Exemplo n.º 1
0
void Navigation::AddOrRemoveObject()
{
    // Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
    Vector3 hitPos;
    Drawable* hitDrawable;

    if (Raycast(250.0f, hitPos, hitDrawable))
    {
        // The part of the navigation mesh we must update, which is the world bounding box of the associated
        // drawable component
        BoundingBox updateBox;

        Node* hitNode = hitDrawable->GetNode();
        if (hitNode->GetName() == "Mushroom")
        {
            updateBox = hitDrawable->GetWorldBoundingBox();
            hitNode->Remove();
        }
        else
        {
            Node* newNode = CreateMushroom(hitPos);
            updateBox = newNode->GetComponent<StaticModel>()->GetWorldBoundingBox();
        }

        // Rebuild part of the navigation mesh, then recalculate path if applicable
        NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();
        navMesh->Build(updateBox);
        if (currentPath_.Size())
            navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_);
    }
}
Exemplo n.º 2
0
void Navigation::SetPathPoint()
{
    Vector3 hitPos;
    Drawable* hitDrawable;
    NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();

    if (Raycast(250.0f, hitPos, hitDrawable))
    {
        Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));

        if (GetSubsystem<Input>()->GetQualifierDown(QUAL_SHIFT))
        {
            // Teleport
            currentPath_.Clear();
            jackNode_->LookAt(Vector3(pathPos.x_, jackNode_->GetPosition().y_, pathPos.z_), Vector3::UP);
            jackNode_->SetPosition(pathPos);
        }
        else
        {
            // Calculate path from Jack's current position to the end point
            endPos_ = pathPos;
            navMesh->FindPath(currentPath_, jackNode_->GetPosition(), endPos_);
        }
    }
}
Exemplo n.º 3
0
void Navigation::RecalculatePath()
{
    NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();
    navMesh->FindPath(currentPath_, startPos_, endPos_);
}