mirror of
https://github.com/FyroxEngine/Fyrox.git
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fixed collect_portals_along_path + added temp example
- bugged `straighten_path`
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@@ -0,0 +1,298 @@
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//! Example 01. Simple scene.
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//!
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//! Difficulty: Easy.
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//!
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//! This example shows how to create simple scene with animated model.
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use fyrox::event_loop::EventLoop;
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use fyrox::scene::camera::CameraBuilder;
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use fyrox::scene::node::NodeTrait;
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use fyrox::{
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asset::manager::ResourceManager,
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core::{
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algebra::{Matrix4, Point3, UnitQuaternion, Vector2, Vector3},
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arrayvec::ArrayVec,
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color::Color,
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pool::Handle,
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sstorage::ImmutableString,
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},
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dpi::LogicalPosition,
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engine::{executor::Executor, GraphicsContext, GraphicsContextParams},
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event::{ElementState, Event, WindowEvent},
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gui::{
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message::MessageDirection,
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text::{TextBuilder, TextMessage},
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widget::WidgetBuilder,
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BuildContext, UiNode,
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},
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keyboard::KeyCode,
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material::{Material, PropertyValue, SharedMaterial},
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plugin::{Plugin, PluginConstructor, PluginContext},
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resource::model::{Model, ModelResourceExtension},
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scene::{
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base::BaseBuilder,
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debug::Line,
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graph::physics::{Intersection, RayCastOptions},
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mesh::{
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surface::{SurfaceBuilder, SurfaceData, SurfaceSharedData},
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MeshBuilder,
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},
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node::Node,
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transform::TransformBuilder,
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Scene,
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},
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utils::navmesh::NavmeshAgent,
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};
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use winit::keyboard::PhysicalKey;
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fn create_ui(ctx: &mut BuildContext) -> Handle<UiNode> {
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TextBuilder::new(WidgetBuilder::new()).build(ctx)
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}
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struct GameScene {
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scene: Scene,
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agent: Handle<Node>,
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cursor: Handle<Node>,
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camera: Handle<Node>,
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}
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async fn create_scene(resource_manager: ResourceManager) -> GameScene {
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let mut scene = Scene::new();
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// Camera is our eyes in the world - you won't see anything without it.
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let camera = CameraBuilder::new(
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BaseBuilder::new().with_local_transform(
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TransformBuilder::new()
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.with_local_position(Vector3::new(0.0, 5.0, 0.0))
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.build(),
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),
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)
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.build(&mut scene.graph);
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scene.graph[camera]
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.local_transform_mut()
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.set_rotation(UnitQuaternion::from_axis_angle(
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&Vector3::x_axis(),
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90.0f32.to_radians(),
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));
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resource_manager
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.request::<Model, _>("examples/data/navmesh_scene.rgs")
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.await
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.unwrap()
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.instantiate(&mut scene);
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let mut cursor_material = Material::standard();
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cursor_material
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.set_property(
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&ImmutableString::new("diffuseColor"),
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PropertyValue::Color(Color::opaque(255, 0, 0)),
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)
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.unwrap();
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let cursor = MeshBuilder::new(BaseBuilder::new())
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.with_surfaces(vec![SurfaceBuilder::new(SurfaceSharedData::new(
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SurfaceData::make_sphere(10, 10, 0.1, &Matrix4::identity()),
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))
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.with_material(SharedMaterial::new(cursor_material))
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.build()])
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.build(&mut scene.graph);
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let mut agent_material = Material::standard();
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agent_material
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.set_property(
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&ImmutableString::new("diffuseColor"),
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PropertyValue::Color(Color::opaque(0, 200, 0)),
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)
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.unwrap();
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let agent = MeshBuilder::new(
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BaseBuilder::new().with_local_transform(
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TransformBuilder::new()
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.with_local_scale(Vector3::new(1.0, 2.0, 1.0))
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.build(),
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),
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)
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.with_surfaces(vec![SurfaceBuilder::new(SurfaceSharedData::new(
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SurfaceData::make_sphere(10, 10, 0.2, &Matrix4::identity()),
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))
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.with_material(SharedMaterial::new(agent_material))
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.build()])
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.build(&mut scene.graph);
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GameScene {
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scene,
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cursor,
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agent,
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camera,
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}
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}
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#[derive(Default)]
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struct InputController {
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rotate_left: bool,
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rotate_right: bool,
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}
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struct Game {
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input_controller: InputController,
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scene_handle: Handle<Scene>,
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agent: Handle<Node>,
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cursor: Handle<Node>,
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camera: Handle<Node>,
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target_position: Vector3<f32>,
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mouse_position: Vector2<f32>,
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navmesh_agent: NavmeshAgent,
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debug_text: Handle<UiNode>,
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}
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impl Plugin for Game {
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fn update(&mut self, context: &mut PluginContext) {
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// Use stored scene handle to borrow a mutable reference of scene in
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// engine.
