Files
FlaxEngine/Source/Engine/Navigation/NavMeshRuntime.h

252 lines
10 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Types/BaseTypes.h"
#include "Engine/Platform/CriticalSection.h"
#include "Engine/Scripting/ScriptingObject.h"
#include "NavMeshData.h"
#include "NavigationTypes.h"
class dtNavMesh;
class dtNavMeshQuery;
class NavMesh;
/// <summary>
/// The navigation mesh tile data.
/// </summary>
class FLAXENGINE_API NavMeshTile
{
public:
int32 X;
int32 Y;
int32 Layer;
NavMesh* NavMesh;
BytesContainer Data;
};
/// <summary>
/// The navigation mesh path flags.
/// </summary>
enum class NavMeshPathFlags
{
// Nothing.
None = 0,
// Path is only partially generated, goal is unreachable so path represents the best guess.
PartialPath = 1,
};
DECLARE_ENUM_OPERATORS(NavMeshPathFlags);
/// <summary>
/// The navigation mesh runtime object that builds the navmesh from all loaded scenes.
/// </summary>
API_CLASS(NoSpawn) class FLAXENGINE_API NavMeshRuntime : public ScriptingObject
{
DECLARE_SCRIPTING_TYPE_MINIMAL(NavMeshRuntime);
public:
// Gets the first valid navigation mesh runtime. Return null if none created.
API_FUNCTION() static NavMeshRuntime* Get();
// Gets the navigation mesh runtime for a given navmesh name. Return null if missing.
API_FUNCTION() static NavMeshRuntime* Get(const StringView& navMeshName);
// Gets the navigation mesh runtime for a given agent properties trying to pick the best matching navmesh.
API_FUNCTION() static NavMeshRuntime* Get(API_PARAM(Ref) const NavAgentProperties& agentProperties);
// Gets the navigation mesh runtime for a given navmesh properties.
API_FUNCTION() static NavMeshRuntime* Get(API_PARAM(Ref) const NavMeshProperties& navMeshProperties, bool createIfMissing = false);
// The lookup table that maps areaId of the navmesh to the current properties (applied by the NavigationSettings). Cached to improve runtime performance.
static float NavAreasCosts[64];
#if COMPILE_WITH_DEBUG_DRAW
static Color NavAreasColors[64];
#endif
private:
dtNavMesh* _navMesh;
dtNavMeshQuery* _navMeshQuery;
float _tileSize;
Array<NavMeshTile> _tiles;
public:
NavMeshRuntime(const NavMeshProperties& properties);
~NavMeshRuntime();
public:
/// <summary>
/// The object locker.
/// </summary>
CriticalSection Locker;
/// <summary>
/// The navigation mesh properties.
/// </summary>
API_FIELD(ReadOnly) NavMeshProperties Properties;
/// <summary>
/// Gets the size of the tile (in world-units). Returns zero if not initialized yet.
/// </summary>
API_PROPERTY() FORCE_INLINE float GetTileSize() const
{
return _tileSize;
}
dtNavMesh* GetNavMesh() const
{
return _navMesh;
}
dtNavMeshQuery* GetNavMeshQuery() const
{
return _navMeshQuery;
}
int32 GetTilesCapacity() const;
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() bool FindDistanceToWall(const Vector3& startPosition, NavMeshHit& hitInfo, float maxDistance = MAX_float) const;
/// <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() bool FindPath(const Vector3& startPosition, const Vector3& endPosition, API_PARAM(Out) Array<Vector3, HeapAllocation>& resultPath) const
{
NavMeshPathFlags flags;
return FindPath(startPosition, endPosition, resultPath, flags);
}
/// <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>
/// <param name="resultFlags">The result path flags.</param>
/// <returns>True if found valid path between given two points (it may be partial), otherwise false if failed.</returns>
bool FindPath(const Vector3& startPosition, const Vector3& endPosition, API_PARAM(Out) Array<Vector3, HeapAllocation>& resultPath, NavMeshPathFlags& resultFlags) const;
/// <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() bool TestPath(const Vector3& startPosition, const Vector3& endPosition) const;
/// <summary>
/// Finds the nearest point on a nav mesh surface.
/// </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() bool FindClosestPoint(const Vector3& point, API_PARAM(Out) Vector3& result) const;
/// <summary>
/// Projects the point to nav mesh surface (finds the nearest polygon).
/// [Deprecated in v1.8]
/// </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() DEPRECATED bool ProjectPoint(const Vector3& point, API_PARAM(Out) Vector3& result) const
{
return FindClosestPoint(point, 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() bool FindRandomPoint(API_PARAM(Out) Vector3& result) const;
/// <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() bool FindRandomPointAroundCircle(const Vector3& center, float radius, API_PARAM(Out) Vector3& result) const;
/// <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() bool RayCast(const Vector3& startPosition, const Vector3& endPosition, API_PARAM(Out) NavMeshHit& hitInfo) const;
public:
/// <summary>
/// Sets the size of the tile (if not assigned). Disposes the mesh if added tiles have different size.
/// </summary>
/// <param name="tileSize">The size of the tile.</param>
void SetTileSize(float tileSize);
/// <summary>
/// Ensures the navmesh capacity for adding new tiles. Performs resizing if needed.
/// </summary>
/// <param name="tilesToAddCount">The new tiles amount.</param>
void EnsureCapacity(int32 tilesToAddCount);
/// <summary>
/// Adds the tiles from the given scene to the runtime navmesh.
/// </summary>
/// <param name="navMesh">The navigation mesh.</param>
void AddTiles(NavMesh* navMesh);
/// <summary>
/// Adds the tile from the given scene to the runtime navmesh.
/// </summary>
/// <param name="navMesh">The navigation mesh.</param>
/// <param name="tileData">The tile data.</param>
void AddTile(NavMesh* navMesh, NavMeshTileData& tileData);
/// <summary>
/// Removes all the tiles from the navmesh that has been added from the given navigation scene.
/// </summary>
/// <param name="navMesh">The navigation mesh.</param>
void RemoveTiles(NavMesh* navMesh);
/// <summary>
/// Removes the tile from the navmesh.
/// </summary>
/// <param name="x">The tile X coordinate.</param>
/// <param name="y">The tile Y coordinate.</param>
/// <param name="layer">The tile layer.</param>
void RemoveTile(int32 x, int32 y, int32 layer);
/// <summary>
/// Removes all the tiles that custom prediction callback marks.
/// </summary>
/// <param name="prediction">The prediction callback, returns true for tiles to remove and false for tiles to preserve.</param>
/// <param name="userData">The user data passed to the callback method.</param>
void RemoveTiles(bool (*prediction)(const NavMeshRuntime* navMesh, const NavMeshTile& tile, void* customData), void* userData);
#if COMPILE_WITH_DEBUG_DRAW
void DebugDraw();
#endif
/// <summary>
/// Releases the navmesh.
/// </summary>
void Dispose();
private:
void AddTileInternal(NavMesh* navMesh, NavMeshTileData& tileData);
};