You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw-tes3mp/components/detournavigator/navigator.hpp

250 lines
12 KiB
C++

#ifndef OPENMW_COMPONENTS_DETOURNAVIGATOR_NAVIGATOR_H
#define OPENMW_COMPONENTS_DETOURNAVIGATOR_NAVIGATOR_H
#include "findsmoothpath.hpp"
#include "flags.hpp"
#include "settings.hpp"
#include "objectid.hpp"
#include "navmeshcacheitem.hpp"
#include "recastmeshtiles.hpp"
#include "waitconditiontype.hpp"
#include <components/resource/bulletshape.hpp>
namespace ESM
{
struct Cell;
struct Pathgrid;
}
namespace Loading
{
class Listener;
}
namespace DetourNavigator
{
struct ObjectShapes
{
osg::ref_ptr<const Resource::BulletShapeInstance> mShapeInstance;
ObjectShapes(const osg::ref_ptr<const Resource::BulletShapeInstance>& shapeInstance)
: mShapeInstance(shapeInstance)
{}
};
struct DoorShapes : ObjectShapes
{
osg::Vec3f mConnectionStart;
osg::Vec3f mConnectionEnd;
DoorShapes(const osg::ref_ptr<const Resource::BulletShapeInstance>& shapeInstance,
const osg::Vec3f& connectionStart,const osg::Vec3f& connectionEnd)
: ObjectShapes(shapeInstance)
, mConnectionStart(connectionStart)
, mConnectionEnd(connectionEnd)
{}
};
/**
* @brief Top level interface of detournavigator component. Navigator allows to build a scene with navmesh and find
* a path for an agent there. Scene contains agents, geometry objects and water. Agent are distinguished only by
* half extents. Each object has unique identifier and could be added, updated or removed. Water could be added once
* for each world cell at given level of height. Navmesh builds asynchronously in separate threads. To start build
* navmesh call update method.
*/
struct Navigator
{
virtual ~Navigator() = default;
/**
* @brief addAgent should be called for each agent even if all of them has same half extents.
* @param agentHalfExtents allows to setup bounding cylinder for each agent, for each different half extents
* there is different navmesh.
*/
virtual void addAgent(const osg::Vec3f& agentHalfExtents) = 0;
/**
* @brief removeAgent should be called for each agent even if all of them has same half extents
* @param agentHalfExtents allows determine which agent to remove
*/
virtual void removeAgent(const osg::Vec3f& agentHalfExtents) = 0;
/**
* @brief addObject is used to add object represented by single btHeightfieldTerrainShape and btTransform.
* @param id is used to distinguish different objects.
* @param holder shape wrapper to keep shape lifetime after object is removed.
* @param shape must be wrapped by holder.
* @param transform allows to setup object geometry according to its world state.
* @return true if object is added, false if there is already object with given id.
*/
virtual bool addObject(const ObjectId id, const osg::ref_ptr<const osg::Object>& holder,
const btHeightfieldTerrainShape& shape, const btTransform& transform) = 0;
/**
* @brief addObject is used to add complex object with allowed to walk and avoided to walk shapes
* @param id is used to distinguish different objects
* @param shape members must live until object is updated by another shape removed from Navigator
* @param transform allows to setup objects geometry according to its world state
* @return true if object is added, false if there is already object with given id
*/
virtual bool addObject(const ObjectId id, const ObjectShapes& shapes, const btTransform& transform) = 0;
/**
* @brief addObject is used to add doors.
* @param id is used to distinguish different objects.
* @param shape members must live until object is updated by another shape or removed from Navigator.
* @param transform allows to setup objects geometry according to its world state.
* @return true if object is added, false if there is already object with given id.
*/
virtual bool addObject(const ObjectId id, const DoorShapes& shapes, const btTransform& transform) = 0;
/**
* @brief updateObject replace object geometry by given data.
* @param id is used to find object.
* @param shape members must live until object is updated by another shape removed from Navigator.
* @param transform allows to setup objects geometry according to its world state.
* @return true if object is updated, false if there is no object with given id.
*/
virtual bool updateObject(const ObjectId id, const ObjectShapes& shapes, const btTransform& transform) = 0;
/**
* @brief updateObject replace object geometry by given data.
* @param id is used to find object.
* @param shape members must live until object is updated by another shape removed from Navigator.
* @param transform allows to setup objects geometry according to its world state.
* @return true if object is updated, false if there is no object with given id.
*/
virtual bool updateObject(const ObjectId id, const DoorShapes& shapes, const btTransform& transform) = 0;
/**
* @brief removeObject to make it no more available at the scene.
* @param id is used to find object.
* @return true if object is removed, false if there is no object with given id.
*/
virtual bool removeObject(const ObjectId id) = 0;
/**
* @brief addWater is used to set water level at given world cell.
* @param cellPosition allows to distinguish cells if there is many in current world.
