Removed stat and tile navmeshes. Fixed examples.

This commit is contained in:
Mikko Mononen
2009-12-04 07:27:53 +00:00
parent 6a00efb936
commit e4239a3bdf
26 changed files with 978 additions and 5716 deletions

View File

@@ -17,57 +17,10 @@
//
#include "DetourDebugDraw.h"
#include "DetourStatNavMesh.h"
#include "DetourTileNavMesh.h"
#include "DetourNavMesh.h"
#include "SDL.h"
#include "SDL_opengl.h"
void dtDebugDrawStatNavMeshPoly(const dtStatNavMesh* mesh, dtStatPolyRef ref, const float* col)
{
int idx = mesh->getPolyIndexByRef(ref);
if (idx == -1) return;
glColor4f(col[0],col[1],col[2],0.25f);
if (mesh->getPolyDetailCount())
{
const dtStatPoly* p = mesh->getPoly(idx);
const dtStatPolyDetail* pd = mesh->getPolyDetail(idx);
glBegin(GL_TRIANGLES);
for (int j = 0; j < pd->ntris; ++j)
{
const unsigned char* t = mesh->getDetailTri(pd->tbase+j);
for (int k = 0; k < 3; ++k)
{
if (t[k] < p->nv)
glVertex3fv(mesh->getVertex(p->v[t[k]]));
else
glVertex3fv(mesh->getDetailVertex(pd->vbase+(t[k]-p->nv)));
}
}
glEnd();
}
else
{
const dtStatPoly* p = mesh->getPoly(idx);
glBegin(GL_TRIANGLES);
unsigned short vi[3];
for (int j = 2; j < (int)p->nv; ++j)
{
vi[0] = p->v[0];
vi[1] = p->v[j-1];
vi[2] = p->v[j];
for (int k = 0; k < 3; ++k)
{
const float* v = mesh->getVertex(vi[k]);
glVertex3f(v[0], v[1]+0.2f, v[2]);
}
}
glEnd();
}
}
static void drawBoxWire(float minx, float miny, float minz, float maxx, float maxy, float maxz, const float* col)
{
glColor4fv(col);
@@ -103,32 +56,6 @@ static void drawBoxWire(float minx, float miny, float minz, float maxx, float ma
glVertex3f(minx, maxy, maxz);
}
void dtDebugDrawStatNavMeshBVTree(const dtStatNavMesh* mesh)
{
const float col[] = { 1,1,1,0.5f };
const dtStatNavMeshHeader* hdr = mesh->getHeader();
const dtStatBVNode* nodes = mesh->getBvTreeNodes();
int nnodes = mesh->getBvTreeNodeCount();
glBegin(GL_LINES);
for (int i = 0; i < nnodes; ++i)
{
const dtStatBVNode* n = &nodes[i];
if (n->i < 0) // Leaf indices are positive.
continue;
drawBoxWire(hdr->bmin[0] + n->bmin[0]*hdr->cs,
hdr->bmin[1] + n->bmin[1]*hdr->cs,
hdr->bmin[2] + n->bmin[2]*hdr->cs,
hdr->bmin[0] + n->bmax[0]*hdr->cs,
hdr->bmin[1] + n->bmax[1]*hdr->cs,
hdr->bmin[2] + n->bmax[2]*hdr->cs, col);
}
glEnd();
}
static float distancePtLine2d(const float* pt, const float* p, const float* q)
{
float pqx = q[0] - p[0];
@@ -143,363 +70,6 @@ static float distancePtLine2d(const float* pt, const float* p, const float* q)
return dx*dx + dz*dz;
}
static void drawStatMeshPolyBoundaries(const dtStatNavMesh* mesh, bool inner)
{
static const float thr = 0.01f*0.01f;
glBegin(GL_LINES);
for (int i = 0; i < mesh->getPolyCount(); ++i)
{
const dtStatPoly* p = mesh->getPoly(i);
const dtStatPolyDetail* pd = mesh->getPolyDetail(i);
for (int j = 0, nj = (int)p->nv; j < nj; ++j)
{
if (inner)
{
// Skip non-connected edges.
if (p->n[j] == 0) continue;
}
else
{
// Skip connected edges.
if (p->n[j] != 0) continue;
}
const float* v0 = mesh->getVertex(p->v[j]);
const float* v1 = mesh->getVertex(p->v[(j+1) % nj]);
// Draw detail mesh edges which align with the actual poly edge.
