DarkflameServer/dNavigation/dNavMesh.h
TAHuntling d6cac65a8d
fix: Falling Off Edge in Pet Puzzle (#1584)
* FloatFix

* game activity setting

* Update dNavMesh.cpp

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Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
2024-05-21 20:01:44 -05:00

44 lines
1.3 KiB
C++

#pragma once
#include <cstdint>
#include <vector>
class NiPoint3;
class rcHeightfield;
class rcCompactHeightfield;
class rcContourSet;
class rcPolyMesh;
class rcPolyMeshDetail;
class InputGeom;
class dtNavMesh;
class dtNavMeshQuery;
class rcContext;
class dNavMesh {
public:
dNavMesh(uint32_t zoneId);
~dNavMesh();
/**
* Get the height at a point
*
* @param location The location to check for height at. This is the center of the search area.
* @param halfExtentsHeight The half extents height of the search area. This is the distance from the center to the top and bottom of the search area.
* The larger the value of halfExtentsHeight is, the larger the performance cost of the query.
* @return float The height at the point. If the point is not on the navmesh, the height of the point is returned.
*/
float GetHeightAtPoint(const NiPoint3& location, const float halfExtentsHeight = 32.0f) const;
std::vector<NiPoint3> GetPath(const NiPoint3& startPos, const NiPoint3& endPos, float speed = 10.0f);
NiPoint3 NearestPoint(const NiPoint3& location, const float halfExtent = 32.0f) const;
bool IsNavmeshLoaded() { return m_NavMesh != nullptr; }
private:
void LoadNavmesh();
uint32_t m_ZoneId;
dtNavMesh* m_NavMesh = nullptr;
dtNavMeshQuery* m_NavQuery = nullptr;
uint8_t m_NavMeshDrawFlags;
};