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NavObstacle3D

Struct NavObstacle3D 

Source
pub struct NavObstacle3D {
    pub center: Vec3,
    pub half_extents: Vec3,
    pub carve: bool,
}
Expand description

World-space axis-aligned blocking box component; no Transform3D is needed.

use ponko::*;
let obstacle = NavObstacle3D::new(Vec3::ZERO, Vec3::ONE);
assert_eq!(obstacle.center, Vec3::ZERO);

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§center: Vec3

Center in world space.

assert_eq!(NavObstacle3D::new(Vec3::Y, Vec3::ONE).center, Vec3::Y);
§half_extents: Vec3

Nonnegative half sizes along world X,Y,Z.

assert_eq!(NavObstacle3D::new(Vec3::ZERO, Vec3::ONE).half_extents, Vec3::ONE);
§carve: bool

Rebuild cached heightfield layers to cut a real hole. Default false. Needs a mesh baked with NavBakeSettings::carving; otherwise this blocks like any other obstacle.

assert!(!NavObstacle3D::new(Vec3::ZERO, Vec3::ONE).carve);

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impl NavObstacle3D

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pub fn new(center: Vec3, half_extents: Vec3) -> Self

Creates an axis-aligned world box. Invalid values block the entire mesh.

let obstacle = NavObstacle3D::new(Vec3::Y, Vec3::ONE);
assert_eq!(obstacle.half_extents.y, 1.0);
Examples found in repository?
examples/navmesh3d.rs (line 32)
12fn main() {
13    // ANCHOR: query
14    let nav = navigation();
15    let start = nav.sample_position(vec3(-8.0, 1.0, 0.0), 2.0).unwrap();
16    let destination = vec3(8.0, 0.0, 0.0);
17    let corners = nav.find_path(start, destination).unwrap();
18    assert!(corners.len() >= 3);
19    // ANCHOR_END: query
20
21    // ANCHOR: agents
22    let mut world = Game::new("Navigation server", 1, 1)
23        .fixed_hz(60)
24        .sim_system(step_navmesh3d)
25        .run_headless(600, |ctx| {
26            ctx.world.insert_resource(nav);
27            let mut agent = NavAgent3D::default();
28            agent.destination = Some(destination);
29            ctx.world.spawn((Transform3D::at(start), agent));
30            // World-space AABB; move its center or despawn it to reopen polygons.
31            ctx.world
32                .spawn((NavObstacle3D::new(vec3(0.0, 1.0, 8.0), vec3(1.0, 1.0, 1.0)),));
33        });
34    let position = world.query::<&Transform3D>().iter().next().unwrap().position;
35    assert!(position.distance(destination) < 0.3);
36    // ANCHOR_END: agents
37}

Trait Implementations§

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impl Clone for NavObstacle3D

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for NavObstacle3D

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impl Debug for NavObstacle3D

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for NavObstacle3D

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fn eq(&self, other: &Self) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for NavObstacle3D

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