// This is really slow.
for (int k = 0; k < pd->ntris; ++k)
{
const unsigned char* t = mesh->getDetailTri(pd->tbase+k);
const float* tv[3];
for (int m = 0; m < 3; ++m)
{
if (t[m] < p->nv)
tv[m] = mesh->getVertex(p->v[t[m]]);
else
tv[m] = mesh->getDetailVertex(pd->vbase+(t[m]-p->nv));
}
for (int m = 0, n = 2; m < 3; n=m++)
{
if (((t[3] >> (n*2)) & 0x3) == 0) continue; // Skip inner edges.
if (distancePtLine2d(tv[n],v0,v1) < thr &&
distancePtLine2d(tv[m],v0,v1) < thr)
{
glVertex3fv(tv[n]);
glVertex3fv(tv[m]);
}
}
}
}
}
glEnd();
}
void dtDebugDrawStatNavMesh(const dtStatNavMesh* mesh, bool drawClosedList)
{
glBegin(GL_TRIANGLES);
for (int i = 0; i < mesh->getPolyDetailCount(); ++i)
{
const dtStatPoly* p = mesh->getPoly(i);
const dtStatPolyDetail* pd = mesh->getPolyDetail(i);
if (drawClosedList && mesh->isInClosedList(i+1))
glColor4ub(255,196,0,64);
else
glColor4ub(0,196,255,64);
for (int j = 0; j < pd->ntris; ++j)
{
const unsigned char* t = mesh->getDetailTri(pd->tbase+j);
for (int k = 0; k < 3; ++k)
{
if (t[k] < p->nv)
glVertex3fv(mesh->getVertex(p->v[t[k]]));
else
glVertex3fv(mesh->getDetailVertex(pd->vbase+(t[k]-p->nv)));
}
}
}
glEnd();
// Draw inter poly boundaries
glColor4ub(0,48,64,32);
glLineWidth(1.5f);
drawStatMeshPolyBoundaries(mesh, true);
// Draw outer poly boundaries
glLineWidth(2.5f);
glColor4ub(0,48,64,220);
drawStatMeshPolyBoundaries(mesh, false);
glLineWidth(1.0f);
glPointSize(3.0f);
glColor4ub(0,0,0,196);
glBegin(GL_POINTS);
for (int i = 0; i < mesh->getVertexCount(); ++i)
{
const float* v = mesh->getVertex(i);
glVertex3f(v[0], v[1], v[2]);
}
glEnd();
glPointSize(1.0f);
}
static void drawTilePolyBoundaries(const dtTileHeader* header, bool inner)
{
static const float thr = 0.01f*0.01f;
glBegin(GL_LINES);
for (int i = 0; i < header->npolys; ++i)
{
const dtTilePoly* p = &header->polys[i];
const dtTilePolyDetail* pd = &header->dmeshes[i];
for (int j = 0, nj = (int)p->nv; j < nj; ++j)
{
if (inner)
{
if (p->n[j] == 0) continue;
if (p->n[j] & 0x8000)
{
bool con = false;
for (int k = 0; k < p->nlinks; ++k)
{
if (header->links[p->links+k].e == j)
{
con = true;
break;
}
}
if (con)
glColor4ub(255,255,255,128);
else
glColor4ub(0,0,0,128);
}
else
glColor4ub(0,48,64,32);
}
else
{
if (p->n[j] != 0) continue;
}
const float* v0 = &header->verts[p->v[j]*3];
const float* v1 = &header->verts[p->v[(j+1)%nj]*3];
// Draw detail mesh edges which align with the actual poly edge.
