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Indoor/navMesh/NavMesh.h
2018-10-25 11:50:12 +02:00

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/*
* © Copyright 2014 Urheberrechtshinweis
* Alle Rechte vorbehalten / All Rights Reserved
*
* Programmcode ist urheberrechtlich geschuetzt.
* Das Urheberrecht liegt, soweit nicht ausdruecklich anders gekennzeichnet, bei Frank Ebner.
* Keine Verwendung ohne explizite Genehmigung.
* (vgl. § 106 ff UrhG / § 97 UrhG)
*/
#ifndef NAV_MESH_H
#define NAV_MESH_H
#include "NavMeshTriangle.h"
#include <vector>
#include "../geo/BBox3.h"
#include <random>
#include "../math/DrawList.h"
#include "NavMeshRandom.h"
#include "NavMeshLocation.h"
namespace NM {
template <typename Tria> class NavMesh {
/** all triangles within the mesh */
std::vector<Tria*> triangles;
BBox3 bbox;
public:
/** ctor */
NavMesh() {
}
/** dtor */
~NavMesh() {
for (const Tria* t : triangles) {delete t;}
triangles.clear();
}
/** the overall bounding-box */
const BBox3 getBBox() const {
return bbox;
}
/** add a new triangle */
void add(const Point3 p1, const Point3 p2, const Point3 p3, const uint8_t type) {
triangles.push_back(new Tria(p1,p2,p3,type));
bbox.add(p1);
bbox.add(p2);
bbox.add(p3);
}
/** get the triangle this point belongs to (if any) */
NavMeshLocation<Tria> getLocation(const Point3 pos) const {
for (const Tria* tria : triangles) {
if (tria->contains(pos)) {
return NavMeshLocation<Tria>(pos, tria);
}
}
throw Exception("location not found within NavMesh: " + pos.asString());
}
/** get the triangle/point on the mesh that is nearest to the given location */
NavMeshLocation<Tria> getLocationNearestTo(const Point3 pos) const {
auto comp = [pos] (const Tria* t1, const Tria* t2) {
//return t1->getCenter().getDistance(pos) < t2->getCenter().getDistance(pos);
return t1->getDistanceApx(pos) < t2->getDistanceApx(pos);
};
auto it = std::min_element(triangles.begin(), triangles.end(), comp);
const Tria* best = *it;
Point3 rPos = best->toPoint3Near(pos.xy());
return NavMeshLocation<Tria>(rPos, best);
}
/** connect both triangles */
void connectBiDir(int idx1, int idx2) {
connectUniDir(idx1,idx2);
connectUniDir(idx2,idx1);
}
/** connect both triangles */
void connectUniDir(int idxFrom, int idxTo) {
Tria* tria = triangles[idxFrom];
tria->addNeighbor(triangles[idxTo]);
}
/** allows for-each iteration over all included triangles */
decltype(triangles.begin()) begin() {return triangles.begin();}
/** allows for-each iteration over all included triangles */
decltype(triangles.end()) end() {return triangles.end();}
/** array access */
Tria* operator [] (const size_t idx) {
Assert::isBetween(idx, (size_t)0, getNumTriangles()-1, "index out of bounds");
return triangles[idx];
}
/** get the number of triangles used */
size_t getNumTriangles() const {
return triangles.size();
}
/** ---------------- MISC ---------------- */
/** get a random-generator for several mesh-actions */
NavMeshRandom<Tria> getRandom() const {
return NavMeshRandom<Tria>(triangles);
}
// /** ---------------- NEIGHBORS ---------------- */
// /** get the number of neighbors for the given element */
// int getNumNeighbors(const size_t idx) const {
// return getNumNeighbors(triangles[idx]);
// }
// /** get the number of neighbors for the given element */
// int getNumNeighbors(const Tria& e) const {
// return e._numNeighbors;
// }
// /** get the n-th neighbor for the given node */
// Tria& getNeighbor(const size_t nodeIdx, const size_t nth) const {
// const Tria& node = triangles[nodeIdx];
// return getNeighbor(node, nth);
// }
// /** get the n-th neighbor for the given node */
// Tria& getNeighbor(const Tria& tria, const size_t nth) const {
// const Tria& neighbor = triangles[tria._neighbors[nth]];
// return (Tria&) neighbor;
// }
};
}
#endif