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- //-----------------------------------------------------------------------------
- // Copyright (c) 2013 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #ifndef _NAVPATH_H_
- #define _NAVPATH_H_
- #include "scene/sceneObject.h"
- #include "scene/simPath.h"
- #include "navMesh.h"
- #include <DetourNavMeshQuery.h>
- class NavPath: public SceneObject {
- typedef SceneObject Parent;
- /// Maximum size of Detour path.
- static const U32 MaxPathLen = 1024;
- public:
- /// @name NavPath
- /// Functions for planning and accessing the path.
- /// @{
- SimObjectPtr<NavMesh> mMesh;
- SimObjectPtr<SimPath::Path> mWaypoints;
- /// Location to start at.
- Point3F mFrom;
- /// Has a starting location been set?
- bool mFromSet;
- /// Location to end at.
- Point3F mTo;
- /// Has an end been set?
- bool mToSet;
- /// This path should include a segment from the end to the start.
- bool mIsLooping;
- /// Render even when not selected in the editor.
- bool mAlwaysRender;
- /// Render on top of other objects.
- bool mXray;
- /// 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();
- /// @}
- /// @name Path interface
- /// @{
- /// Return world-space position of a path node.
- /// @param[in] idx Node index to retrieve.
- Point3F getNode(S32 idx);
- /// Return the number of nodes in this path.
- S32 getCount();
- /// Return the length of this path.
- F32 getLength() { return mLength; };
- /// @}
- /// @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();
- /// 'Visit' the most recent two points on our visit list.
- bool visitNext();
- /// Detour path query.
- dtNavMeshQuery *mQuery;
- /// Current status of our Detour query.
- dtStatus mStatus;
- /// Filter that provides the movement costs for paths.
- dtQueryFilter mFilter;
-
- /// List of points the path should visit (waypoints, if you will).
- Vector<Point3F> mVisitPoints;
- /// List of points in the final path.
- Vector<Point3F> mPoints;
- /// Total length of path in world units.
- F32 mLength;
- /// Resets our world transform and bounds to fit our point list.
- void resize();
- /// @name Protected console getters/setters
- /// @{
- static bool setProtectedMesh(void *obj, const char *index, const char *data);
- static const char *getProtectedMesh(void *obj, const char *data);
- static bool setProtectedWaypoints(void *obj, const char *index, const char *data);
- static bool setProtectedFrom(void *obj, const char *index, const char *data);
- static const char *getProtectedFrom(void *obj, const char *data);
- static bool setProtectedTo(void *obj, const char *index, const char *data);
- static const char *getProtectedTo(void *obj, const char *data);
- /// @}
- };
- #endif
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