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