ee14b010ac
Fixes threaded NavigationMesh baking under new SceneTree thread guards that blocked the process.
75 lines
3.8 KiB
C++
75 lines
3.8 KiB
C++
/**************************************************************************/
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/* navigation_mesh_source_geometry_data_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_3D_H
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#define NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_3D_H
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#include "scene/3d/visual_instance_3d.h"
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class NavigationMeshSourceGeometryData3D : public Resource {
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GDCLASS(NavigationMeshSourceGeometryData3D, Resource);
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Vector<float> vertices;
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Vector<int> indices;
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protected:
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static void _bind_methods();
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private:
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void _add_vertex(const Vector3 &p_vec3);
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void _add_mesh(const Ref<Mesh> &p_mesh, const Transform3D &p_xform);
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void _add_mesh_array(const Array &p_array, const Transform3D &p_xform);
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void _add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform);
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public:
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// kept root node transform here on the geometry data
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// if we add this transform to all exposed functions we need to break comp on all functions later
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// when navmesh changes from global transform to relative to navregion
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// but if it stays here we can just remove it and change the internal functions only
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Transform3D root_node_transform;
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void set_vertices(const Vector<float> &p_vertices);
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const Vector<float> &get_vertices() const { return vertices; }
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void set_indices(const Vector<int> &p_indices);
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const Vector<int> &get_indices() const { return indices; }
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bool has_data() { return vertices.size() && indices.size(); };
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void clear();
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void add_mesh(const Ref<Mesh> &p_mesh, const Transform3D &p_xform);
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void add_mesh_array(const Array &p_mesh_array, const Transform3D &p_xform);
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void add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform);
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NavigationMeshSourceGeometryData3D();
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~NavigationMeshSourceGeometryData3D();
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};
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#endif // NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_3D_H
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