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https://github.com/recastnavigation/recastnavigation.git
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131 lines
3.6 KiB
C++
131 lines
3.6 KiB
C++
//
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// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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//
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#pragma once
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#include "DetourCrowd.h"
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#include "Sample.h"
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#include "ValueHistory.h"
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struct CrowdToolParams
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{
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bool showCorners = false;
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bool showCollisionSegments = false;
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bool showPath = false;
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bool showVO = false;
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bool showOpt = false;
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bool showNeighbors = false;
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bool showLabels = false;
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bool showGrid = false;
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bool showNodes = false;
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bool showPerfGraph = false;
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bool showDetailAll = false;
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bool anticipateTurns = true;
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bool optimizeVis = true;
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bool optimizeTopo = true;
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bool obstacleAvoidance = true;
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int obstacleAvoidanceType = 1;
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bool separation = false;
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float separationWeight = 2.0f;
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};
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/// Tool to create crowds.
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class CrowdToolState : public SampleToolState
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{
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Sample* sample = nullptr;
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float targetPosition[3]{};
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dtPolyRef targetPolyRef{0};
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dtCrowdAgentDebugInfo agentDebug;
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dtObstacleAvoidanceDebugData* obstacleAvoidanceDebugData = nullptr;
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static constexpr int AGENT_MAX_TRAIL = 64;
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static constexpr int MAX_AGENTS = 128;
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struct AgentTrail
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{
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float trail[AGENT_MAX_TRAIL * 3];
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int htrail;
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};
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AgentTrail trails[MAX_AGENTS];
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ValueHistory crowdTotalTime;
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ValueHistory crowdSampleCount;
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CrowdToolParams toolParams;
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bool run = true;
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public:
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CrowdToolState();
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CrowdToolState(const CrowdToolState&) = delete;
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CrowdToolState(const CrowdToolState&&) = delete;
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CrowdToolState& operator=(const CrowdToolState&) = delete;
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CrowdToolState& operator=(const CrowdToolState&&) = delete;
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~CrowdToolState() override;
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void init(Sample* newSample) override;
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void reset() override;
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void handleRender() override;
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void handleRenderOverlay(double* proj, double* model, int* view) override;
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void handleUpdate(float dt) override;
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[[nodiscard]] bool isRunning() const { return run; }
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void setRunning(const bool s) { run = s; }
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void addAgent(const float* pos);
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void removeAgent(int idx);
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void highlightAgent(int idx);
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void updateAgentParams();
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int hitTestAgents(const float* s, const float* p);
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void setMoveTarget(const float* p, bool adjust);
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void updateTick(float dt);
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CrowdToolParams* getToolParams() { return &toolParams; }
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};
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class CrowdTool : public SampleTool
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{
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Sample* sample = nullptr;
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CrowdToolState* state = nullptr;
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enum class ToolMode : uint8_t
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{
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CREATE,
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MOVE_TARGET,
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SELECT,
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TOGGLE_POLYS
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};
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ToolMode mode = ToolMode::CREATE;
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public:
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SampleToolType type() override { return SampleToolType::CROWD; }
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void init(Sample* sample) override;
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void reset() override;
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void handleMenu() override;
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void handleClick(const float* s, const float* p, bool shift) override;
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void handleToggle() override;
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void handleStep() override;
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void handleUpdate(float dt) override;
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void handleRender() override;
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void handleRenderOverlay(double* proj, double* model, int* view) override;
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};
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