Minor improvements + usage description in NavMesh

This commit is contained in:
karl 2021-04-05 15:13:06 +02:00
parent 90d8b0479d
commit fd20de9dcc

View File

@ -4,6 +4,13 @@
namespace Gedeng {
// A NavMesh can be constructed from the geometry in a node tree in order to be
// used for pathfinding. A typical scenario would go as follows:
// 1. Load Nodes using NodeSystem::load_nodes_from_disk
// 2. Create a NavMesh using NavMesh::create_from_nodes
// 3. Verify the resulting NavMesh via NavMesh::is_valid
// 4. Get a path between the desired points via NavMesh::get_path
// 5. Position an entity along this path via Path::get_interpolated_position
class NavMesh {
// Build the NavMesh from all collider geometry in the given node and all
// its children.
@ -13,16 +20,15 @@ class NavMesh {
// former `create_from_nodes` call) and its geometry is valid.
bool is_valid() const;
// Return a valid path from a given Vector3 to a given Vector3.
// Return a valid and optimal path from a given Vector3 to a given Vector3.
// If no valid path can be constructed, the returned path will be of size 1
// and contain only the `from` vector.
// The returned path may not be optimal -- if that is undesired, call
// `optimize_path` on the result.
Path get_path(const Vector3 &from, const Vector3 &to) const;
// Optimize the given path to traverse the NavMesh as efficiently as
// possible. This can be slow!
void optimize_path(Path &path) const;
// Return any valid path from a given Vector3 to a given Vector3.
// This is more performant than `get_path`, but the returned path may not be
// optimal -- if that is undesired, call `get_path` instead.
Path get_unoptimized_path(const Vector3 &from, const Vector3 &to) const;
};
} // namespace Gedeng