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let scene = &mut context.scenes[self.scene_handle];
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scene.drawing_context.clear_lines();
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if let GraphicsContext::Initialized(ref graphics_context) = context.graphics_context {
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let ray = scene.graph[self.camera].as_camera().make_ray(
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self.mouse_position,
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graphics_context.renderer.get_frame_bounds(),
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);
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let mut buffer = ArrayVec::<Intersection, 64>::new();
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scene.graph.physics.cast_ray(
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RayCastOptions {
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ray_origin: Point3::from(ray.origin),
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ray_direction: ray.dir,
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max_len: 9999.0,
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groups: Default::default(),
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sort_results: true,
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},
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&mut buffer,
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);
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if let Some(first) = buffer.first() {
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self.target_position = first.position.coords;
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scene.graph[self.cursor]
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.local_transform_mut()
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.set_position(self.target_position);
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}
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}
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let navmesh_handle = scene.graph.find_by_name_from_root("Navmesh").unwrap().0;
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let navmesh_node = scene.graph[navmesh_handle].as_navigational_mesh_mut();
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navmesh_node.debug_draw(&mut scene.drawing_context);
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let navmesh = navmesh_node.navmesh_mut();
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let last = std::time::Instant::now();
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self.navmesh_agent.set_target(self.target_position);
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let _ = self.navmesh_agent.update(context.dt, navmesh);
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let agent_time = std::time::Instant::now() - last;
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scene.graph[self.agent]
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.local_transform_mut()
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.set_position(self.navmesh_agent.position());
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for pts in self.navmesh_agent.path().windows(2) {
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scene.drawing_context.add_line(Line {
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begin: pts[0],
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end: pts[1],
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color: Color::opaque(255, 0, 0),
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});
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}
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if let GraphicsContext::Initialized(ref graphics_context) = context.graphics_context {
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let fps = graphics_context.renderer.get_statistics().frames_per_second;
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let text = format!(
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"Example 12 - Navigation Mesh\nFPS: {}\nAgent time: {:?}",
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fps, agent_time
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);
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context.user_interface.send_message(TextMessage::text(
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self.debug_text,
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MessageDirection::ToWidget,
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text,
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));
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}
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}
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fn on_os_event(&mut self, event: &Event<()>, context: PluginContext) {
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if let Event::WindowEvent { event, .. } = event {
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match event {
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WindowEvent::KeyboardInput { event: input, .. } => match input.physical_key {
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PhysicalKey::Code(KeyCode::KeyA) => {
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self.input_controller.rotate_left = input.state == ElementState::Pressed
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}
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PhysicalKey::Code(KeyCode::KeyD) => {
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self.input_controller.rotate_right = input.state == ElementState::Pressed
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}
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_ => (),
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},
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WindowEvent::CursorMoved { position, .. } => {
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if let GraphicsContext::Initialized(ref graphics_context) =
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context.graphics_context
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{
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let p: LogicalPosition<f32> =
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position.to_logical(graphics_context.window.scale_factor());
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self.mouse_position = Vector2::new(p.x, p.y);
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}
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}
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_ => (),
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}
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}
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}
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}
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struct GameConstructor;
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impl PluginConstructor for GameConstructor {
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fn create_instance(
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&self,
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_override_scene: Option<&str>,
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context: PluginContext,
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) -> Box<dyn Plugin> {
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let debug_text = create_ui(&mut context.user_interface.build_ctx());
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// Create test scene.
