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openmw/components/detournavigator/navigator.hpp

208 lines
8.1 KiB
C++

#ifndef OPENMW_COMPONENTS_DETOURNAVIGATOR_NAVIGATOR_H
#define OPENMW_COMPONENTS_DETOURNAVIGATOR_NAVIGATOR_H
#include <cassert>
#include <filesystem>
#include <optional>
#include "cellgridbounds.hpp"
#include "heightfieldshape.hpp"
#include "objectid.hpp"
#include "objecttransform.hpp"
#include "recastmeshtiles.hpp"
#include "sharednavmeshcacheitem.hpp"
#include "updateguard.hpp"
#include "waitconditiontype.hpp"
#include <components/esm/refid.hpp>
#include <components/resource/bulletshape.hpp>
namespace ESM
{
struct Cell;
struct Pathgrid;
class RefId;
}
namespace Loading
{
class Listener;
}
namespace DetourNavigator
{
struct Settings;
struct AgentBounds;
struct Stats;
struct ObjectShapes
{
osg::ref_ptr<const Resource::BulletShapeInstance> mShapeInstance;
ObjectTransform mTransform;
ObjectShapes(
const osg::ref_ptr<const Resource::BulletShapeInstance>& shapeInstance, const ObjectTransform& transform)
: mShapeInstance(shapeInstance)
, mTransform(transform)
{
assert(mShapeInstance != nullptr);
}
};
struct DoorShapes : ObjectShapes
{
osg::Vec3f mConnectionStart;
osg::Vec3f mConnectionEnd;
DoorShapes(const osg::ref_ptr<const Resource::BulletShapeInstance>& shapeInstance,
const ObjectTransform& transform, const osg::Vec3f& connectionStart, const osg::Vec3f& connectionEnd)
: ObjectShapes(shapeInstance, transform)
, 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;
virtual ScopedUpdateGuard makeUpdateGuard() = 0;
/**
* @brief addAgent should be called for each agent even if all of them has same half extents.
* @param agentBounds allows to setup bounding cylinder for each agent, for each different half extents
* there is different navmesh.
* @return true if agent is successfully added or false if agent bounds are not supported.
*/
virtual bool addAgent(const AgentBounds& agentBounds) = 0;
/**
* @brief removeAgent should be called for each agent even if all of them has same half extents
* @param agentBounds allows determine which agent to remove
*/
virtual void removeAgent(const AgentBounds& agentBounds) = 0;
// Updates bounds for recast mesh and navmesh tiles, removes tiles outside the range.
virtual void updateBounds(ESM::RefId worldspace, const std::optional<CellGridBounds>& cellGridBounds,
const osg::Vec3f& playerPosition, const UpdateGuard* guard)
= 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
*/
virtual void addObject(
const ObjectId id, const ObjectShapes& shapes, const btTransform& transform, const UpdateGuard* guard)
= 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.
*/
virtual void addObject(
const ObjectId id, const DoorShapes& shapes, const btTransform& transform, const UpdateGuard* guard)
= 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.
*/
virtual void updateObject(
const ObjectId id, const ObjectShapes& shapes, const btTransform& transform, const UpdateGuard* guard)
= 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.
*/
virtual void updateObject(
const ObjectId id, const DoorShapes& shapes, const btTransform& transform, const UpdateGuard* guard)
= 0;
/**
* @brief removeObject to make it no more available at the scene.
* @param id is used to find object.
*/
virtual void removeObject(const ObjectId id, const UpdateGuard* guard) = 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 shift set global shift of cell center.
*/
virtual void addWater(const osg::Vec2i& cellPosition, int cellSize, float level, const UpdateGuard* guard) = 0;
/**
* @brief removeWater to make it no more available at the scene.
* @param cellPosition allows to find cell.
*/
virtual void removeWater(const osg::Vec2i& cellPosition, const UpdateGuard* guard) = 0;
virtual void addHeightfield(
const osg::Vec2i& cellPosition, int cellSize, const HeightfieldShape& shape, const UpdateGuard* guard)
= 0;
virtual void removeHeightfield(const osg::Vec2i& cellPosition, const UpdateGuard* guard) = 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, const UpdateGuard* guard) = 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
* @param listener optional listener for a progress bar
*/
virtual void wait(WaitConditionType waitConditionType, Loading::Listener* listener) = 0;
/**
* @brief getNavMesh returns navmesh for specific agent half extents
* @return navmesh
*/
virtual SharedNavMeshCacheItem getNavMesh(const AgentBounds& agentBounds) const = 0;
/**
* @brief getNavMeshes returns all current navmeshes
* @return map of agent half extents to navmesh
*/
virtual std::map<AgentBounds, SharedNavMeshCacheItem> getNavMeshes() const = 0;
virtual const Settings& getSettings() const = 0;
virtual Stats getStats() const = 0;
virtual RecastMeshTiles getRecastMeshTiles() const = 0;
virtual float getMaxNavmeshAreaRealRadius() const = 0;
};
std::unique_ptr<Navigator> makeNavigator(const Settings& settings, const std::filesystem::path& userDataPath);
std::unique_ptr<Navigator> makeNavigatorStub();
}
#endif