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#pragma once
#include "Runtime/BaseClasses/GameManager.h"
class CrowdProfiler;
class HeightMeshQuery;
class NavMeshAgent;
class NavMeshCarving;
class NavMeshObstacle;
class OffMeshLink;
class dtCrowd;
class dtNavMesh;
class dtNavMeshQuery;
struct dtCrowdAgentDebugInfo;
struct dtMeshHeader;
class NavMeshManager
{
public:
NavMeshManager ();
~NavMeshManager ();
// NavMeshModule Interface
virtual void Update ();
void Initialize (const dtNavMesh* navMesh, const HeightMeshQuery* heightMeshQuery);
void CleanupMeshDependencies (const dtNavMesh* mesh);
void CleanupMeshDependencies ();
inline dtCrowd* GetCrowdSystem ();
inline NavMeshCarving* GetCarvingSystem ();
const dtNavMeshQuery* GetInternalNavMeshQuery () const;
const dtNavMesh* GetInternalNavMesh () const;
void RegisterAgent (NavMeshAgent& agent, int& handle);
void UnregisterAgent (int& handle);
void RegisterObstacle (NavMeshObstacle& obstacle, int& handle);
void UnregisterObstacle (int& handle);
void RegisterOffMeshLink (OffMeshLink& link, int& handle);
void UnregisterOffMeshLink (int& handle);
void UpdateAllNavMeshAgentCosts (int layerIndex, float layerCost);
#if UNITY_EDITOR
inline dtCrowdAgentDebugInfo* GetInternalDebugInfo ();
#endif
private:
const dtMeshHeader* GetNavMeshHeader (const dtNavMesh* navmesh);
bool InitializeCrowdSystem (const dtNavMesh* navmesh, const HeightMeshQuery* heightMeshQuery, const dtMeshHeader* header);
void InitializeObstacleSamplingQuality ();
void InitializeCarvingSystem ();
void NotifyNavMeshChanged ();
void NotifyNavMeshCleanup ();
void UpdateCrowdSystem (float deltaTime);
void UpdateCarving ();
void UpdateDynamicLinks ();
void InvalidateDynamicLinks ();
dynamic_array<NavMeshAgent*> m_Agents;
dynamic_array<NavMeshObstacle*> m_Obstacles;
dynamic_array<OffMeshLink*> m_Links;
NavMeshCarving* m_CarvingSystem;
dtCrowd* m_CrowdSystem;
dtCrowdAgentDebugInfo* m_CrowdAgentDebugInfo;
CrowdProfiler* m_Profiler;
static const int kInitialAgentCount;
};
inline dtCrowd* NavMeshManager::GetCrowdSystem ()
{
return m_CrowdSystem;
}
inline NavMeshCarving* NavMeshManager::GetCarvingSystem ()
{
return m_CarvingSystem;
}
#if UNITY_EDITOR
inline dtCrowdAgentDebugInfo* NavMeshManager::GetInternalDebugInfo ()
{
return m_CrowdAgentDebugInfo;
}
#endif // UNITY_EDITOR
NavMeshManager& GetNavMeshManager ();
void InitializeNavMeshManager ();
void CleanupNavMeshManager ();
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