// This is really slow.
for (int k = 0; k < pd->ntris; ++k)
{
const unsigned char* t = &header->dtris[(pd->tbase+k)*4];
const float* tv[3];
for (int m = 0; m < 3; ++m)
{
if (t[m] < p->nv)
tv[m] = &header->verts[p->v[t[m]]*3];
else
tv[m] = &header->dverts[(pd->vbase+(t[m]-p->nv))*3];
}
for (int m = 0, n = 2; m < 3; n=m++)
{
if (((t[3] >> (n*2)) & 0x3) == 0) continue; // Skip inner detail edges.
if (distancePtLine2d(tv[n],v0,v1) < thr &&
distancePtLine2d(tv[m],v0,v1) < thr)
{
glVertex3fv(tv[n]);
glVertex3fv(tv[m]);
}
}
}
}
}
glEnd();
}
static void drawTile(const dtTileHeader* header)
{
glBegin(GL_TRIANGLES);
for (int i = 0; i < header->npolys; ++i)
{
const dtTilePoly* p = &header->polys[i];
const dtTilePolyDetail* pd = &header->dmeshes[i];
glColor4ub(0,196,255,64);
for (int j = 0; j < pd->ntris; ++j)
{
const unsigned char* t = &header->dtris[(pd->tbase+j)*4];
for (int k = 0; k < 3; ++k)
{
if (t[k] < p->nv)
glVertex3fv(&header->verts[p->v[t[k]]*3]);
else
glVertex3fv(&header->dverts[(pd->vbase+t[k]-p->nv)*3]);
}
}
}
glEnd();
// Draw inter poly boundaries
glColor4ub(0,48,64,32);
glLineWidth(1.5f);
drawTilePolyBoundaries(header, true);
// Draw outer poly boundaries
glLineWidth(2.5f);
glColor4ub(0,48,64,220);
drawTilePolyBoundaries(header, false);
glLineWidth(1.0f);
glPointSize(3.0f);
glColor4ub(0,0,0,196);
glBegin(GL_POINTS);
for (int i = 0; i < header->nverts; ++i)
{
const float* v = &header->verts[i*3];
glVertex3f(v[0], v[1], v[2]);
}
glEnd();
glPointSize(1.0f);
// Draw portals
/* glBegin(GL_LINES);
for (int i = 0; i < header->nportals[0]; ++i)
{
const dtTilePortal* p = &header->portals[0][i];
if (p->ncon)
glColor4ub(255,255,255,192);
else
glColor4ub(255,0,0,64);
glVertex3f(header->bmax[0]-0.1f, p->bmin[1], p->bmin[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmax[1], p->bmin[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmax[1], p->bmin[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmax[1], p->bmax[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmax[1], p->bmax[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmin[1], p->bmax[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmin[1], p->bmax[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmin[1], p->bmin[0]);
}
for (int i = 0; i < header->nportals[1]; ++i)
{
const dtTilePortal* p = &header->portals[1][i];
if (p->ncon)
glColor4ub(255,255,255,192);
else
glColor4ub(255,0,0,64);
glVertex3f(p->bmin[0], p->bmin[1], header->bmax[2]-0.1f);
glVertex3f(p->bmin[0], p->bmax[1], header->bmax[2]-0.1f);
glVertex3f(p->bmin[0], p->bmax[1], header->bmax[2]-0.1f);
glVertex3f(p->bmax[0], p->bmax[1], header->bmax[2]-0.1f);
glVertex3f(p->bmax[0], p->bmax[1], header->bmax[2]-0.1f);
glVertex3f(p->bmax[0], p->bmin[1], header->bmax[2]-0.1f);
glVertex3f(p->bmax[0], p->bmin[1], header->bmax[2]-0.1f);
glVertex3f(p->bmin[0], p->bmin[1], header->bmax[2]-0.1f);
}
for (int i = 0; i < header->nportals[2]; ++i)
{
const dtTilePortal* p = &header->portals[2][i];
if (p->ncon)
glColor4ub(255,255,255,192);
else
glColor4ub(255,0,0,64);
