This page has been translated automatically.
Видеоуроки
Interface
Essentials
Advanced
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Landscape Tool
Sandworm
Использование инструментов редактора для конкретных задач
Extending Editor Functionality
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World Nodes
Звуковые объекты
Объекты поиска пути
Players
Программирование
Основы
Настройка среды разработки
C++
C#
UnigineScript
Унифицированный язык шейдеров UUSL
Плагины
File Formats
Rebuilding the Engine Tools
GUI
Двойная точность координат
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Creating Routes

UNIGINE has a built-in pathfinding system that includes navigation areas, obstacles and functions of the PathRoute class that are used to calculate the optimal routes among obstacles within navigation areas.

Warning
3D navigation feature is experimental and not recommended for production use.

Via UnigineEditor, you can only add a navigation area (a sector or a mesh) to the scene and place obstacles. The 2D or 3D route that is calculated within the navigation area should be created from the code.

Creating a Route within Navigation Area#

To create a route within a navigation area, in which no obstacles are placed, you can use the following:

Source code (C++)
// declare points between which the route should be calculated
Vec3 p0 = Vec3(-60.0f,-60.0f,5.0f);
Vec3 p1 = Vec3( 60.0f, 60.0f,5.0f);
Source code (C++)
// create a new route
PathRoutePtr route = PathRoute::create();
// set a radius for the point which will move along the route
route->setRadius(2.0f);
Source code (C++)
// create a 3D route
route->create3D(p0,p1);
Notice
You can create a 2D route the same way by calling the create2D() function.

To visualize the calculated route, call the renderVisualizer() function of the PathRoute class:

Source code (C++)
route->renderVisualizer(vec4(1.0f));

To visualize the navigation area, call the renderVisualizer() functions of the Node class:

Source code (C++)
sector->renderVisualizer();
Notice
You should enable the engine visualizer by calling Visualizer::setEnabled(1);

You can affect route calculation via UnigineEditor by adjusting parameters of the navigation sector or mesh.

Creating a Route within Navigation Area with Obstacles#

Creating the route within a navigation area with obstacles is similar to creating the route within an empty navigation area. Moreover, the route will be recalculated if the obstacle changes its transformation.

If the obstacle is connected with a dynamically changing node that should be bypassed, this node should be set as a parent node for the obstacle. This will enable simultaneous changing transformation of the node and the obstacle. For example:

Source code (C++)
// AppWorldLogic.h

#include <UnigineLogic.h>
#include <UnigineStreams.h>
#include <UnigineObjects.h>
#include <UniginePathFinding.h>

class AppWorldLogic : public Unigine::WorldLogic {
	
public:
	AppWorldLogic();
	virtual ~AppWorldLogic();
	
	virtual int init();
	
	virtual int update();
	virtual int postUpdate();
	virtual int updatePhysics();
	
	virtual int shutdown();
	
	virtual int save(const Unigine::StreamPtr &stream);
	virtual int restore(const Unigine::StreamPtr &stream);
	
private:
	
	// declare the required variables
	Unigine::ObstacleBoxPtr box;
	Unigine::ObjectMeshStaticPtr mesh;
	Unigine::PathRoutePtr route;
	// declare points between which a route should be calculated
	Unigine::Math::Vec3 p0 = Unigine::Math::Vec3(-60.0f, -60.0f, 5.0f);
	Unigine::Math::Vec3 p1 = Unigine::Math::Vec3(60.0f, 60.0f, 5.0f);

};
Source code (C++)
// AppWorldLogic.cpp

#include <UnigineEditor.h>
#include <UnigineGame.h>
#include <UnigineVisualizer.h>
#include <UnigineLog.h>

using namespace Unigine;
using namespace Math;

int AppWorldLogic::init() {

	// enable the engine visualizer
	Visualizer::setEnabled(1);

	// create a navigation sector within which pathfinding will be performed
	NavigationSectorPtr navigation = NavigationSector::create(vec3(128.0f, 128.0f, 8.0f));
	navigation->setWorldTransform(translate(Vec3(1.0f, 1.0f, 5.0f)));

	// create a mesh by adding a box surface to it
	MeshPtr mesh_0 = Mesh::create();
	mesh_0->addBoxSurface("box_surface", vec3(1.0f));
	// create the ObjectMeshStatic that should be bypassed
	mesh = ObjectMeshStatic::create(mesh_0);

	mesh->setPosition(Vec3(2.0f, 2.2f, 1.5f));
	mesh->setScale(vec3(2.0f, 2.0f, 2.0f));

	// create an obstacle
	box = ObstacleBox::create(vec3(1.2f, 1.2f, 1.2f));

	box->setPosition(Vec3(0.0f, 0.0f, 0.0f));
	// add the obstacle as the child node to the mesh in order to change their transformation simultaneously
	mesh->addChild(box);

	// create a new route
	route = PathRoute::create();
	// set a radius for the point which will move along the route
	route->setRadius(1.2f);

	return 1;
}

// start of the main loop
int AppWorldLogic::update() {
	
	// get the frame duration
	float ifps = Game::getIFps();
	// and define the angle of the object's rotation
	float angle = ifps * 90.0f;

	// change transformation of the mesh
	mesh->setTransform(mesh->getTransform() * Mat4(rotateZ(angle)));
	// render the bounding box of the obstacle
	box->renderVisualizer();

	// recalculate the route in the current frame and render its visualizer
	route->create2D(p0, p1);
	if (route->isReached()) route->renderVisualizer(vec4(1.0f));
	else Log::message("PathRoute failed");

	return 1;
}
Notice
In the example above, the route is recalculated each frame. However, it is non-optimal for application performance. You can calculate the route, for example, once per 10 frames.

In the result, you will have a simple navigation sector, in which the dynamically changing obstacle box is placed.

Here the obstacle is highlighted with red
Last update: 21.01.2022
Build: ()