mirror of https://github.com/axmolengine/axmol.git
409 lines
11 KiB
C++
409 lines
11 KiB
C++
/****************************************************************************
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Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "navmesh/CCNavMeshAgent.h"
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#if CC_USE_NAVMESH
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#include "navmesh/CCNavMesh.h"
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#include "recast/DetourCrowd/DetourCrowd.h"
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#include "2d/CCNode.h"
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#include "2d/CCScene.h"
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#include <algorithm>
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NS_CC_BEGIN
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NavMeshAgentParam::NavMeshAgentParam()
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: radius(0.6f)
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, height(2.0f)
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, maxAcceleration(8.0f)
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, maxSpeed(3.5f)
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, collisionQueryRange(radius * 12.0f)
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, pathOptimizationRange(radius * 30.0f)
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, updateFlags(DT_CROWD_ANTICIPATE_TURNS | DT_CROWD_OPTIMIZE_VIS | DT_CROWD_OPTIMIZE_TOPO | DT_CROWD_OBSTACLE_AVOIDANCE)
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, obstacleAvoidanceType(3)
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, separationWeight(2.0f)
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, queryFilterType(0)
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{
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}
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NavMeshAgent* NavMeshAgent::create(const NavMeshAgentParam ¶m)
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{
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auto ref = new (std::nothrow) NavMeshAgent();
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if (ref && ref->initWith(param))
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{
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ref->autorelease();
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return ref;
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}
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CC_SAFE_DELETE(ref);
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return nullptr;
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}
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const std::string& NavMeshAgent::getNavMeshAgentComponentName()
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{
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static std::string comName = "___NavMeshAgentComponent___";
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return comName;
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}
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cocos2d::NavMeshAgent::NavMeshAgent()
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: _agentID(-1)
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, _needAutoOrientation(true)
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, _crowd(nullptr)
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, _needUpdateAgent(true)
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, _needMove(false)
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, _navMeshQuery(nullptr)
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, _rotRefAxes(Vec3::UNIT_Z)
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, _totalTimeAfterMove(0.0f)
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, _userData(nullptr)
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, _state(DT_CROWDAGENT_STATE_WALKING)
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, _syncFlag(NODE_AND_NODE)
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{
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}
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cocos2d::NavMeshAgent::~NavMeshAgent()
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{
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}
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bool NavMeshAgent::initWith(const NavMeshAgentParam ¶m)
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{
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_param = param;
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setName(getNavMeshAgentComponentName());
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return true;
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}
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void cocos2d::NavMeshAgent::setNavMeshQuery(dtNavMeshQuery *query)
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{
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_navMeshQuery = query;
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}
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void cocos2d::NavMeshAgent::removeFrom(dtCrowd *crowed)
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{
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crowed->removeAgent(_agentID);
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_crowd = nullptr;
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_agentID = -1;
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}
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void cocos2d::NavMeshAgent::addTo(dtCrowd *crowed)
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{
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_crowd = crowed;
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dtCrowdAgentParams ap;
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convertTodtAgentParam(_param, ap);
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Mat4 mat = _owner->getNodeToWorldTransform();
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_agentID = _crowd->addAgent(&mat.m[12], &ap);
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}
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void cocos2d::NavMeshAgent::convertTodtAgentParam(const NavMeshAgentParam &inParam, dtCrowdAgentParams &outParam)
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{
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memset(&outParam, 0, sizeof(outParam));
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outParam.collisionQueryRange = inParam.collisionQueryRange;
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outParam.height = inParam.height;
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outParam.maxAcceleration = inParam.maxAcceleration;
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outParam.maxSpeed = inParam.maxSpeed;
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outParam.obstacleAvoidanceType = inParam.obstacleAvoidanceType;
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outParam.pathOptimizationRange = inParam.pathOptimizationRange;
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outParam.queryFilterType = inParam.queryFilterType;
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outParam.radius = inParam.radius;
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outParam.separationWeight = inParam.separationWeight;
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outParam.updateFlags = inParam.updateFlags;
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}
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void cocos2d::NavMeshAgent::onExit()
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{
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if (_agentID == -1) return;
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Component::onExit();
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auto scene = _owner->getScene();
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if (scene && scene->getNavMesh()){
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scene->getNavMesh()->removeNavMeshAgent(this);
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}
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}
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void cocos2d::NavMeshAgent::onEnter()
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{
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if (_agentID != -1) return;
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Component::onEnter();
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auto scene = _owner->getScene();
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if (scene && scene->getNavMesh()){
