {
-        NavEditorGui.getPlayer().stop();
-    }
+   if(isObject(%this.getMesh()))
+   {
+      %this.getMesh().deleteCoverPoints();
+      %this.isDirty = true;
+   }
 }
+
 function NavInspector::inspect(%this, %obj)
 {
    %name = "";
@@ -598,13 +698,13 @@ function NavTreeView::onInspect(%this, %obj)
 function NavTreeView::onSelect(%this, %obj)
 {
    NavInspector.inspect(%obj);
-   NavEditorGui.onObjectSelected(%obj);
+   
+   NavEditorGui.selectMesh(%obj);
 }
 
 function NavEditorGui::prepSelectionMode(%this)
 {
-   %this.setMode("SelectMode");
-   ToolsPaletteArray-->NavEditorSelectMode.setStateOn(1);
+   NavEditorGui.setActiveTool(NavMeshTools->SelectTool);
 }
 
 //-----------------------------------------------------------------------------
@@ -618,16 +718,6 @@ function ENavEditorPaletteButton::onClick(%this)
 
 //-----------------------------------------------------------------------------
 
-function NavMeshLinkFlagButton::onClick(%this)
-{
-   NavEditorGui.updateLinkFlags();
-}
-
-function NavMeshTestFlagButton::onClick(%this)
-{
-   NavEditorGui.updateTestFlags();
-}
-
 singleton GuiControlProfile(NavEditorProfile)
 {
    canKeyFocus = true;
@@ -635,3 +725,38 @@ singleton GuiControlProfile(NavEditorProfile)
    fillColor = "192 192 192 192";
    category = "Editor";
 };
+
+function DrawModeSelector::init(%this)
+{
+   %this.clear();
+
+   %this.add("Draw NavMesh", 0);
+   %this.add("Draw NavMesh Transparent", 1);
+   %this.add("Draw NavMesh BVTree", 2);
+   %this.add("Draw NavMesh Nodes", 3);
+   %this.add("Draw NavMesh Portals", 4);
+   %this.add("Draw NavMesh Invis", 5);
+   %this.add("Draw Mesh", 6);
+   %this.add("Draw Voxels", 7);
+   %this.add("Draw Walkable Voxels", 8);
+   %this.add("Draw Compact Heightfield", 9);
+   %this.add("Draw Compact Distance", 10);
+   %this.add("Draw Compact Regions", 11);
+   %this.add("Draw Region Connections", 12);
+   %this.add("Draw Raw Contours", 13);
+   %this.add("Draw Both Contours", 14);
+   %this.add("Draw Contours", 15);
+   %this.add("Draw PolyMesh", 16);
+   %this.add("Draw PolyMesh Detail", 17);
+
+}
+
+function DrawModeSelector::selectDefault(%this)
+{
+   %this.setSelected(0);
+}
+
+function DrawModeSelector::onSelect(%this, %id)
+{
+   NavEditorGui.setDrawMode(%id);
+}

+ 8 - 9
Templates/BaseGame/game/tools/worldEditor/gui/ToolsPaletteGroups/NavEditorPalette.ed.gui

