#ifndef NAVIGATION_MESH_H #define NAVIGATION_MESH_H #include "scene/3d/spatial.h" #include "scene/resources/mesh.h" class Mesh; class NavigationMesh : public Resource { OBJ_TYPE( NavigationMesh, Resource ); DVector<Vector3> vertices; struct Polygon { Vector<int> indices; }; Vector<Polygon> polygons; Ref<Mesh> debug_mesh; struct _EdgeKey { Vector3 from; Vector3 to; bool operator<(const _EdgeKey& p_with) const { return from==p_with.from ? to < p_with.to : from < p_with.from; } }; protected: static void _bind_methods(); void _set_polygons(const Array& p_array); Array _get_polygons() const; public: void create_from_mesh(const Ref<Mesh>& p_mesh); void set_vertices(const DVector<Vector3>& p_vertices); DVector<Vector3> get_vertices() const; void add_polygon(const Vector<int>& p_polygon); int get_polygon_count() const; Vector<int> get_polygon(int p_idx); void clear_polygons(); Ref<Mesh> get_debug_mesh(); NavigationMesh(); }; class Navigation; class NavigationMeshInstance : public Spatial { OBJ_TYPE(NavigationMeshInstance,Spatial); bool enabled; int nav_id; Navigation *navigation; Ref<NavigationMesh> navmesh; Node *debug_view; protected: void _notification(int p_what); static void _bind_methods(); public: void set_enabled(bool p_enabled); bool is_enabled() const; void set_navigation_mesh(const Ref<NavigationMesh>& p_navmesh); Ref<NavigationMesh> get_navigation_mesh() const; NavigationMeshInstance(); }; #endif // NAVIGATION_MESH_H