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205 lines
8.0 KiB
C++
205 lines
8.0 KiB
C++
#ifndef OPENMW_COMPONENTS_DETOURNAVIGATOR_NAVIGATOR_H
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#define OPENMW_COMPONENTS_DETOURNAVIGATOR_NAVIGATOR_H
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#include <filesystem>
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#include "objectid.hpp"
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#include "sharednavmeshcacheitem.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 "objecttransform.hpp"
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#include <components/resource/bulletshape.hpp>
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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 Settings;
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struct AgentBounds;
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struct Stats;
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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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ObjectTransform mTransform;
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ObjectShapes(const osg::ref_ptr<const Resource::BulletShapeInstance>& shapeInstance, const ObjectTransform& transform)
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: mShapeInstance(shapeInstance)
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, mTransform(transform)
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{
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assert(mShapeInstance != nullptr);
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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 ObjectTransform& transform, const osg::Vec3f& connectionStart, const osg::Vec3f& connectionEnd)
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: ObjectShapes(shapeInstance, transform)
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, mConnectionStart(connectionStart)
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, mConnectionEnd(connectionEnd)
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{}
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};
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class UpdateGuard;
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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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virtual std::unique_ptr<const UpdateGuard> makeUpdateGuard() = 0;
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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 agentBounds 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 AgentBounds& agentBounds) = 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 agentBounds allows determine which agent to remove
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*/
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virtual void removeAgent(const AgentBounds& agentBounds) = 0;
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/**
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* @brief setWorldspace should be called before adding object from new worldspace
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* @param worldspace
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*/
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virtual void setWorldspace(std::string_view worldspace, const UpdateGuard* guard) = 0;
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/**
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* @brief updateBounds should be called before adding object from loading cell
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* @param playerPosition corresponds to the bounds center
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*/
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virtual void updateBounds(const osg::Vec3f& playerPosition, const UpdateGuard* guard) = 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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*/
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virtual void addObject(const ObjectId id, const ObjectShapes& shapes, const btTransform& transform,
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const UpdateGuard* guard) = 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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*/
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virtual void addObject(const ObjectId id, const DoorShapes& shapes, const btTransform& transform,
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const UpdateGuard* guard) = 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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*/
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virtual void updateObject(const ObjectId id, const ObjectShapes& shapes, const btTransform& transform,
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const UpdateGuard* guard) = 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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*/
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virtual void updateObject(const ObjectId id, const DoorShapes& shapes, const btTransform& transform,
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const UpdateGuard* guard) = 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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*/
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virtual void removeObject(const ObjectId id, const UpdateGuard* guard) = 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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*/
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virtual void addWater(const osg::Vec2i& cellPosition, int cellSize, float level,
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const UpdateGuard* guard) = 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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*/
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virtual void removeWater(const osg::Vec2i& cellPosition, const UpdateGuard* guard) = 0;
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virtual void addHeightfield(const osg::Vec2i& cellPosition, int cellSize, const HeightfieldShape& shape,
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const UpdateGuard* guard) = 0;
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virtual void removeHeightfield(const osg::Vec2i& cellPosition, const UpdateGuard* guard) = 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, const UpdateGuard* guard) = 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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* @param listener optional listener for a progress bar
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*/
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virtual void wait(WaitConditionType waitConditionType, Loading::Listener* listener) = 0;
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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 AgentBounds& agentBounds) 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<AgentBounds, SharedNavMeshCacheItem> getNavMeshes() const = 0;
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virtual const Settings& getSettings() const = 0;
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virtual Stats getStats() const = 0;
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virtual RecastMeshTiles getRecastMeshTiles() const = 0;
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virtual float getMaxNavmeshAreaRealRadius() const = 0;
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};
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std::unique_ptr<Navigator> makeNavigator(const Settings& settings, const std::filesystem::path& userDataPath);
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std::unique_ptr<Navigator> makeNavigatorStub();
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}
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#endif
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