SetNavigationMode
This function sets an entity's pathfinding navigation mode.
Syntax
- void SetNavigationMode(bool mode, bool recursive=false)
Parameters
- mode: if set to true, the entity will affect character pathfinding, otherwise the entity will be ignored when plotting paths.
- recursive: set to true to recursively call this function for all the entity's children.
Example
#include "Leadwerks.h"
using namespace Leadwerks;
int main(int argc, const char *argv[])
{
Leadwerks::Window* window = Leadwerks::Window::Create();
Context* context = Context::Create(window);
World* world = World::Create();
Camera* camera = Camera::Create();
camera->SetRotation(35, 0, 0);
camera->Move(0, 0, -5);
Light* light = DirectionalLight::Create();
light->SetRotation(35, 35, 0);
//Enable navmesh debugging
camera->SetDebugNavigationMode(true);
//Create the ground
Model* ground = Model::Box(10, 1, 10);
ground->SetPosition(0, -0.5, 0);
ground->SetColor(0.0, 0.25, 0.0);
//Create a shape
Shape* shape = Shape::Box(0, 0, 0, 0, 0, 0, 10, 1, 10);
ground->SetShape(shape);
shape->Release();
//Create a model
//This is an obstacle the player will walk around
Entity* entity = Model::Box(1, 1, 3);
entity->SetColor(0.0, 0.0, 1.0);
entity->SetPosition(0, 1, 0);
//Create a shape
shape = Shape::Box(0, 0, 0, 0, 0, 0, 1, 1, 3);
entity->SetShape(shape);
shape->Release();
//Enable navigation obstacles
ground->SetNavigationMode(true);
entity->SetNavigationMode(true);
//Create a character
Entity* player = Pivot::Create();
Entity* visiblecapsule = Model::Cylinder(16, player);
visiblecapsule->SetScale(1, 2, 1);
visiblecapsule->SetPosition(0, 1, 0);
player->SetPosition(-4, 0, 0);
player->SetMass(1);
player->SetPhysicsMode(Entity::CharacterPhysics);
world->BuildNavMesh();
while (true)
{
if (window->Closed() || window->KeyDown(Key::Escape)) return false;
if (player) player->GoToPoint(4, 0, 0, 1.4, 1);
Leadwerks::Leadwerks::Time::Update();
world->Update();
world->Render();
context->SetBlendMode(Blend::Alpha);
context->DrawText("NavMode: " + String(entity->GetNavigationMode()), 2, 2);
context->Sync();
}
}