// // Copyright (c) 2008-2014 the Urho3D project. // // 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. // #pragma once #include "ArrayPtr.h" #include "BoundingBox.h" #include "Component.h" #include "HashSet.h" #include "Matrix3x4.h" class dtNavMesh; class dtNavMeshQuery; class dtQueryFilter; namespace Urho3D { class Geometry; struct FindPathData; struct NavigationBuildData; /// Description of a navigation mesh geometry component, with transform and bounds information. struct NavigationGeometryInfo { /// Component. Component* component_; /// Geometry LOD level if applicable. unsigned lodLevel_; /// Transform relative to the navigation mesh root node. Matrix3x4 transform_; /// Bounding box relative to the navigation mesh root node. BoundingBox boundingBox_; }; /// Navigation mesh component. Collects the navigation geometry from child nodes with the Navigable component and responds to path queries. class URHO3D_API NavigationMesh : public Component { OBJECT(NavigationMesh); public: /// Construct. NavigationMesh(Context* context); /// Destruct. virtual ~NavigationMesh(); /// Register object factory. static void RegisterObject(Context* context); /// Visualize the component as debug geometry. virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest); /// Set tile size. void SetTileSize(int size); /// Set cell size. void SetCellSize(float size); /// Set cell height. void SetCellHeight(float height); /// Set navigation agent height. void SetAgentHeight(float height); /// Set navigation agent radius. void SetAgentRadius(float radius); /// Set navigation agent max vertical climb. void SetAgentMaxClimb(float maxClimb); /// Set navigation agent max slope. void SetAgentMaxSlope(float maxSlope); /// Set region minimum size. void SetRegionMinSize(float size); /// Set region merge size. void SetRegionMergeSize(float size); /// Set edge max length. void SetEdgeMaxLength(float length); /// Set edge max error. void SetEdgeMaxError(float error); /// Set detail sampling distance. void SetDetailSampleDistance(float distance); /// Set detail sampling maximum error. void SetDetailSampleMaxError(float error); /// Set padding of the navigation mesh bounding box. Having enough padding allows to add geometry on the extremities of the navigation mesh when doing partial rebuilds. void SetPadding(const Vector3& padding); /// Rebuild the navigation mesh. Return true if successful. bool Build(); /// Rebuild part of the navigation mesh contained by the world-space bounding box. Return true if successful. bool Build(const BoundingBox& boundingBox); /// Find the nearest point on the navigation mesh to a given point. Extens specifies how far out from the specified point to check along each axis. Vector3 FindNearestPoint(const Vector3& point, const Vector3& extents=Vector3::ONE); /// Try to move along the surface from one point to another Vector3 MoveAlongSurface(const Vector3& start, const Vector3& end, const Vector3& extents=Vector3::ONE, int maxVisited=3); /// Find a path between world space points. Return non-empty list of points if successful. Extents specifies how far off the navigation mesh the points can be. void FindPath(PODVector& dest, const Vector3& start, const Vector3& end, const Vector3& extents = Vector3::ONE); /// Return a random point on the navigation mesh. Vector3 GetRandomPoint(); /// Return a random point on the navigation mesh within a circle. The circle radius is only a guideline and in practice the returned point may be further away. Vector3 GetRandomPointInCircle(const Vector3& center, float radius, const Vector3& extents = Vector3::ONE); /// Return distance to wall from a point. Maximum search radius must be specified. float GetDistanceToWall(const Vector3& point, float radius, const Vector3& extents = Vector3::ONE); /// Perform a walkability raycast on the navigation mesh between start and end and return the point where a wall was hit, or the end point if no walls. Vector3 Raycast(const Vector3& start, const Vector3& end, const Vector3& extents = Vector3::ONE); /// Add debug geometry to the debug renderer. void DrawDebugGeometry(bool depthTest); /// Return tile size. int GetTileSize() const { return tileSize_; } /// Return cell size. float GetCellSize() const { return cellSize_; } /// Return cell height. float GetCellHeight() const { return cellHeight_; } /// Return navigation agent height. float GetAgentHeight() const { return agentHeight_; } /// Return navigation agent radius. float GetAgentRadius() const { return agentRadius_; } /// Return navigation agent max vertical climb. float GetAgentMaxClimb() const { return agentMaxClimb_; } /// Return navigation agent max slope. float GetAgentMaxSlope() const { return agentMaxSlope_; } /// Return region minimum size. float GetRegionMinSize() const { return regionMinSize_; } /// Return region merge size. float GetRegionMergeSize() const { return regionMergeSize_; } /// Return edge max length. float GetEdgeMaxLength() const { return edgeMaxLength_; } /// Return edge max error. float GetEdgeMaxError() const { return edgeMaxError_; } /// Return detail sampling distance. float GetDetailSampleDistance() const { return detailSampleDistance_; } /// Return detail sampling maximum error. float GetDetailSampleMaxError() const { return detailSampleMaxError_; } /// Return navigation mesh bounding box padding. const Vector3& GetPadding() const { return padding_; } /// Return whether has been initialized with valid navigation data. bool IsInitialized() const { return navMesh_ != 0; } /// Return local space bounding box of the navigation mesh. const BoundingBox& GetBoundingBox() const { return boundingBox_; } /// Return world space bounding box of the navigation mesh. BoundingBox GetWorldBoundingBox() const; /// Return number of tiles. IntVector2 GetNumTiles() const { return IntVector2(numTilesX_, numTilesZ_); } /// Set navigation data attribute. void SetNavigationDataAttr(const PODVector& value); /// Return navigation data attribute. PODVector GetNavigationDataAttr() const; private: /// Collect geometry from under Navigable components. void CollectGeometries(Vector& geometryList); /// Visit nodes and collect navigable geometry. void CollectGeometries(Vector& geometryList, Node* node, HashSet& processedNodes, bool recursive); /// Get geometry data within a bounding box. void GetTileGeometry(NavigationBuildData& build, Vector& geometryList, BoundingBox& box); /// Add a triangle mesh to the geometry data. void AddTriMeshGeometry(NavigationBuildData& build, Geometry* geometry, const Matrix3x4& transform); /// Build one tile of the navigation mesh. Return true if successful. bool BuildTile(Vector& geometryList, int x, int z); /// Ensure that the navigation mesh query is initialized. Return true if successful. bool InitializeQuery(); /// Release the navigation mesh and the query. void ReleaseNavigationMesh(); /// Detour navigation mesh. dtNavMesh* navMesh_; /// Detour navigation mesh query. dtNavMeshQuery* navMeshQuery_; /// Detour navigation mesh query filter. dtQueryFilter* queryFilter_; /// Temporary data for finding a path. FindPathData* pathData_; /// Tile size. int tileSize_; /// Cell size. float cellSize_; /// Cell height. float cellHeight_; /// Navigation agent height. float agentHeight_; /// Navigation agent radius. float agentRadius_; /// Navigation agent max vertical climb. float agentMaxClimb_; /// Navigation agent max slope. float agentMaxSlope_; /// Region minimum size. float regionMinSize_; /// Region merge size. float regionMergeSize_; /// Edge max length. float edgeMaxLength_; /// Edge max error. float edgeMaxError_; /// Detail sampling distance. float detailSampleDistance_; /// Detail sampling maximum error. float detailSampleMaxError_; /// Bounding box padding. Vector3 padding_; /// Number of tiles in X direction. int numTilesX_; /// Number of tiles in Z direction. int numTilesZ_; /// Whole navigation mesh bounding box. BoundingBox boundingBox_; }; /// Register Navigation library objects. void URHO3D_API RegisterNavigationLibrary(Context* context); }