Files
FlaxEngine/Source/Engine/Navigation/Navigation.h
2022-06-14 20:17:00 +02:00

120 lines
5.8 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#pragma once
#include "NavigationTypes.h"
class Scene;
/// <summary>
/// The navigation service used for path finding and agents navigation system.
/// </summary>
API_CLASS(Static) class FLAXENGINE_API Navigation
{
DECLARE_SCRIPTING_TYPE_NO_SPAWN(Navigation);
public:
/// <summary>
/// Finds the distance from the specified start position to the nearest polygon wall.
/// </summary>
/// <param name="startPosition">The start position.</param>
/// <param name="hitInfo">The result hit information. Valid only when query succeed.</param>
/// <param name="maxDistance">The maximum distance to search for wall (search radius).</param>
/// <returns>True if ray hits an matching object, otherwise false.</returns>
API_FUNCTION() static bool FindDistanceToWall(const Vector3& startPosition, API_PARAM(Out) NavMeshHit& hitInfo, float maxDistance = MAX_float);
/// <summary>
/// Finds the path between the two positions presented as a list of waypoints stored in the corners array.
/// </summary>
/// <param name="startPosition">The start position.</param>
/// <param name="endPosition">The end position.</param>
/// <param name="resultPath">The result path.</param>
/// <returns>True if found valid path between given two points (it may be partial), otherwise false if failed.</returns>
API_FUNCTION() static bool FindPath(const Vector3& startPosition, const Vector3& endPosition, API_PARAM(Out) Array<Vector3, HeapAllocation>& resultPath);
/// <summary>
/// Tests the path between the two positions (non-partial).
/// </summary>
/// <param name="startPosition">The start position.</param>
/// <param name="endPosition">The end position.</param>
/// <returns>True if found valid path between given two points, otherwise false if failed.</returns>
API_FUNCTION() static bool TestPath(const Vector3& startPosition, const Vector3& endPosition);
/// <summary>
/// Projects the point to nav mesh surface (finds the nearest polygon).
/// </summary>
/// <param name="point">The source point.</param>
/// <param name="result">The result position on the navmesh (valid only if method returns true).</param>
/// <returns>True if found valid location on the navmesh, otherwise false.</returns>
API_FUNCTION() static bool ProjectPoint(const Vector3& point, API_PARAM(Out) Vector3& result);
/// <summary>
/// Finds random location on nav mesh.
/// </summary>
/// <param name="result">The result position on the navmesh (valid only if method returns true).</param>
/// <returns>True if found valid location on the navmesh, otherwise false.</returns>
API_FUNCTION() static bool FindRandomPoint(API_PARAM(Out) Vector3& result);
/// <summary>
/// Finds random location on nav mesh within the reach of specified location.
/// </summary>
/// <param name="center">The source point to find random location around it.</param>
/// <param name="radius">The search distance for a random point. Maximum distance for a result point from the center of the circle.</param>
/// <param name="result">The result position on the navmesh (valid only if method returns true).</param>
/// <returns>True if found valid location on the navmesh, otherwise false.</returns>
API_FUNCTION() static bool FindRandomPointAroundCircle(const Vector3& center, float radius, API_PARAM(Out) Vector3& result);
/// <summary>
/// Casts a 'walkability' ray along the surface of the navigation mesh from the start position toward the end position.
/// </summary>
/// <param name="startPosition">The start position.</param>
/// <param name="endPosition">The end position.</param>
/// <param name="hitInfo">The result hit information. Valid only when query succeed.</param>
/// <returns>True if ray hits an matching object, otherwise false.</returns>
API_FUNCTION() static bool RayCast(const Vector3& startPosition, const Vector3& endPosition, API_PARAM(Out) NavMeshHit& hitInfo);
public:
#if COMPILE_WITH_NAV_MESH_BUILDER
/// <summary>
/// Returns true if navigation system is during navmesh building (any request is valid or async task active).
/// </summary>
API_PROPERTY() static bool IsBuildingNavMesh();
/// <summary>
/// Gets the navmesh building progress (normalized to range 0-1).
/// </summary>
API_PROPERTY() static float GetNavMeshBuildingProgress();
/// <summary>
/// Builds the Nav Mesh for the given scene (discards all its tiles).
/// </summary>
/// <remarks>
/// Requests are enqueued till the next game scripts update. Actual navmesh building in done via Thread Pool tasks in a background to prevent game thread stalls.
/// </remarks>
/// <param name="scene">The scene.</param>
/// <param name="timeoutMs">The timeout to wait before building Nav Mesh (in milliseconds).</param>
API_FUNCTION() static void BuildNavMesh(Scene* scene, float timeoutMs = 50);
/// <summary>
/// Builds the Nav Mesh for the given scene (builds only the tiles overlapping the given bounding box).
/// </summary>
/// <remarks>
/// Requests are enqueued till the next game scripts update. Actual navmesh building in done via Thread Pool tasks in a background to prevent game thread stalls.
/// </remarks>
/// <param name="scene">The scene.</param>
/// <param name="dirtyBounds">The bounds in world-space to build overlapping tiles.</param>
/// <param name="timeoutMs">The timeout to wait before building Nav Mesh (in milliseconds).</param>
API_FUNCTION() static void BuildNavMesh(Scene* scene, const BoundingBox& dirtyBounds, float timeoutMs = 50);
#endif
#if COMPILE_WITH_DEBUG_DRAW
/// <summary>
/// Draws the navigation for all the scenes (uses DebugDraw interface).
/// </summary>
static void DrawNavMesh();
#endif
};