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Skyline Forums Skyline Game Engine Community Forums 2018-04-16T20:33:30+01:00 https://forum.aurasoft-skyline.co.uk/feed.php?f=52&t=2328 2018-04-16T20:33:30+01:00 2018-04-16T20:33:30+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2328&p=12477#p12477 <![CDATA[Re: Detour functions to Lua]]>

There is more functions, some could be usefull like getting a list of navigation points to let the user code itself the character movement (and this would allow us to fix the actual rotation issues when using navmesh on SKyline).

I'll make a ticket.

Statistics: Posted by SpiderMack — 16 Apr 2018, 20:33


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2018-04-16T18:37:44+01:00 2018-04-16T18:37:44+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2328&p=12476#p12476 <![CDATA[Re: Detour functions to Lua]]> We will add these to the todo list...

Do you want to make an entry on the ticket site: https://support.aurasoft-skyline.co.uk

Statistics: Posted by SolarPortal — 16 Apr 2018, 18:37


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2018-04-16T13:48:20+01:00 2018-04-16T13:48:20+01:00 https://forum.aurasoft-skyline.co.uk/viewtopic.php?t=2328&p=12473#p12473 <![CDATA[Detour functions to Lua]]>
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,
const dtQueryFilter* filter, float (*frand)(),
dtPolyRef* randomRef, float* randomPt)


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,
const dtQueryFilter* filter,
float* t, float* hitNormal, dtPolyRef* path, int* pathCount, const int maxPath)

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,
const dtPolyRef /*prevRef*/, const dtMeshTile* /*prevTile*/, const dtPoly* /*prevPoly*/,
const dtPolyRef /*curRef*/, const dtMeshTile* /*curTile*/, const dtPoly* curPoly,
const dtPolyRef /*nextRef*/, const dtMeshTile* /*nextTile*/, const dtPoly* /*nextPoly*/)


closestPointOnPolyBoundary
Closest point into a boundary poly

dtStatus dtNavMeshQuery::closestPointOnPolyBoundary(dtPolyRef ref, const float* pos, float* closest)

Statistics: Posted by SpiderMack — 16 Apr 2018, 13:48


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