/**************************************************************************/ /* navigation_mesh_source_geometry_data_3d.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_3D_H #define NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_3D_H #include "core/os/rw_lock.h" #include "scene/resources/mesh.h" class NavigationMeshSourceGeometryData3D : public Resource { GDCLASS(NavigationMeshSourceGeometryData3D, Resource); RWLock geometry_rwlock; Vector vertices; Vector indices; public: struct ProjectedObstruction; private: Vector _projected_obstructions; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; static void _bind_methods(); private: void _add_vertex(const Vector3 &p_vec3); void _add_mesh(const Ref &p_mesh, const Transform3D &p_xform); void _add_mesh_array(const Array &p_array, const Transform3D &p_xform); void _add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform); public: struct ProjectedObstruction { static inline uint32_t VERSION = 1; // Increase when format changes so we can detect outdated formats and provide compatibility. Vector vertices; float elevation = 0.0; float height = 0.0; bool carve = false; }; // kept root node transform here on the geometry data // if we add this transform to all exposed functions we need to break comp on all functions later // when navmesh changes from global transform to relative to navregion // but if it stays here we can just remove it and change the internal functions only Transform3D root_node_transform; void set_vertices(const Vector &p_vertices); const Vector &get_vertices() const { return vertices; } void set_indices(const Vector &p_indices); const Vector &get_indices() const { return indices; } bool has_data() { return vertices.size() && indices.size(); }; void clear(); void clear_projected_obstructions(); void add_mesh(const Ref &p_mesh, const Transform3D &p_xform); void add_mesh_array(const Array &p_mesh_array, const Transform3D &p_xform); void add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform); void merge(const Ref &p_other_geometry); void add_projected_obstruction(const Vector &p_vertices, float p_elevation, float p_height, bool p_carve); Vector _get_projected_obstructions() const; void set_projected_obstructions(const Array &p_array); Array get_projected_obstructions() const; NavigationMeshSourceGeometryData3D() {} ~NavigationMeshSourceGeometryData3D() { clear(); } }; #endif // NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_3D_H