# query.ludic - what a kind's mesh answers. A path is its corners, read back one at a time # (nav_corner_x / _y / _z); the nearest point the same (nav_near_x / _y / _z) # the nearest walkable point to (x, y, z) within a couple of metres; false when there is none export function nav_nearest(nav_st: NavState, kind: int, x: float, y: float, z: float) -> bool { let h = nv_mesh(nav_st, kind) if h == null { return false } return nvc_nearest(h, x, y, z, nav_st.nv_near) == 1 } export function nav_near_x(nav_st: NavState) -> float { return nav_st.nv_near[0] } export function nav_near_y(nav_st: NavState) -> float { return nav_st.nv_near[1] } export function nav_near_z(nav_st: NavState) -> float { return nav_st.nv_near[2] } # a point about r from (x, y, z) that a walker standing there can reach (a wander's goal), read back # as the nearest is; the seed is the caller's dice, so the same seed is the same point everywhere export function nav_random_near(nav_st: NavState, kind: int, filter: int, x: float, y: float, z: float, r: float, seed: int) -> bool { let h = nv_mesh(nav_st, kind) if h == null { return false } return nvc_random_near(h, filter, x, y, z, r, seed, nav_st.nv_near) == 1 } # the next corner of the way from (sx, sy, sz) toward (ex, ey, ez) - the first after the start - read # back as the nearest point is (nav_near_x / _z), so a walker's question and a goal share one answer export function nav_next_corner(nav_st: mut NavState, kind: int, filter: int, sx: float, sy: float, sz: float, ex: float, ey: float, ez: float) -> bool { if nav_path(nav_st, kind, filter, sx, sy, sz, ex, ey, ez) < 2 { return false } nav_st.nv_near[0] = nav_st.nv_out[3] nav_st.nv_near[1] = nav_st.nv_out[4] nav_st.nv_near[2] = nav_st.nv_out[5] return true } # a way from one point to another: its corners, first the start and last the end (or as near the end # as the mesh reaches - nav_partial says which); -1 when either end is off the mesh export function nav_path(nav_st: mut NavState, kind: int, filter: int, sx: float, sy: float, sz: float, ex: float, ey: float, ez: float) -> int { let h = nv_mesh(nav_st, kind) nav_st.nv_count = 0 if h == null { return -1 } let n = nvc_path(h, filter, sx, sy, sz, ex, ey, ez, nav_st.nv_out, NAV_CORNERS) nav_st.nv_asked += 1 if n > 0 { nav_st.nv_count = n } if n >= 2 { nav_st.nv_found += 1 } if n > 0 and nvc_partial(h) == 1 { nav_st.nv_short += 1 } return n } # how many paths were asked for, found, and cut short (the end out of reach) since the meshes loaded export function nav_asked(nav_st: NavState) -> int { return nav_st.nv_asked } export function nav_found(nav_st: NavState) -> int { return nav_st.nv_found } export function nav_short(nav_st: NavState) -> int { return nav_st.nv_short } # microseconds spent finding those paths, over every loaded mesh export function nav_us(nav_st: NavState) -> int { var us = 0 for k in 0 .. NAV_KINDS { let h = nv_mesh(nav_st, k) if h != null { us += nvc_us(h) } } return us } export function nav_partial(nav_st: NavState, kind: int) -> bool { let h = nv_mesh(nav_st, kind) return h != null and nvc_partial(h) == 1 } export function nav_corners(nav_st: NavState) -> int { return nav_st.nv_count } export function nav_corner_x(nav_st: NavState, i: int) -> float { return nav_st.nv_out[i * 3] } export function nav_corner_y(nav_st: NavState, i: int) -> float { return nav_st.nv_out[i * 3 + 1] } export function nav_corner_z(nav_st: NavState, i: int) -> float { return nav_st.nv_out[i * 3 + 2] } # does the straight line from (sx, sy, sz) to (ex, ez) stay walkable? export function nav_straight(nav_st: NavState, kind: int, filter: int, sx: float, sy: float, sz: float, ex: float, ez: float) -> bool { let h = nv_mesh(nav_st, kind) return h != null and nvc_raycast(h, filter, sx, sy, sz, ex, ez) == 1 } # how dear a kind of ground is to cross by filter f (1 is plain; a town cheaper for a person, scree # dearer for a deer): a query names the filter it walks by, 0 .. NAV_FILTERS - 1 export function nav_area_cost(nav_st: NavState, kind: int, filter: int, area: int, cost: float) -> void { let h = nv_mesh(nav_st, kind) if h != null { nvc_area_cost(h, filter, area, cost) } }