This method will cancel movement to a destination, if it is active, and the agent will smoothly come to a halt.
#include "UltraEngine.h"
using namespace UltraEngine;
int main(int argc, const char* argv[])
{
//Get the displays
auto displays = GetDisplays();
//Create a window
auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);
//Create a framebuffer
auto framebuffer = CreateFramebuffer(window);
//Create a world
auto world = CreateWorld();
//Create a camera
auto camera = CreateCamera(world);
camera->SetFov(70);
camera->SetClearColor(0.125);
camera->SetPosition(0, 3, -6);
camera->SetRotation(35,0,0);
//Create light
auto light = CreateBoxLight(world);
light->SetRange(-20, 20);
light->SetArea(20, 20);
light->SetRotation(35, 35, 0);
light->SetColor(3);
//Create scene
auto ground = CreateBox(world, 10, 1, 10);
ground->SetPosition(0, -0.5, 0);
ground->SetColor(0, 1, 0);
auto wall = CreateBox(world, 1, 2, 4);
//Create navmesh
auto navmesh = CreateNavMesh(world, 10, 5, 10, 4, 4);
navmesh->Build();
//Create player
auto player = CreateCylinder(world, 0.4, 1.8);
player->SetColor(0, 0, 1);
auto agent = CreateNavAgent(navmesh);
player->Attach(agent);
//Main loop
while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
{
if (window->MouseHit(MOUSE_LEFT))
{
auto mousepos = window->GetMousePosition();
auto rayinfo = camera->Pick(framebuffer, mousepos.x, mousepos.y);
if (rayinfo.success)
{
agent->Navigate(rayinfo.position);
}
}
if (window->KeyHit(KEY_SPACE)) agent->Stop();
world->Update();
world->Render(framebuffer);
}
return 0;
}