// // Copyright (c) 2009-2010 Mikko Mononen memon@inside.org // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // 3. This notice may not be removed or altered from any source distribution. // #pragma once #include "SampleInterfaces.h" #include class Sample; class InputGeom; class dtNavMesh; class dtNavMeshQuery; class dtCrowd; /// Tool types. enum class SampleToolType : uint8_t { NONE = 0, TILE_EDIT, TILE_HIGHLIGHT, TEMP_OBSTACLE, NAVMESH_TESTER, NAVMESH_PRUNE, OFFMESH_CONNECTION, CONVEX_VOLUME, CROWD, MAX_TOOLS }; extern const char* toolNames[]; /// These are just sample areas to use consistent values across the samples. /// The use should specify these base on his needs. enum SamplePolyAreas { SAMPLE_POLYAREA_GROUND, SAMPLE_POLYAREA_WATER, SAMPLE_POLYAREA_ROAD, SAMPLE_POLYAREA_DOOR, SAMPLE_POLYAREA_GRASS, SAMPLE_POLYAREA_JUMP }; enum SamplePolyFlags { SAMPLE_POLYFLAGS_WALK = 1 << 0, // 0x01, // Ability to walk (ground, grass, road) SAMPLE_POLYFLAGS_SWIM = 1 << 1, // 0x02, // Ability to swim (water). SAMPLE_POLYFLAGS_DOOR = 1 << 2, // 0x04, // Ability to move through doors. SAMPLE_POLYFLAGS_JUMP = 1 << 3, // 0x08, // Ability to jump. SAMPLE_POLYFLAGS_DISABLED = 1 << 4, // 0x10, // Disabled polygon SAMPLE_POLYFLAGS_ALL = ~0 // 0xff // All abilities. }; enum class SamplePartitionType : uint8_t { WATERSHED, MONOTONE, LAYERS }; class SampleDebugDraw : public DebugDrawGL { public: unsigned int areaToCol(unsigned int area) override; }; struct SampleTool { virtual ~SampleTool() = default; virtual SampleToolType type() = 0; virtual void init(Sample* sample) = 0; virtual void reset() = 0; virtual void singleStep() = 0; virtual void update(float dt) = 0; virtual void render() = 0; virtual void drawMenuUI() = 0; virtual void drawOverlayUI() = 0; virtual void onClick(const float* rayStartPos, const float* rayHitPos, bool shift) = 0; virtual void onToggle() = 0; }; struct SampleToolState { virtual ~SampleToolState() = default; virtual void init(Sample* sample) = 0; virtual void update(float dt) = 0; virtual void reset() = 0; virtual void render() = 0; virtual void renderOverlay() = 0; }; class Sample { public: InputGeom* inputGeometry = nullptr; dtNavMesh* navMesh = nullptr; dtNavMeshQuery* navQuery = nullptr; dtCrowd* crowd = nullptr; SampleDebugDraw debugDraw; unsigned char navMeshDrawFlags; float cellSize; float cellHeight; float agentHeight; float agentRadius; float agentMaxClimb; float agentMaxSlope; float regionMinSize; float regionMergeSize; float edgeMaxLen; float edgeMaxError; int vertsPerPoly; float detailSampleDist; float detailSampleMaxError; SamplePartitionType partitionType = SamplePartitionType::WATERSHED; bool filterLowHangingObstacles = true; bool filterLedgeSpans = true; bool filterWalkableLowHeightSpans = true; SampleTool* tool = nullptr; SampleToolState* toolStates[static_cast(SampleToolType::MAX_TOOLS)] = {}; BuildContext* buildContext = nullptr; dtNavMesh* loadAll(const char* path); void saveAll(const char* path, const dtNavMesh* mesh); Sample(); virtual ~Sample(); Sample(const Sample&) = delete; Sample(const Sample&&) = delete; Sample& operator=(const Sample&) = delete; Sample& operator=(const Sample&&) = delete; void setTool(SampleTool* tool); virtual void drawSettingsUI(); virtual void drawToolsUI(); virtual void drawDebugUI(); virtual void onClick(const float* rayStartPos, const float* rayHitPos, bool shift); virtual void onToggle(); virtual void singleStep(); virtual void render(); virtual void renderOverlay(); virtual void onMeshChanged(InputGeom* geom); virtual bool build(); virtual void update(float dt); virtual void collectSettings(struct BuildSettings& settings); void updateToolStates(float dt) const; void initToolStates(Sample* sample) const; void resetToolStates() const; void renderToolStates() const; void renderOverlayToolStates() const; void resetCommonSettings(); void drawCommonSettingsUI(); };