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5 changed files with 0 additions and 88 deletions

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#pragma once
#include "Node.h"
#include "Path.h"
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.
void create_from_nodes(const Node &root);
// Return true if the NavMesh has succesfully been created from nodes (by a
// former `create_from_nodes` call) and its geometry is valid.
bool is_valid() const;
// 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.
Path get_path(const Vector3 &from, const Vector3 &to) 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

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#pragma once
#include "Gedeng/String.h"
#include "Gedeng/Vector.h"
namespace Gedeng {
class Node {
// Add the given node as a child of this node.
void add_child(const Node &node);
// Return a vector with all child nodes of this node.
Vector<Node &> get_children() const;
};
} // namespace Gedeng

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#pragma once
#include "Gedeng/Node.h"
#include "Gedeng/String.h"
namespace Gedeng {
class NodeSystem {
// Load a node with all its children from a node definition file (`.gnd`) on
// disk.
static Node load_nodes_from_disk(const String &path);
// Save a node and all its children to disk, at the given path. It is
// recommended to end the path with `.gnd`.
static void save_nodes_to_disk(const Node &node, const String &path);
};
} // namespace Gedeng

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#pragma once
#include "Vector3.h"
namespace Gedeng {
class Path {
// Return a Vector3 on the path. `t` should be between 0 (path begin) and 1
// (path end).
Vector3 get_interpolated_position(float t) const;
// Return the number of Vector3's which make up the path.
unsigned int get_size() const;
};
} // namespace Gedeng

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#pragma once
namespace Gedeng {
class Vector3 {};
} // namespace Gedeng