Rename Navigation.ProjectPoint into Navigation.FindClosestPoint to have consistent API naming
#2034
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@@ -474,8 +474,8 @@ BehaviorUpdateResult BehaviorTreeMoveToNode::Update(const BehaviorUpdateContext&
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state->NavAgentRadius = navMesh->Properties.Agent.Radius;
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// Place start and end on navmesh
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navMesh->ProjectPoint(state->Path.First(), state->Path.First());
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navMesh->ProjectPoint(state->Path.Last(), state->Path.Last());
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navMesh->FindClosestPoint(state->Path.First(), state->Path.First());
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navMesh->FindClosestPoint(state->Path.Last(), state->Path.Last());
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// Calculate offset between path and the agent (aka feet offset)
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state->AgentOffset = state->Path.First() - agentLocation;
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@@ -194,7 +194,7 @@ bool NavMeshRuntime::TestPath(const Vector3& startPosition, const Vector3& endPo
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return true;
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}
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bool NavMeshRuntime::ProjectPoint(const Vector3& point, Vector3& result) const
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bool NavMeshRuntime::FindClosestPoint(const Vector3& point, Vector3& result) const
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{
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ScopeLock lock(Locker);
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const auto query = GetNavMeshQuery();
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@@ -146,12 +146,24 @@ public:
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API_FUNCTION() bool TestPath(const Vector3& startPosition, const Vector3& endPosition) const;
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/// <summary>
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/// Projects the point to nav mesh surface (finds the nearest polygon).
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/// Finds the nearest point on a nav mesh surface.
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/// </summary>
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/// <param name="point">The source point.</param>
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/// <param name="result">The result position on the navmesh (valid only if method returns true).</param>
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/// <returns>True if found valid location on the navmesh, otherwise false.</returns>
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API_FUNCTION() bool ProjectPoint(const Vector3& point, API_PARAM(Out) Vector3& result) const;
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API_FUNCTION() bool FindClosestPoint(const Vector3& point, API_PARAM(Out) Vector3& result) const;
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/// <summary>
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/// Projects the point to nav mesh surface (finds the nearest polygon).
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/// [Deprecated in v1.8]
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/// </summary>
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/// <param name="point">The source point.</param>
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/// <param name="result">The result position on the navmesh (valid only if method returns true).</param>
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/// <returns>True if found valid location on the navmesh, otherwise false.</returns>
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API_FUNCTION() bool ProjectPoint(const Vector3& point, API_PARAM(Out) Vector3& result) const
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{
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return FindClosestPoint(point, result);
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}
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/// <summary>
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/// Finds random location on nav mesh.
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@@ -325,11 +325,11 @@ bool Navigation::TestPath(const Vector3& startPosition, const Vector3& endPositi
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return NavMeshes.First()->TestPath(startPosition, endPosition);
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}
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bool Navigation::ProjectPoint(const Vector3& point, Vector3& result)
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bool Navigation::FindClosestPoint(const Vector3& point, Vector3& result)
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{
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if (NavMeshes.IsEmpty())
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return false;
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return NavMeshes.First()->ProjectPoint(point, result);
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return NavMeshes.First()->FindClosestPoint(point, result);
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}
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bool Navigation::FindRandomPoint(Vector3& result)
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@@ -40,12 +40,24 @@ public:
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API_FUNCTION() static bool TestPath(const Vector3& startPosition, const Vector3& endPosition);
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/// <summary>
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/// Projects the point to nav mesh surface (finds the nearest polygon).
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/// Finds the nearest point on a nav mesh surface.
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/// </summary>
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/// <param name="point">The source point.</param>
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/// <param name="result">The result position on the navmesh (valid only if method returns true).</param>
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/// <returns>True if found valid location on the navmesh, otherwise false.</returns>
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API_FUNCTION() static bool ProjectPoint(const Vector3& point, API_PARAM(Out) Vector3& result);
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API_FUNCTION() static bool FindClosestPoint(const Vector3& point, API_PARAM(Out) Vector3& result);
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/// <summary>
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/// Projects the point to nav mesh surface (finds the nearest polygon).
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/// [Deprecated in v1.8]
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/// </summary>
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/// <param name="point">The source point.</param>
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/// <param name="result">The result position on the navmesh (valid only if method returns true).</param>
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/// <returns>True if found valid location on the navmesh, otherwise false.</returns>
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API_FUNCTION() DEPRECATED static bool ProjectPoint(const Vector3& point, API_PARAM(Out) Vector3& result)
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{
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return FindClosestPoint(point, result);
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}
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/// <summary>
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/// Finds random location on nav mesh.
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