/* * * Singe 3 * Copyright (C) 2006-2026 Scott Duensing * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 3 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA * 02110-1301, USA. * */ // Singe - Navigation: walkable meshes baked from scene geometry (Recast), paths across them // (Detour) and agents that follow those paths without walking through each other (DetourCrowd), // behind a C interface. Positions are world units; nodes are scene nodes. #ifndef NAV_H #define NAV_H #include #include #include #include "math3d.h" #ifdef __cplusplus extern "C" { #endif #define NAV_NO_HANDLE -1 #define NAV_MAX_PATH 256 // Corners navPath can hand back, and polygons a query may cross #define NAV_ARRIVAL_QUEUE 64 // Arrivals held for navPollArrived between frames #define NAV_MAX_CROWD_AGENTS 128 // Agents one mesh's crowd can steer void navInit(void); int32_t navPollArrived(int32_t *agents, int32_t max); // Agents that reached their targets since last asked void navQuit(void); void navUpdate(bool advance); // Once per frame: moves the agents bool navAddNode(int32_t nav, int32_t node); // The node's mesh and its children's, where they stand now bool navBuild(int32_t nav); // Bakes what was added; may take a moment bool navDelete(int32_t nav); int32_t navGetPolygons(int32_t nav, Vec3T *vertices, int32_t max); // Triangles of the baked mesh (3 per), for debug drawing int32_t navLoad(const void *data, size_t size, float agentRadius, float agentHeight); bool navNearest(int32_t nav, Vec3T point, Vec3T *out); // The closest point on the mesh int32_t navNew(float agentRadius, float agentHeight, float maxSlopeDegrees, float maxStep); int32_t navPath(int32_t nav, Vec3T from, Vec3T to, Vec3T *points, int32_t max); // Corners of the path, or -1 for none bool navRandomPoint(int32_t nav, Vec3T *out); bool navRaycast(int32_t nav, Vec3T from, Vec3T to, Vec3T *hit); // true when the walk from from to to is blocked, hit where bool navSave(int32_t nav, const char *path); // The baked mesh, to reload with navLoad bool navValid(int32_t nav); bool navAgentDelete(int32_t agent); int32_t navAgentGetNode(int32_t agent); bool navAgentGetVelocity(int32_t agent, Vec3T *velocity); bool navAgentIsArrived(int32_t agent); bool navAgentMoveTo(int32_t agent, Vec3T target); int32_t navAgentNew(int32_t nav, int32_t node, float radius, float height, float speed); bool navAgentSetPlayer(int32_t agent, bool player); // Steer a player controller on the node instead of placing it bool navAgentStop(int32_t agent); bool navAgentValid(int32_t agent); #ifdef __cplusplus } #endif #endif