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let GameScene {
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scene,
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agent,
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cursor,
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camera,
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} = fyrox::core::futures::executor::block_on(create_scene(
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context.resource_manager.clone(),
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));
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// Add scene to engine - engine will take ownership over scene and will return
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// you a handle to scene which can be used later on to borrow it and do some
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// actions you need.
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let scene_handle = context.scenes.add(scene);
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let mut navmesh_agent = NavmeshAgent::new();
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navmesh_agent.set_speed(0.75);
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Box::new(Game {
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input_controller: Default::default(),
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scene_handle,
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agent,
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cursor,
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camera,
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target_position: Default::default(),
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mouse_position: Default::default(),
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navmesh_agent,
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debug_text,
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})
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}
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}
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fn main() {
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let mut executor = Executor::from_params(
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EventLoop::new().unwrap(),
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GraphicsContextParams {
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window_attributes: Default::default(),
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vsync: true,
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},
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);
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executor.add_plugin_constructor(GameConstructor);
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executor.run()
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}
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+174
-28
@@ -73,6 +73,36 @@ impl Visit for Navmesh {
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}
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}
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#[derive(Copy, Clone, Debug)]
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struct Portal {
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left: usize,
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right: usize,
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}
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fn signed_triangle_area_2d(a: Vector3<f32>, b: Vector3<f32>, c: Vector3<f32>) -> f32 {
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let abx = b[0] - a[0];
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let abz = b[2] - a[2];
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let acx = c[0] - a[0];
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let acz = c[2] - a[2];
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acx * abz - abx * acz
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}
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/*
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#[derive(PartialEq, Clone, Copy, Eq)]
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enum Winding {
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Clockwise,
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CounterClockwise,
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}
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fn winding(a: Vector3<f32>, b: Vector3<f32>, c: Vector3<f32>) -> Winding {
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if signed_triangle_area_2d(a, b, c) > 0.0 {
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Winding::Clockwise
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} else {
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Winding::CounterClockwise
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}
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}
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*/
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impl Navmesh {
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/// Creates new navigation mesh from given set of triangles and vertices. This is
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/// low level method that allows to specify triangles and vertices directly. In
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@@ -417,14 +447,13 @@ impl Navmesh {
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// Collects indices of triangles that has path vertices in them.
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// TODO: This method uses brute-force algorithm with bad complexity.
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fn make_triangle_strip(&self, path_vertices: &[usize]) -> Vec<usize> {
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let mut triangle_indices = Vec::new();
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fn make_triangle_strip(&self, path_vertices: &[usize]) -> FxHashSet<usize> {
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let mut triangle_indices = FxHashSet::default();
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for path_vertex in path_vertices.iter() {
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'triangle_loop: for triangle in self.triangles.iter() {
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for (triangle_index, triangle) in self.triangles.iter().enumerate() {
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if triangle.0.contains(&(*path_vertex as u32)) {
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triangle_indices.push(*path_vertex);
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break 'triangle_loop;
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triangle_indices.insert(triangle_index);
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}
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}
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}
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@@ -440,50 +469,51 @@ impl Navmesh {
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src_triangle_index: usize,
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dest_triangle_index: usize,
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dest_position: Vector3<f32>,
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path_triangles: &[usize],
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) -> Vec<(usize, usize)> {
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path_triangles: &FxHashSet<usize>,
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) -> Vec<Portal> {
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let mut portals = Vec::new();
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let mut visited_triangles = FxHashSet::default();