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scene->getNavMesh()->addNavMeshAgent(this);
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}
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}
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float NavMeshAgent::getMaxSpeed() const
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{
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return _param.maxSpeed;
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}
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void NavMeshAgent::setSeparationWeight(float weight)
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{
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_param.separationWeight = weight;
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_needUpdateAgent = true;
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}
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float NavMeshAgent::getSeparationWeight() const
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{
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return _param.separationWeight;
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}
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void cocos2d::NavMeshAgent::setObstacleAvoidanceType(unsigned char type)
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{
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_param.obstacleAvoidanceType = type;
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_needUpdateAgent = true;
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}
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unsigned char NavMeshAgent::getObstacleAvoidanceType() const
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{
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return _param.obstacleAvoidanceType;
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}
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Vec3 NavMeshAgent::getCurrentVelocity() const
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{
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if (_crowd){
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auto agent = _crowd->getAgent(_agentID);
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if (agent){
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return Vec3(agent->vel[0], agent->vel[1], agent->vel[2]);
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}
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}
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return Vec3::ZERO;
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}
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void NavMeshAgent::setMaxSpeed(float maxSpeed)
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{
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_param.maxSpeed = maxSpeed;
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_needUpdateAgent = true;
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}
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float NavMeshAgent::getMaxAcceleration() const
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{
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return _param.maxAcceleration;
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}
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void NavMeshAgent::setMaxAcceleration(float maxAcceleration)
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{
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_param.maxAcceleration = maxAcceleration;
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_needUpdateAgent = true;
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}
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float NavMeshAgent::getHeight() const
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{
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return _param.height;
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}
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void NavMeshAgent::setHeight(float height)
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{
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_param.height = height;
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_needUpdateAgent = true;
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}
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float NavMeshAgent::getRadius() const
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{
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return _param.radius;
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}
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void NavMeshAgent::setRadius(float radius)
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{
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_param.radius = radius;
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_needUpdateAgent = true;
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}
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void NavMeshAgent::move(const Vec3 &destination, const MoveCallback &callback)
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{
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_destination = destination;
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_moveCallback = callback;
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_needMove = true;
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_needUpdateAgent = true;
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}
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OffMeshLinkData NavMeshAgent::getCurrentOffMeshLinkData()
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{
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OffMeshLinkData data;
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if (_crowd && isOnOffMeshLink()){
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auto agentAnim = _crowd->getEditableAgentAnim(_agentID);
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if (agentAnim){
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Mat4 mat;
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if (_owner && _owner->getParent())
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mat = _owner->getParent()->getWorldToNodeTransform();
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mat.transformPoint(agentAnim->startPos, &data.startPosition);
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mat.transformPoint(agentAnim->endPos, &data.endPosition);
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}
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}
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return data;
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}
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bool NavMeshAgent::isOnOffMeshLink()
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{
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return _state == DT_CROWDAGENT_STATE_OFFMESH;
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}
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void cocos2d::NavMeshAgent::completeOffMeshLink()
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{
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if (_crowd && isOnOffMeshLink()){
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_state = DT_CROWDAGENT_STATE_WALKING;
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_needUpdateAgent = true;
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}
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}
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void NavMeshAgent::setAutoTraverseOffMeshLink(bool isAuto)
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{
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if (_crowd && isOnOffMeshLink()){
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auto agentAnim = _crowd->getEditableAgentAnim(_agentID);
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if (agentAnim){
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agentAnim->active = isAuto;
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}
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}
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}
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void NavMeshAgent::stop()
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{
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if (_state != DT_CROWDAGENT_STATE_INVALID) return;
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_state = DT_CROWDAGENT_STATE_INVALID;
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_needUpdateAgent = true;
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}
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void NavMeshAgent::setOrientationRefAxes(const Vec3 &rotRefAxes)
