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use crate::{ resource::{NavMeshID, NavPathMode, NavQuery, NavVec3}, Scalar, }; use core::{ ecs::{Component, Entity, NullStorage, VecStorage}, id::ID, }; pub type NavAgentID = ID<NavAgent>; #[derive(Debug, Default, Copy, Clone)] pub struct SimpleNavDriverTag; impl Component for SimpleNavDriverTag { type Storage = NullStorage<Self>; } #[derive(Debug, Clone, Copy)] pub enum NavAgentTarget { Point(NavVec3), Entity(Entity), } impl NavAgentTarget { pub fn is_point(&self) -> bool { match self { NavAgentTarget::Point(_) => true, _ => false, } } pub fn is_entity(&self) -> bool { match self { NavAgentTarget::Entity(_) => true, _ => false, } } } #[derive(Debug, Clone)] pub struct NavAgentDestination { pub target: NavAgentTarget, pub query: NavQuery, pub mode: NavPathMode, pub mesh: NavMeshID, } #[derive(Debug, Clone)] pub struct NavAgent { id: NavAgentID, pub position: NavVec3, pub direction: NavVec3, pub speed: Scalar, pub min_target_distance: Scalar, pub(crate) destination: Option<NavAgentDestination>, pub(crate) path: Option<Vec<NavVec3>>, pub(crate) dirty_path: bool, } impl Component for NavAgent { type Storage = VecStorage<Self>; } impl Default for NavAgent { fn default() -> Self { Self::new(Default::default()) } } impl NavAgent { pub fn new(position: NavVec3) -> Self { Self::new_with_direction(position, Default::default()) } pub fn new_with_direction(position: NavVec3, direction: NavVec3) -> Self { Self { id: Default::default(), position, direction: direction.normalize(), speed: 10.0, min_target_distance: 1.0, destination: None, path: None, dirty_path: false, } } pub fn id(&self) -> NavAgentID { self.id } pub fn target(&self) -> Option<NavAgentTarget> { if let Some(destination) = &self.destination { Some(destination.target) } else { None } } pub fn destination(&self) -> Option<&NavAgentDestination> { if let Some(destination) = &self.destination { Some(destination) } else { None } } pub fn set_destination( &mut self, target: NavAgentTarget, query: NavQuery, mode: NavPathMode, mesh: NavMeshID, ) { self.destination = Some(NavAgentDestination { target, query, mode, mesh, }); self.dirty_path = true; } pub fn clear_path(&mut self) { self.destination = None; self.dirty_path = false; self.path = None; } pub fn recalculate_path(&mut self) { self.dirty_path = true; } pub fn path(&self) -> Option<&[NavVec3]> { if let Some(path) = &self.path { Some(path) } else { None } } pub fn set_path(&mut self, path: Vec<NavVec3>) { self.path = Some(path); self.dirty_path = false; } }