glVertex3f(header->bmin[0]+0.1f, p->bmin[1], p->bmin[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmax[1], p->bmin[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmax[1], p->bmin[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmax[1], p->bmax[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmax[1], p->bmax[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmin[1], p->bmax[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmin[1], p->bmax[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmin[1], p->bmin[0]);
}
for (int i = 0; i < header->nportals[3]; ++i)
{
const dtTilePortal* p = &header->portals[3][i];
if (p->ncon)
glColor4ub(255,255,255,192);
else
glColor4ub(255,0,0,64);
glVertex3f(p->bmin[0], p->bmin[1], header->bmin[2]+0.1f);
glVertex3f(p->bmin[0], p->bmax[1], header->bmin[2]+0.1f);
glVertex3f(p->bmin[0], p->bmax[1], header->bmin[2]+0.1f);
glVertex3f(p->bmax[0], p->bmax[1], header->bmin[2]+0.1f);
glVertex3f(p->bmax[0], p->bmax[1], header->bmin[2]+0.1f);
glVertex3f(p->bmax[0], p->bmin[1], header->bmin[2]+0.1f);
glVertex3f(p->bmax[0], p->bmin[1], header->bmin[2]+0.1f);
glVertex3f(p->bmin[0], p->bmin[1], header->bmin[2]+0.1f);
}
glEnd();*/
}
void dtDebugDrawTiledNavMesh(const dtTiledNavMesh* mesh)
{
if (!mesh) return;
for (int i = 0; i < DT_MAX_TILES; ++i)
{
const dtTile* tile = mesh->getTile(i);
if (!tile->header) continue;
drawTile(tile->header);
}
}
void dtDebugDrawTiledNavMeshPoly(const dtTiledNavMesh* mesh, dtTilePolyRef ref, const float* col)
{
unsigned int salt, it, ip;
dtDecodeTileId(ref, salt, it, ip);
if (it >= DT_MAX_TILES) return;
const dtTile* tile = mesh->getTile(it);
if (tile->salt != salt || tile->header == 0) return;
const dtTileHeader* header = tile->header;
if (ip >= (unsigned int)header->npolys) return;
glColor4f(col[0],col[1],col[2],0.25f);
const dtTilePoly* p = &header->polys[ip];
const dtTilePolyDetail* pd = &header->dmeshes[ip];
glBegin(GL_TRIANGLES);
for (int i = 0; i < pd->ntris; ++i)
{
const unsigned char* t = &header->dtris[(pd->tbase+i)*4];
for (int j = 0; j < 3; ++j)
{
if (t[j] < p->nv)
glVertex3fv(&header->verts[p->v[t[j]]*3]);
else
glVertex3fv(&header->dverts[(pd->vbase+t[j]-p->nv)*3]);
}
}
glEnd();
}
static void drawPolyBoundaries(const dtMeshHeader* header, bool inner)
{
static const float thr = 0.01f*0.01f;
@@ -626,26 +196,6 @@ static void drawMeshTile(const dtNavMesh* mesh, const dtMeshTile* tile, bool dra
glEnd();
glPointSize(1.0f);
/*
// Draw BV nodes.
const float col[] = { 1,1,1,0.5f };
const float cs = 1.0f / header->bvquant;
glBegin(GL_LINES);
for (int i = 0; i < header->nbvtree; ++i)
{
const dtBVNode* n = &header->bvtree[i];
if (n->i < 0) // Leaf indices are positive.
continue;
drawBoxWire(header->bmin[0] + n->bmin[0]*cs,
header->bmin[1] + n->bmin[1]*cs,
header->bmin[2] + n->bmin[2]*cs,
header->bmin[0] + n->bmax[0]*cs,
header->bmin[1] + n->bmax[1]*cs,
header->bmin[2] + n->bmax[2]*cs, col);
}
glEnd();
*/
// Draw portals
/* glBegin(GL_LINES);
@@ -741,6 +291,121 @@ void dtDebugDrawNavMesh(const dtNavMesh* mesh, bool drawClosedList)
}
static void drawMeshTileBVTree(const dtNavMesh* mesh, const dtMeshTile* tile)
{
const dtMeshHeader* header = tile->header;
// Draw BV nodes.
const float col[] = { 1,1,1,0.5f };
const float cs = 1.0f / header->bvquant;
glBegin(GL_LINES);
for (int i = 0; i < header->nbvtree; ++i)
{
const dtBVNode* n = &header->bvtree[i];
if (n->i < 0) // Leaf indices are positive.
