- Status Processing
- Percent Complete
- Severity Low
- Due in Version Feature Requests
- Votes
Opened by SpiderMack - 16.04.2018
Last edited by SpiderMack - 08.02.2019
FS#85 - Implementation - Navmesh DetourNavMeshQuery functions
There is important Navmesh functions to create advanced AI.
Many are already included in Detour Api, Skyline just needs to interface them to Lua.
findRandomPointAroundCircle
Used a lot to create dynamic AI moving everywhere around the player
dtStatus dtNavMeshQuery::findRandomPointAroundCircle(dtPolyRef startRef, const float* centerPos, const float maxRadius
raycast
Faster than physics raycast when testing environment, and usefull to identify static walls and obstacles
dtStatus dtNavMeshQuery::raycast(dtPolyRef startRef, const float* startPos, const float* endPos
getCost
Navigation cost.
Can be used to compare two possible destination cost or used for gaemplay like checking if sound propagation reaches a destination.
float dtQueryFilter::getCost(const float* pa, const float* pb,
closestPointOnPolyBoundary
Closest point into a boundary poly
dtStatus dtNavMeshQuery::closestPointOnPolyBoundary(dtPolyRef ref, const float* pos, float* closest)
findPath
Gets the path in an array of points, it can be usefull to let the user use the path and create it’s own movement code.
dtStatus dtNavMeshQuery::findPath(dtPolyRef startRef, dtPolyRef endRef,
see other post on navmesh development that has begun: Navmesh Rotation Issues