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let vertices = self.vertices();
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let mut current_triangle_index = src_triangle_index;
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'outer_loop: loop {
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let mut iter_count = 0;
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while current_triangle_index != dest_triangle_index && iter_count < path_triangles.len() {
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visited_triangles.insert(current_triangle_index);
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let current_triangle = &self.triangles[current_triangle_index];
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let a = vertices[current_triangle[0] as usize].position;
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let b = vertices[current_triangle[1] as usize].position;
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let c = vertices[current_triangle[2] as usize].position;
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let ca = c - a;
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let ba = b - a;
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let triangle_normal = ca.cross(&ba);
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'edge_loop: for edge in current_triangle.edges() {
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let a = vertices[edge.a as usize].position;
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let b = vertices[edge.b as usize].position;
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let triangle_normal = ba.cross(&ca);
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for current_triangle_edge in current_triangle.edges() {
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let a = vertices[current_triangle_edge.a as usize].position;
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let b = vertices[current_triangle_edge.b as usize].position;
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let edge_vector = b - a;
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let edge_normal = edge_vector.cross(&triangle_normal);
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let target_vector = dest_position - a;
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let looks_towards_target = edge_normal.dot(&target_vector) >= 0.0;
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let looks_towards_target = edge_normal.dot(&target_vector) > 0.0;
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if looks_towards_target {
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portals.push((edge.a as usize, edge.b as usize));
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portals.push(Portal {
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left: current_triangle_edge.a as usize,
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right: current_triangle_edge.b as usize,
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});
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// Find adjacent triangle to continue portals searching.
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'triangle_loop: for triangle_index in path_triangles.iter() {
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if *triangle_index == dest_triangle_index {
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break 'outer_loop;
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}
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if *triangle_index != current_triangle_index {
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let triangle = self.triangles[*triangle_index];
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for other_edge in triangle.edges() {
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if edge == other_edge {
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current_triangle_index = *triangle_index;
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'triangle_loop: for other_triangle_index in path_triangles.iter() {
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if !visited_triangles.contains(other_triangle_index) {
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let other_triangle = self.triangles[*other_triangle_index];
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for other_triangle_edge in other_triangle.edges() {
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if current_triangle_edge == other_triangle_edge {
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current_triangle_index = *other_triangle_index;
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break 'triangle_loop;
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||||
}
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}
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}
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}
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break 'edge_loop;
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||||
}
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}
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iter_count += 1;
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}
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||||
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portals
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@@ -631,6 +661,7 @@ impl NavmeshAgent {
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navmesh,
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src_triangle,
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dest_triangle,
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src_point_on_navmesh,
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dest_point_on_navmesh,
|
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&path_vertex_indices,
|
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);
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||||
@@ -647,10 +678,17 @@ impl NavmeshAgent {
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navmesh: &Navmesh,
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src_triangle_index: usize,
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dest_triangle_index: usize,
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||||
src_position: Vector3<f32>,
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||||
dest_position: Vector3<f32>,
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path_vertices: &[usize],
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) {
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self.path.clear();
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||||
self.path.push(src_position);
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||||
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||||
let vertices = navmesh.vertices();
|
||||
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||||
let path_triangles = navmesh.make_triangle_strip(path_vertices);
|
||||
|
||||
let portals = navmesh.collect_portals_along_path(
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src_triangle_index,
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||||
dest_triangle_index,
|
||||
@@ -658,9 +696,74 @@ impl NavmeshAgent {
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&path_triangles,
|
||||
);
|
||||
|
||||
for _portal in &portals[1..] {
|
||||
// TODO
|
||||
let mut portal_apex = src_position;
|
||||
let mut portal_left = src_position;
|
||||
let mut portal_right = src_position;
|
||||
|
||||
let mut apex_index;
|
||||
let mut left_index = 0;
|
||||
let mut right_index = 0;
|
||||
|
||||
let mut i = 0;
|
||||
while i < portals.len() {
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||||
let left = vertices[portals[i].left].position;
|
||||
let right = vertices[portals[i].right].position;
|
||||
|
||||
// Update right vertex.
