//----------------------------------------------------------------------------- // Copyright (c) 2014 Daniel Buckmaster // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _NAVPATH_H_ #define _NAVPATH_H_ #include "scene/sceneObject.h" #include "scene/simPath.h" #include "navMesh.h" #include class NavPath: public SceneObject { typedef SceneObject Parent; static const U32 MaxPathLen = 2048; public: /// @name NavPath /// Functions for planning and accessing the path. /// @{ String mMeshName; NavMesh *mMesh; SimPath::Path *mWaypoints; Point3F mFrom; bool mFromSet; Point3F mTo; bool mToSet; bool mIsLooping; bool mAutoUpdate; bool mIsSliced; S32 mMaxIterations; bool mAlwaysRender; bool mXray; bool mRenderSearch; /// What sort of link types are we allowed to move on? LinkData mLinkTypes; /// Plan the path. bool plan(); /// Updated a sliced plan. /// @return True if we need to keep updating, false if we can stop. bool update(); /// Finalise a sliced plan. /// @return True if the plan was successful overall. bool finalise(); /// Did the path plan successfully? bool success() const { return dtStatusSucceed(mStatus); } /// @} /// @name Path interface /// These functions are provided to make NavPath behave /// similarly to the existing Path class, despite NavPath /// not being a SimSet. /// @{ /// Return the length of this path. F32 getLength() const { return mLength; }; /// Get the number of nodes in a path. S32 size() const; /// Return world-space position of a path node. Point3F getNode(S32 idx) const; /// Get the flags for a given path node. U16 getFlags(S32 idx) const; /// @} /// @name SceneObject /// @{ static void initPersistFields(); bool onAdd(); void onRemove(); void onEditorEnable(); void onEditorDisable(); void inspectPostApply(); void onDeleteNotify(SimObject *object); U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream); void unpackUpdate(NetConnection *conn, BitStream *stream); void prepRenderImage(SceneRenderState *state); void renderSimple(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat); DECLARE_CONOBJECT(NavPath); /// @} /// @name ProcessObject /// @{ void processTick(const Move *move); /// @} NavPath(); ~NavPath(); protected: enum masks { PathMask = Parent::NextFreeMask << 0, NextFreeMask = Parent::NextFreeMask << 1 }; private: /// Create appropriate data structures and stuff. bool init(); /// Plan the path. bool planInstant(); /// Start a sliced plan. /// @return True if the plan initialised successfully. bool planSliced(); /// Add points of the path between the two specified points. //bool addPoints(Point3F from, Point3F to, Vector *points); /// 'Visit' the last two points on our visit list. bool visitNext(); dtNavMeshQuery *mQuery; dtStatus mStatus; dtQueryFilter mFilter; S32 mCurIndex; Vector mPoints; Vector mFlags; Vector mVisitPoints; F32 mLength; /// Resets our world transform and bounds to fit our point list. void resize(); /// Function used to set mMesh object from console. static bool setProtectedMesh(void *obj, const char *index, const char *data); /// Function used to set mWaypoints from console. static bool setProtectedWaypoints(void *obj, const char *index, const char *data); void checkAutoUpdate(); /// Function used to protect auto-update flag. static bool setProtectedAutoUpdate(void *obj, const char *index, const char *data); /// @name Protected from and to vectors /// @{ static bool setProtectedFrom(void *obj, const char *index, const char *data); static bool setProtectedTo(void *obj, const char *index, const char *data); static const char *getProtectedFrom(void *obj, const char *data); static const char *getProtectedTo(void *obj, const char *data); /// @} }; #endif