continue;
drawBoxWire(header->bmin[0] + n->bmin[0]*cs,
header->bmin[1] + n->bmin[1]*cs,
header->bmin[2] + n->bmin[2]*cs,
header->bmin[0] + n->bmax[0]*cs,
header->bmin[1] + n->bmax[1]*cs,
header->bmin[2] + n->bmax[2]*cs, col);
}
glEnd();
// Draw portals
/* glBegin(GL_LINES);
for (int i = 0; i < header->nportals[0]; ++i)
{
const dtTilePortal* p = &header->portals[0][i];
if (p->ncon)
glColor4ub(255,255,255,192);
else
glColor4ub(255,0,0,64);
glVertex3f(header->bmax[0]-0.1f, p->bmin[1], p->bmin[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmax[1], p->bmin[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmax[1], p->bmin[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmax[1], p->bmax[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmax[1], p->bmax[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmin[1], p->bmax[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmin[1], p->bmax[0]);
glVertex3f(header->bmax[0]-0.1f, p->bmin[1], p->bmin[0]);
}
for (int i = 0; i < header->nportals[1]; ++i)
{
const dtTilePortal* p = &header->portals[1][i];
if (p->ncon)
glColor4ub(255,255,255,192);
else
glColor4ub(255,0,0,64);
glVertex3f(p->bmin[0], p->bmin[1], header->bmax[2]-0.1f);
glVertex3f(p->bmin[0], p->bmax[1], header->bmax[2]-0.1f);
glVertex3f(p->bmin[0], p->bmax[1], header->bmax[2]-0.1f);
glVertex3f(p->bmax[0], p->bmax[1], header->bmax[2]-0.1f);
glVertex3f(p->bmax[0], p->bmax[1], header->bmax[2]-0.1f);
glVertex3f(p->bmax[0], p->bmin[1], header->bmax[2]-0.1f);
glVertex3f(p->bmax[0], p->bmin[1], header->bmax[2]-0.1f);
glVertex3f(p->bmin[0], p->bmin[1], header->bmax[2]-0.1f);
}
for (int i = 0; i < header->nportals[2]; ++i)
{
const dtTilePortal* p = &header->portals[2][i];
if (p->ncon)
glColor4ub(255,255,255,192);
else
glColor4ub(255,0,0,64);
glVertex3f(header->bmin[0]+0.1f, p->bmin[1], p->bmin[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmax[1], p->bmin[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmax[1], p->bmin[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmax[1], p->bmax[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmax[1], p->bmax[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmin[1], p->bmax[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmin[1], p->bmax[0]);
glVertex3f(header->bmin[0]+0.1f, p->bmin[1], p->bmin[0]);
}
for (int i = 0; i < header->nportals[3]; ++i)
{
const dtTilePortal* p = &header->portals[3][i];
if (p->ncon)
glColor4ub(255,255,255,192);
else
glColor4ub(255,0,0,64);
glVertex3f(p->bmin[0], p->bmin[1], header->bmin[2]+0.1f);
glVertex3f(p->bmin[0], p->bmax[1], header->bmin[2]+0.1f);
glVertex3f(p->bmin[0], p->bmax[1], header->bmin[2]+0.1f);
glVertex3f(p->bmax[0], p->bmax[1], header->bmin[2]+0.1f);
glVertex3f(p->bmax[0], p->bmax[1], header->bmin[2]+0.1f);
glVertex3f(p->bmax[0], p->bmin[1], header->bmin[2]+0.1f);
glVertex3f(p->bmax[0], p->bmin[1], header->bmin[2]+0.1f);
glVertex3f(p->bmin[0], p->bmin[1], header->bmin[2]+0.1f);
}
glEnd();*/
}
void dtDebugDrawNavMeshBVTree(const dtNavMesh* mesh)
{
if (!mesh) return;
for (int i = 0; i < mesh->getMaxTiles(); ++i)
{
const dtMeshTile* tile = mesh->getTile(i);
if (!tile->header) continue;
drawMeshTileBVTree(mesh, tile);
}
}
void dtDebugDrawNavMeshPoly(const dtNavMesh* mesh, dtPolyRef ref, const float* col)
{