virtualx-engine/modules/navigation/nav_region.cpp

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/**************************************************************************/
/* nav_region.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "nav_region.h"
#include "nav_map.h"
void NavRegion::set_map(NavMap *p_map) {
map = p_map;
polygons_dirty = true;
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if (!map) {
connections.clear();
}
}
void NavRegion::set_transform(Transform3D p_transform) {
transform = p_transform;
polygons_dirty = true;
}
void NavRegion::set_mesh(Ref<NavigationMesh> p_mesh) {
mesh = p_mesh;
polygons_dirty = true;
}
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int NavRegion::get_connections_count() const {
if (!map) {
return 0;
}
return connections.size();
}
Vector3 NavRegion::get_connection_pathway_start(int p_connection_id) const {
ERR_FAIL_COND_V(!map, Vector3());
ERR_FAIL_INDEX_V(p_connection_id, connections.size(), Vector3());
return connections[p_connection_id].pathway_start;
}
Vector3 NavRegion::get_connection_pathway_end(int p_connection_id) const {
ERR_FAIL_COND_V(!map, Vector3());
ERR_FAIL_INDEX_V(p_connection_id, connections.size(), Vector3());
return connections[p_connection_id].pathway_end;
}
bool NavRegion::sync() {
bool something_changed = polygons_dirty /* || something_dirty? */;
update_polygons();
return something_changed;
}
void NavRegion::update_polygons() {
if (!polygons_dirty) {
return;
}
polygons.clear();
polygons_dirty = false;
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if (map == nullptr) {
return;
}
if (mesh.is_null()) {
return;
}
Vector<Vector3> vertices = mesh->get_vertices();
int len = vertices.size();
if (len == 0) {
return;
}
const Vector3 *vertices_r = vertices.ptr();
polygons.resize(mesh->get_polygon_count());
// Build
for (size_t i(0); i < polygons.size(); i++) {
gd::Polygon &p = polygons[i];
p.owner = this;
Vector<int> mesh_poly = mesh->get_polygon(i);
const int *indices = mesh_poly.ptr();
bool valid(true);
p.points.resize(mesh_poly.size());
p.edges.resize(mesh_poly.size());
Vector3 center;
float sum(0);
for (int j(0); j < mesh_poly.size(); j++) {
int idx = indices[j];
if (idx < 0 || idx >= len) {
valid = false;
break;
}
Vector3 point_position = transform.xform(vertices_r[idx]);
p.points[j].pos = point_position;
p.points[j].key = map->get_point_key(point_position);
center += point_position; // Composing the center of the polygon
if (j >= 2) {
Vector3 epa = transform.xform(vertices_r[indices[j - 2]]);
Vector3 epb = transform.xform(vertices_r[indices[j - 1]]);
sum += map->get_up().dot((epb - epa).cross(point_position - epa));
}
}
if (!valid) {
ERR_BREAK_MSG(!valid, "The navigation mesh set in this region is not valid!");
}
p.clockwise = sum > 0;
if (mesh_poly.size() != 0) {
p.center = center / float(mesh_poly.size());
}
}
}