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{
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_rotRefAxes = rotRefAxes;
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}
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void cocos2d::NavMeshAgent::setAutoOrientation(bool isAuto)
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{
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_needAutoOrientation = isAuto;
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}
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void NavMeshAgent::resume()
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{
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if (_state != DT_CROWDAGENT_STATE_INVALID) return;
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_state = DT_CROWDAGENT_STATE_WALKING;
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_needUpdateAgent = true;
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}
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void NavMeshAgent::pause()
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{
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if (_state == DT_CROWDAGENT_STATE_INVALID) return;
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_state = DT_CROWDAGENT_STATE_INVALID;
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_needUpdateAgent = true;
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}
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void NavMeshAgent::preUpdate(float delta)
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{
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if (_state != DT_CROWDAGENT_STATE_INVALID)
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_totalTimeAfterMove += delta;
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if (_moveCallback && _state != DT_CROWDAGENT_STATE_INVALID)
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_moveCallback(this, _totalTimeAfterMove);
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if ((_syncFlag & NODE_TO_AGENT) != 0)
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syncToAgent();
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if (_needMove && _crowd && _navMeshQuery){
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if (_state == DT_CROWDAGENT_STATE_OFFMESH) return;
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_state = DT_CROWDAGENT_STATE_WALKING;
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_totalTimeAfterMove = 0.0f;
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dtPolyRef pRef = 0;
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float nearestPos[3];
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_navMeshQuery->findNearestPoly(&_destination.x, _crowd->getQueryExtents(), _crowd->getFilter(0), &pRef, nearestPos);
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_crowd->requestMoveTarget(_agentID, pRef, nearestPos);
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_needMove = false;
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}
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}
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void NavMeshAgent::postUpdate(float delta)
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{
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if ((_syncFlag & AGENT_TO_NODE) != 0)
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syncToNode();
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}
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void NavMeshAgent::syncToNode()
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{
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const dtCrowdAgent *agent = nullptr;
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if (_crowd){
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agent = _crowd->getAgent(_agentID);
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}
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if (agent){
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Mat4 wtop;
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Vec3 pos;
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if (_owner->getParent())
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wtop = _owner->getParent()->getWorldToNodeTransform();
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wtop.transformPoint(Vec3(agent->npos[0], agent->npos[1], agent->npos[2]), &pos);
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_owner->setPosition3D(pos);
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_state = agent->state;
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if (_needAutoOrientation){
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if (std::abs(agent->vel[0]) > 0.3f || std::abs(agent->vel[1]) > 0.3f || std::abs(agent->vel[2]) > 0.3f)
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{
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Vec3 axes(_rotRefAxes);
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axes.normalize();
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Vec3 dir;
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wtop.transformVector(Vec3(agent->vel[0], agent->vel[1], agent->vel[2]), &dir);
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dir.normalize();
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float cosTheta = Vec3::dot(axes, dir);
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Vec3 rotAxes;
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Vec3::cross(axes, dir, &rotAxes);
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Quaternion rot = Quaternion(rotAxes, acosf(cosTheta));
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_owner->setRotationQuat(rot);
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}
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}
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}
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}
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void NavMeshAgent::syncToAgent()
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{
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if (_crowd){
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auto agent = _crowd->getEditableAgent(_agentID);
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Mat4 mat = _owner->getNodeToWorldTransform();
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agent->npos[0] = mat.m[12];
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agent->npos[1] = mat.m[13];
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agent->npos[2] = mat.m[14];
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//if (_needAutoOrientation){
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// Vec3 vel = mat * _rotRefAxes;
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// agent->vel[0] = vel.x;
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// agent->vel[1] = vel.y;
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// agent->vel[2] = vel.z;
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//}
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if (_needUpdateAgent){
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dtCrowdAgentParams ap;
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convertTodtAgentParam(_param, ap);
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agent->params = ap;
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agent->state = _state;
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_needUpdateAgent = false;
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}
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}
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}
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Vec3 NavMeshAgent::getVelocity() const
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{
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const dtCrowdAgent *agent = nullptr;
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if (_crowd){
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agent = _crowd->getAgent(_agentID);
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}
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if (agent)
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{
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return Vec3(agent->vel[0], agent->vel[1], agent->vel[2]);
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}
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return Vec3::ZERO;
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}
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NS_CC_END
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#endif //CC_USE_NAVMESH
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