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