* @param cellSize set cell borders. std::numeric_limits<int>::max() disables cell borders.
* @param level set z coordinate of water surface at the scene.
* @param transform set global shift of cell center.
* @return true if there was no water at given cell if cellSize != std::numeric_limits<int>::max() or there is
* at least single object is added to the scene, false if there is already water for given cell or there is no
* any other objects.
*/
virtual bool addWater(const osg::Vec2i& cellPosition, const int cellSize, const btScalar level,
const btTransform& transform) = 0;
/**
* @brief removeWater to make it no more available at the scene.
* @param cellPosition allows to find cell.
* @return true if there was water at given cell.
*/
virtual bool removeWater(const osg::Vec2i& cellPosition) = 0;
virtual void addPathgrid(const ESM::Cell& cell, const ESM::Pathgrid& pathgrid) = 0;
virtual void removePathgrid(const ESM::Pathgrid& pathgrid) = 0;
/**
* @brief update starts background navmesh update using current scene state.
* @param playerPosition setup initial point to order build tiles of navmesh.
*/
virtual void update(const osg::Vec3f& playerPosition) = 0;
/**
* @brief updatePlayerPosition starts background navmesh update using current scene state only when player position has been changed.
* @param playerPosition setup initial point to order build tiles of navmesh.
*/
virtual void updatePlayerPosition(const osg::Vec3f& playerPosition) = 0;
/**
* @brief disable navigator updates
*/
virtual void setUpdatesEnabled(bool enabled) = 0;
/**
* @brief wait locks thread until tiles are updated from last update call based on passed condition type.
* @param waitConditionType defines when waiting will stop
*/
virtual void wait(Loading::Listener& listener, WaitConditionType waitConditionType) = 0;
/**
* @brief findPath fills output iterator with points of scene surfaces to be used for actor to walk through.
* @param agentHalfExtents allows to find navmesh for given actor.
* @param start path from given point.
* @param end path at given point.
* @param includeFlags setup allowed surfaces for actor to walk.
* @param out the beginning of the destination range.
* @return Output iterator to the element in the destination range, one past the last element of found path.
* Equal to out if no path is found.
*/
template <class OutputIterator>
Status findPath(const osg::Vec3f& agentHalfExtents, const float stepSize, const osg::Vec3f& start,
const osg::Vec3f& end, const Flags includeFlags, const DetourNavigator::AreaCosts& areaCosts,
OutputIterator& out) const
{
static_assert(
std::is_same<
typename std::iterator_traits<OutputIterator>::iterator_category,
std::output_iterator_tag
>::value,
"out is not an OutputIterator"
);
const auto navMesh = getNavMesh(agentHalfExtents);
if (!navMesh)
return Status::NavMeshNotFound;
const auto settings = getSettings();
return findSmoothPath(navMesh->lockConst()->getImpl(), toNavMeshCoordinates(settings, agentHalfExtents),
toNavMeshCoordinates(settings, stepSize), toNavMeshCoordinates(settings, start),
toNavMeshCoordinates(settings, end), includeFlags, areaCosts, settings, out);
}
/**
* @brief getNavMesh returns navmesh for specific agent half extents
* @return navmesh
*/
virtual SharedNavMeshCacheItem getNavMesh(const osg::Vec3f& agentHalfExtents) const = 0;
/**
* @brief getNavMeshes returns all current navmeshes
* @return map of agent half extents to navmesh
*/
virtual std::map<osg::Vec3f, SharedNavMeshCacheItem> getNavMeshes() const = 0;
virtual const Settings& getSettings() const = 0;
virtual void reportStats(unsigned int frameNumber, osg::Stats& stats) const = 0;
/**
* @brief findRandomPointAroundCircle returns random location on navmesh within the reach of specified location.
* @param agentHalfExtents allows to find navmesh for given actor.
* @param start path from given point.
* @param maxRadius limit maximum distance from start.
* @param includeFlags setup allowed surfaces for actor to walk.
* @return not empty optional with position if point is found and empty optional if point is not found.
*/
std::optional<osg::Vec3f> findRandomPointAroundCircle(const osg::Vec3f& agentHalfExtents,
const osg::Vec3f& start, const float maxRadius, const Flags includeFlags) const;
/**
* @brief raycast finds farest navmesh point from start on a line from start to end that has path from start.
* @param agentHalfExtents allows to find navmesh for given actor.
* @param start of the line
* @param end of the line
* @param includeFlags setup allowed surfaces for actor to walk.
* @return not empty optional with position if point is found and empty optional if point is not found.
*/
std::optional<osg::Vec3f> raycast(const osg::Vec3f& agentHalfExtents, const osg::Vec3f& start,
const osg::Vec3f& end, const Flags includeFlags) const;
virtual RecastMeshTiles getRecastMeshTiles() = 0;
virtual float getMaxNavmeshAreaRealRadius() const = 0;
};
}
#endif