|
||||
if signed_triangle_area_2d(portal_apex, portal_right, right) <= 0.0 {
|
||||
if portal_apex == portal_right
|
||||
|| signed_triangle_area_2d(portal_apex, portal_left, right) > 0.0
|
||||
{
|
||||
// Tighten the funnel.
|
||||
portal_right = right;
|
||||
right_index = i;
|
||||
} else {
|
||||
// Right over left, insert left to path and restart scan from portal left point.
|
||||
self.path.push(portal_left);
|
||||
// Make current left the new apex.
|
||||
portal_apex = portal_left;
|
||||
apex_index = left_index;
|
||||
// Reset portal
|
||||
portal_left = portal_apex;
|
||||
portal_right = portal_apex;
|
||||
left_index = apex_index;
|
||||
right_index = apex_index;
|
||||
// Restart scan
|
||||
i = apex_index;
|
||||
dbg!(i);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Update left vertex.
|
||||
if signed_triangle_area_2d(portal_apex, portal_left, left) >= 0.0 {
|
||||
if portal_apex == portal_left
|
||||
|| signed_triangle_area_2d(portal_apex, portal_right, left) < 0.0
|
||||
{
|
||||
// Tighten the funnel.
|
||||
portal_left = left;
|
||||
left_index = i;
|
||||
} else {
|
||||
// Left over right, insert right to path and restart scan from portal right point.
|
||||
self.path.push(portal_right);
|
||||
// Make current right the new apex.
|
||||
portal_apex = portal_right;
|
||||
apex_index = right_index;
|
||||
// Reset portal
|
||||
portal_left = portal_apex;
|
||||
portal_right = portal_apex;
|
||||
left_index = apex_index;
|
||||
right_index = apex_index;
|
||||
// Restart scan
|
||||
i = apex_index;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
i += 1;
|
||||
}
|
||||
|
||||
self.path.push(dest_position);
|
||||
}
|
||||
|
||||
/// Performs single update tick that moves agent to the target along the path (which is automatically
|
||||
@@ -821,6 +924,49 @@ mod test {
|
||||
)
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collect_portals() {
|
||||
let mut navmesh = Navmesh::new(
|
||||
&[
|
||||
TriangleDefinition([0, 1, 3]),
|
||||
TriangleDefinition([1, 2, 3]),
|
||||
TriangleDefinition([2, 5, 3]),
|
||||
TriangleDefinition([2, 4, 5]),
|
||||
TriangleDefinition([4, 7, 5]),
|
||||
TriangleDefinition([4, 6, 7]),
|
||||
],
|
||||
&[
|
||||
Vector3::new(0.0, 0.0, 0.0),
|
||||
Vector3::new(0.0, 0.0, 1.0),
|
||||
Vector3::new(1.0, 0.0, 1.0),
|
||||
Vector3::new(1.0, 0.0, 0.0),
|
||||
Vector3::new(2.0, 0.0, 1.0),
|
||||
Vector3::new(2.0, 0.0, 0.0),
|
||||
Vector3::new(3.0, 0.0, 1.0),
|
||||
Vector3::new(3.0, 0.0, 0.0),
|
||||
],
|
||||
);
|
||||
|
||||
let start = 0;
|
||||
let end = 6;
|
||||
let dest_position = navmesh.vertices()[end].position;
|
||||
|
||||
let mut path = Vec::new();
|
||||
let mut indices = Vec::new();
|
||||
navmesh
|
||||
.pathfinder
|
||||
.build_and_convert(start, end, &mut path, |i, v| {
|
||||
indices.push(i);
|
||||
v.position
|
||||
})
|
||||
.unwrap();
|
||||
dbg!(&indices);
|
||||
let strip = navmesh.make_triangle_strip(&indices);
|
||||
dbg!(&strip);
|
||||
let portals = navmesh.collect_portals_along_path(0, 5, dest_position, &strip);
|
||||
dbg!(&portals);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_remove_triangle() {
|
||||
let mut navmesh = make_navmesh();
|
||||
|
||||
Reference in New Issue
Block a user