This commit is contained in:
aozhiwei 2019-11-05 15:22:38 +08:00
parent 9bc053e936
commit 646ec15f5a
4 changed files with 134 additions and 12 deletions

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@ -2,6 +2,7 @@
#include "behaviac/behaviac.h"
#include "navigation.h"
#include "navigation_handle.h"
namespace f8
{
@ -15,6 +16,16 @@ namespace f8
}
f8::NavigationHandle* Navigation::NewNavigation(std::string& unique_str)
{
if (HasNavigation(unique_str)) {
abort();
}
f8::NavigationHandle* handle = new f8::NavigationHandle;
navhandles_[unique_str] = handle;
return handle;
}
f8::NavigationHandle* Navigation::LoadNavigation(const std::string& res_path,
const std::map<int, std::string>& params)
{

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@ -13,6 +13,7 @@ namespace f8
void Init();
void UnInit();
f8::NavigationHandle* NewNavigation(std::string& unique_str);
f8::NavigationHandle* LoadNavigation(const std::string& res_path,
const std::map<int, std::string>& params);
bool HasNavigation(const std::string& res_path);

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@ -4,22 +4,100 @@
namespace f8
{
int NavigationHandle::FindStraightPath(int layer, const a8::Vec3& start, const a8::Vec3& end,
std::vector<a8::Vec3>& path_list)
int NavMeshLayer::FindStraightPath(const a8::Vec3& start, const a8::Vec3& end,
std::vector<a8::Vec3>& path_list)
{
return 0;
}
int NavigationHandle::FindRandomPointAroundCircle(int layer, const a8::Vec3& center_pos,
std::vector<a8::Vec3>& points, int max_points, float max_radius)
int NavMeshLayer::FindRandomPointAroundCircle(const a8::Vec3& center_pos,
std::vector<a8::Vec3>& points,
int max_points, float max_radius)
{
return 0;
}
int NavigationHandle::Raycast(int layer, const a8::Vec3& start, const a8::Vec3& end,
std::vector<a8::Vec3>& hit_points)
int NavMeshLayer::Raycast(const a8::Vec3& start, const a8::Vec3& end,
std::vector<a8::Vec3>& hit_points)
{
return 0;
}
bool NavMeshLayer::AddObstacle(a8::Vec3& pos, const float radius, const float height,
ObstacleRef* obstacle_ref)
{
if (obstacle_ref) {
*obstacle_ref = 0;
}
float p[3];
p[0] = pos.x;
p[1] = pos.y;
p[2] = pos.z;
dtStatus status = tile_cache_->addObstacle(p, radius, height, obstacle_ref);
return status == DT_SUCCESS || status == DT_IN_PROGRESS;
}
bool NavMeshLayer::AddBoxObstacle(a8::Vec3& bmin, a8::Vec3& bmax,
ObstacleRef* obstacle_ref)
{
if (obstacle_ref) {
*obstacle_ref = 0;
}
float pmin[3];
pmin[0] = bmin.x;
pmin[1] = bmin.y;
pmin[2] = bmin.z;
float pmax[3];
pmax[0] = bmax.x;
pmax[1] = bmax.y;
pmax[2] = bmax.z;
dtStatus status = tile_cache_->addBoxObstacle(pmin, pmax, obstacle_ref);
return status == DT_SUCCESS || status == DT_IN_PROGRESS;
}
bool NavMeshLayer::RemoveObstacle(const ObstacleRef& obstacle_ref)
{
dtStatus status = tile_cache_->removeObstacle(obstacle_ref);
return status == DT_SUCCESS || status == DT_IN_PROGRESS;
}
void NavMeshLayer::WaitRebuildOk()
{
while (!Update()) {}
}
bool NavMeshLayer::Update()
{
bool up_to_date = false;
tile_cache_->update(0, navmesh_, &up_to_date);
return up_to_date;
}
NavMeshLayer* NavigationHandle::GetLayer(int layer)
{
auto itr = navmesh_layers_.find(layer);
return itr != navmesh_layers_.end() ? &itr->second : nullptr;
}
void NavigationHandle::WaitRebuildOk()
{
for (auto& pair : navmesh_layers_) {
pair.second.WaitRebuildOk();
}
}
bool NavigationHandle::Update()
{
bool up_to_date = true;
for (auto& pair : navmesh_layers_) {
if (!pair.second.Update() && up_to_date) {
up_to_date = false;
}
}
return up_to_date;
}
}

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@ -2,19 +2,51 @@
#include <a8/vec3.h>
#include "DetourTileCache.h"
class dtTileCache;
class dtNavMesh;
class dtNavMeshQuery;
namespace f8
{
typedef dtObstacleRef ObstacleRef;
class NavMeshLayer
{
public:
int FindStraightPath(const a8::Vec3& start, const a8::Vec3& end,
std::vector<a8::Vec3>& path_list);
int FindRandomPointAroundCircle(const a8::Vec3& center_pos,
std::vector<a8::Vec3>& points, int max_points, float max_radius);
int Raycast(const a8::Vec3& start, const a8::Vec3& end,
std::vector<a8::Vec3>& hit_points);
bool AddObstacle(a8::Vec3& pos, const float radius, const float height, ObstacleRef* obstacle_ref);
bool AddBoxObstacle(a8::Vec3& bmin, a8::Vec3& bmax, ObstacleRef* obstacle_ref);
bool RemoveObstacle(const ObstacleRef& obstacle_ref);
void WaitRebuildOk();
bool Update();
private:
dtNavMesh* navmesh_ = nullptr;
dtTileCache* tile_cache_ = nullptr;
dtNavMeshQuery* navmesh_query_ = nullptr;
};
class NavigationHandle
{
public:
NavigationHandle() {};
~NavigationHandle() {};
int FindStraightPath(int layer, const a8::Vec3& start, const a8::Vec3& end,
std::vector<a8::Vec3>& path_list);
int FindRandomPointAroundCircle(int layer, const a8::Vec3& center_pos,
std::vector<a8::Vec3>& points, int max_points, float max_radius);
int Raycast(int layer, const a8::Vec3& start, const a8::Vec3& end,
std::vector<a8::Vec3>& hit_points);
NavMeshLayer* GetLayer(int layer);
void WaitRebuildOk();
bool Update();
private:
std::map<int, NavMeshLayer> navmesh_layers_;
};
}