@@ -11,7 +11,6 @@ $paletteId = new GuiControl(NavEditorPalette,EditorGuiGroup) {
    canSave = "1";
    Visible = "1";
    hovertime = "1000";
-   
    new GuiBitmapButtonCtrl(ENavEditorSelectModeBtn) {
       canSaveDynamicFields = "1";
       class = ENavEditorPaletteButton;
@@ -26,9 +25,9 @@ $paletteId = new GuiControl(NavEditorPalette,EditorGuiGroup) {
       MinExtent = "8 2";
       canSave = "1";
       Visible = "1";
-      Command = "NavEditorGui.prepSelectionMode();";
+      Command = "NavEditorGui.setActiveTool(NavMeshTools->SelectTool);";
       tooltipprofile = "GuiToolTipProfile";
-      ToolTip = "View NavMesh (1).";
+      ToolTip = "Edit NavMesh (1).";
       DetailedDesc = "";
       hovertime = "1000";
       bitmapAsset = "ToolsModule:visibility_toggle_n_image";
@@ -49,10 +48,10 @@ $paletteId = new GuiControl(NavEditorPalette,EditorGuiGroup) {
       MinExtent = "8 2";
       canSave = "1";
       Visible = "1";
-      Command = "NavEditorGui.setMode(\"LinkMode\");";
+      Command = "NavEditorGui.setActiveTool(NavMeshTools->LinkTool);";
       tooltipprofile = "GuiToolTipProfile";
-      ToolTip = "Create off-mesh links (2).";
-      DetailedDesc = "Click to select/add. Shift-click to add multiple end points.";
+      ToolTip = "Edit Links (2).";
+      DetailedDesc = "";
       hovertime = "1000";
       bitmapAsset = "ToolsModule:nav_link_n_image";
       buttonType = "RadioButton";
@@ -72,7 +71,7 @@ $paletteId = new GuiControl(NavEditorPalette,EditorGuiGroup) {
       MinExtent = "8 2";
       canSave = "1";
       Visible = "1";
-      Command = "NavEditorGui.setMode(\"CoverMode\");";
+      Command = "NavEditorGui.setActiveTool(NavMeshTools->NavCoverTool);";
       tooltipprofile = "GuiToolTipProfile";
       ToolTip = "Edit cover (3).";
       DetailedDesc = "";
@@ -95,7 +94,7 @@ $paletteId = new GuiControl(NavEditorPalette,EditorGuiGroup) {
       MinExtent = "8 2";
       canSave = "1";
       Visible = "1";
-      Command = "NavEditorGui.setMode(\"TileMode\");";
+      Command = "NavEditorGui.setActiveTool(NavMeshTools->TileTool);";
       tooltipprofile = "GuiToolTipProfile";
       ToolTip = "View tiles (4).";
       DetailedDesc = "Click to select.";
@@ -118,7 +117,7 @@ $paletteId = new GuiControl(NavEditorPalette,EditorGuiGroup) {
       MinExtent = "8 2";
       canSave = "1";
       Visible = "1";
-      Command = "NavEditorGui.setMode(\"TestMode\");";
+      Command = "NavEditorGui.setActiveTool(NavMeshTools->TestTool);";
       tooltipprofile = "GuiToolTipProfile";
       ToolTip = "Test pathfinding (5).";
       DetailedDesc = "Click to select/move character, CTRL-click to spawn, SHIFT-click to deselect.";

+ 6 - 3
Tools/CMake/modules/navigation.cmake

@@ -4,12 +4,15 @@ option(TORQUE_NAVIGATION "Enable Navigation module" ON)
 if(TORQUE_NAVIGATION)
   message("Enabling Navigation Module")
   
-  file(GLOB_RECURSE TORQUE_NAV_SOURCES "${CMAKE_SOURCE_DIR}/Engine/source/navigation/*.cpp" "${CMAKE_SOURCE_DIR}/Engine/source/navigation/*.h" )
-  set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_NAV_SOURCES})
+  file(GLOB TORQUE_NAV_SOURCES "${CMAKE_SOURCE_DIR}/Engine/source/navigation/*.cpp" "${CMAKE_SOURCE_DIR}/Engine/source/navigation/*.h")
+  if(TORQUE_TOOLS)
+    file(GLOB_RECURSE TORQUE_NAV_TOOLS "${CMAKE_SOURCE_DIR}/Engine/source/navigation/navMeshTools/*.cpp" "${CMAKE_SOURCE_DIR}/Engine/source/navigation/navMeshTools/*.h")
+  endif()
+  set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_NAV_SOURCES} ${TORQUE_NAV_TOOLS})
   set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} recast)
   set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} recast TORQUE_NAVIGATION_ENABLED)
 
   # Since recast lives elsewhere we need to ensure it is known to Torque when providing a link to it
   add_subdirectory("${TORQUE_LIB_ROOT_DIRECTORY}/recast" ${TORQUE_LIB_TARG_DIRECTORY}/recast EXCLUDE_FROM_ALL)
-  source_group(TREE "${CMAKE_SOURCE_DIR}/Engine/source/navigation/" PREFIX "Modules/NAVIGATION" FILES ${TORQUE_NAV_SOURCES})
+  source_group(TREE "${CMAKE_SOURCE_DIR}/Engine/source/navigation/" PREFIX "Modules/NAVIGATION" FILES ${TORQUE_NAV_SOURCES} ${TORQUE_NAV_TOOLS})
 endif(TORQUE_NAVIGATION)

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