/**************************************************************************/ /* navigation_mesh.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_H #define NAVIGATION_MESH_H #include "scene/resources/mesh.h" class NavigationMesh : public Resource { GDCLASS(NavigationMesh, Resource); Vector<Vector3> vertices; struct Polygon { Vector<int> indices; }; Vector<Polygon> polygons; Ref<ArrayMesh> debug_mesh; protected: static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; #ifndef DISABLE_DEPRECATED bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; #endif // DISABLE_DEPRECATED void _set_polygons(const Array &p_array); Array _get_polygons() const; public: enum SamplePartitionType { SAMPLE_PARTITION_WATERSHED = 0, SAMPLE_PARTITION_MONOTONE, SAMPLE_PARTITION_LAYERS, SAMPLE_PARTITION_MAX }; enum ParsedGeometryType { PARSED_GEOMETRY_MESH_INSTANCES = 0, PARSED_GEOMETRY_STATIC_COLLIDERS, PARSED_GEOMETRY_BOTH, PARSED_GEOMETRY_MAX }; enum SourceGeometryMode { SOURCE_GEOMETRY_ROOT_NODE_CHILDREN = 0, SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN, SOURCE_GEOMETRY_GROUPS_EXPLICIT, SOURCE_GEOMETRY_MAX }; protected: float cell_size = 0.25f; // Must match ProjectSettings default 3D cell_size and NavigationServer NavMap cell_size. float cell_height = 0.25f; // Must match ProjectSettings default 3D cell_height and NavigationServer NavMap cell_height. float agent_height = 1.5f; float agent_radius = 0.5f; float agent_max_climb = 0.25f; float agent_max_slope = 45.0f; float region_min_size = 2.0f; float region_merge_size = 20.0f; float edge_max_length = 0.0f; float edge_max_error = 1.3f; float vertices_per_polygon = 6.0f; float detail_sample_distance = 6.0f; float detail_sample_max_error = 1.0f; SamplePartitionType partition_type = SAMPLE_PARTITION_WATERSHED; ParsedGeometryType parsed_geometry_type = PARSED_GEOMETRY_MESH_INSTANCES; uint32_t collision_mask = 0xFFFFFFFF; SourceGeometryMode source_geometry_mode = SOURCE_GEOMETRY_ROOT_NODE_CHILDREN; StringName source_group_name = "navigation_mesh_source_group"; bool filter_low_hanging_obstacles = false; bool filter_ledge_spans = false; bool filter_walkable_low_height_spans = false; AABB filter_baking_aabb; Vector3 filter_baking_aabb_offset; public: // Recast settings void set_sample_partition_type(SamplePartitionType p_value); SamplePartitionType get_sample_partition_type() const; void set_parsed_geometry_type(ParsedGeometryType p_value); ParsedGeometryType get_parsed_geometry_type() const; void set_collision_mask(uint32_t p_mask); uint32_t get_collision_mask() const; void set_collision_mask_value(int p_layer_number, bool p_value); bool get_collision_mask_value(int p_layer_number) const; void set_source_geometry_mode(SourceGeometryMode p_geometry_mode); SourceGeometryMode get_source_geometry_mode() const; void set_source_group_name(StringName p_group_name); StringName get_source_group_name() const; void set_cell_size(float p_value); float get_cell_size() const; void set_cell_height(float p_value); float get_cell_height() const; void set_agent_height(float p_value); float get_agent_height() const; void set_agent_radius(float p_value); float get_agent_radius(); void set_agent_max_climb(float p_value); float get_agent_max_climb() const; void set_agent_max_slope(float p_value); float get_agent_max_slope() const; void set_region_min_size(float p_value); float get_region_min_size() const; void set_region_merge_size(float p_value); float get_region_merge_size() const; void set_edge_max_length(float p_value); float get_edge_max_length() const; void set_edge_max_error(float p_value); float get_edge_max_error() const; void set_vertices_per_polygon(float p_value); float get_vertices_per_polygon() const; void set_detail_sample_distance(float p_value); float get_detail_sample_distance() const; void set_detail_sample_max_error(float p_value); float get_detail_sample_max_error() const; void set_filter_low_hanging_obstacles(bool p_value); bool get_filter_low_hanging_obstacles() const; void set_filter_ledge_spans(bool p_value); bool get_filter_ledge_spans() const; void set_filter_walkable_low_height_spans(bool p_value); bool get_filter_walkable_low_height_spans() const; void set_filter_baking_aabb(const AABB &p_aabb); AABB get_filter_baking_aabb() const; void set_filter_baking_aabb_offset(const Vector3 &p_aabb_offset); Vector3 get_filter_baking_aabb_offset() const; void create_from_mesh(const Ref<Mesh> &p_mesh); void set_vertices(const Vector<Vector3> &p_vertices); Vector<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(); void clear(); #ifdef DEBUG_ENABLED Ref<ArrayMesh> get_debug_mesh(); #endif // DEBUG_ENABLED NavigationMesh(); }; VARIANT_ENUM_CAST(NavigationMesh::SamplePartitionType); VARIANT_ENUM_CAST(NavigationMesh::ParsedGeometryType); VARIANT_ENUM_CAST(NavigationMesh::SourceGeometryMode); #endif // NAVIGATION_MESH_H