pub struct Navmesh { /* private fields */ }
Expand description
See module docs.
Implementations§
Sourcepub fn new(
triangles: Vec<TriangleDefinition>,
vertices: Vec<Vector3<f32>>,
) -> Self
pub fn new( triangles: Vec<TriangleDefinition>, vertices: Vec<Vector3<f32>>, ) -> Self
Creates new navigation mesh from given set of triangles and vertices. This is
low level method that allows to specify triangles and vertices directly. In
most cases you should use from_mesh
method.
Sourcepub fn from_mesh(mesh: &Mesh) -> Self
pub fn from_mesh(mesh: &Mesh) -> Self
Creates new navigation mesh (navmesh) from given mesh. It is most simple way to create complex navigation mesh, it should be used in pair with model loading functionality - you can load model from file and turn it into navigation mesh, or even build navigation mesh from a model in existing scene. This method “eats” any kind of meshes with any amount of surfaces - it joins all surfaces into single mesh and creates navmesh from it.
Example:
fn make_navmesh(scene: &Scene, navmesh_name: &str) -> Navmesh {
// Find mesh node in existing scene and create navigation mesh from it.
let navmesh_node_handle = scene.graph.find_by_name_from_root(navmesh_name).unwrap().0;
Navmesh::from_mesh(scene.graph[navmesh_node_handle].as_mesh())
}
Sourcepub fn query_closest(
&self,
query_point: Vector3<f32>,
) -> Option<(Vector3<f32>, usize)>
pub fn query_closest( &self, query_point: Vector3<f32>, ) -> Option<(Vector3<f32>, usize)>
Tries to get a projected point on the navmesh, that is closest to the given query point. Returns a tuple with the projection point and the triangle index, that contains this projection point.
§Complexity
This method has O(log(n))
complexity in the best case (when the query point lies inside the
navmesh bounds) and O(n)
complexity in the worst case. n
here is the number of triangles
in the navmesh.
Sourcepub fn modify(&mut self) -> NavmeshModificationContext<'_>
pub fn modify(&mut self) -> NavmeshModificationContext<'_>
Creates a temporary modification context which allows you to modify the navmesh. When the modification context is dropped, it recalculates navigation graph automatically.
Sourcepub fn triangles(&self) -> &[TriangleDefinition]
pub fn triangles(&self) -> &[TriangleDefinition]
Returns reference to array of triangles.
Sourcepub fn vertices(&self) -> &[Vector3<f32>] ⓘ
pub fn vertices(&self) -> &[Vector3<f32>] ⓘ
Returns reference to the internal array of vertices.
Sourcepub fn build_path(
&self,
from: usize,
to: usize,
path: &mut Vec<Vector3<f32>>,
) -> Result<PathKind, PathError>
pub fn build_path( &self, from: usize, to: usize, path: &mut Vec<Vector3<f32>>, ) -> Result<PathKind, PathError>
Tries to build path using indices of begin and end points.
Example:
use fyrox_impl::utils::navmesh::Navmesh;
use fyrox_impl::core::algebra::Vector3;
use fyrox_impl::utils::astar::{PathKind, PathError};
fn find_path(navmesh: &Navmesh, begin: Vector3<f32>, end: Vector3<f32>, path: &mut Vec<Vector3<f32>>) -> Result<PathKind, PathError> {
if let Some((_, begin_index)) = navmesh.query_closest(begin) {
if let Some((_, end_index)) = navmesh.query_closest(end) {
return navmesh.build_path(begin_index, end_index, path);
}
}
Ok(PathKind::Partial)
}
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