3205a92ad8
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
195 lines
6.1 KiB
C++
195 lines
6.1 KiB
C++
/*************************************************************************/
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/* navigation_mesh.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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_H
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#define NAVIGATION_MESH_H
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#include "scene/resources/mesh.h"
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class Mesh;
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class NavigationMesh : public Resource {
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GDCLASS(NavigationMesh, Resource);
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Vector<Vector3> vertices;
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struct Polygon {
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Vector<int> indices;
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};
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Vector<Polygon> polygons;
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Ref<ArrayMesh> debug_mesh;
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struct _EdgeKey {
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Vector3 from;
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Vector3 to;
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bool operator<(const _EdgeKey &p_with) const { return from == p_with.from ? to < p_with.to : from < p_with.from; }
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};
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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void _set_polygons(const Array &p_array);
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Array _get_polygons() const;
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public:
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enum SamplePartitionType {
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SAMPLE_PARTITION_WATERSHED = 0,
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SAMPLE_PARTITION_MONOTONE,
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SAMPLE_PARTITION_LAYERS,
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SAMPLE_PARTITION_MAX
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};
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enum ParsedGeometryType {
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PARSED_GEOMETRY_MESH_INSTANCES = 0,
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PARSED_GEOMETRY_STATIC_COLLIDERS,
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PARSED_GEOMETRY_BOTH,
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PARSED_GEOMETRY_MAX
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};
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enum SourceGeometryMode {
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SOURCE_GEOMETRY_NAVMESH_CHILDREN = 0,
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SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN,
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SOURCE_GEOMETRY_GROUPS_EXPLICIT,
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SOURCE_GEOMETRY_MAX
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};
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protected:
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float cell_size;
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float cell_height;
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float agent_height;
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float agent_radius;
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float agent_max_climb;
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float agent_max_slope;
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float region_min_size;
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float region_merge_size;
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float edge_max_length;
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float edge_max_error;
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float verts_per_poly;
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float detail_sample_distance;
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float detail_sample_max_error;
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SamplePartitionType partition_type;
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ParsedGeometryType parsed_geometry_type;
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uint32_t collision_mask;
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SourceGeometryMode source_geometry_mode;
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StringName source_group_name;
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bool filter_low_hanging_obstacles;
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bool filter_ledge_spans;
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bool filter_walkable_low_height_spans;
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public:
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// Recast settings
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void set_sample_partition_type(int p_value);
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int get_sample_partition_type() const;
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void set_parsed_geometry_type(int p_value);
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int get_parsed_geometry_type() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_mask_bit(int p_bit, bool p_value);
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bool get_collision_mask_bit(int p_bit) const;
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void set_source_geometry_mode(int p_geometry_mode);
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int get_source_geometry_mode() const;
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void set_source_group_name(StringName p_group_name);
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StringName get_source_group_name() const;
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void set_cell_size(float p_value);
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float get_cell_size() const;
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void set_cell_height(float p_value);
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float get_cell_height() const;
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void set_agent_height(float p_value);
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float get_agent_height() const;
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void set_agent_radius(float p_value);
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float get_agent_radius();
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void set_agent_max_climb(float p_value);
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float get_agent_max_climb() const;
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void set_agent_max_slope(float p_value);
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float get_agent_max_slope() const;
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void set_region_min_size(float p_value);
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float get_region_min_size() const;
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void set_region_merge_size(float p_value);
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float get_region_merge_size() const;
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void set_edge_max_length(float p_value);
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float get_edge_max_length() const;
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void set_edge_max_error(float p_value);
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float get_edge_max_error() const;
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void set_verts_per_poly(float p_value);
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float get_verts_per_poly() const;
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void set_detail_sample_distance(float p_value);
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float get_detail_sample_distance() const;
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void set_detail_sample_max_error(float p_value);
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float get_detail_sample_max_error() const;
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void set_filter_low_hanging_obstacles(bool p_value);
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bool get_filter_low_hanging_obstacles() const;
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void set_filter_ledge_spans(bool p_value);
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bool get_filter_ledge_spans() const;
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void set_filter_walkable_low_height_spans(bool p_value);
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bool get_filter_walkable_low_height_spans() const;
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void create_from_mesh(const Ref<Mesh> &p_mesh);
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void set_vertices(const Vector<Vector3> &p_vertices);
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Vector<Vector3> get_vertices() const;
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void add_polygon(const Vector<int> &p_polygon);
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int get_polygon_count() const;
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Vector<int> get_polygon(int p_idx);
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void clear_polygons();
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Ref<Mesh> get_debug_mesh();
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NavigationMesh();
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};
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#endif // NAVIGATION_MESH_H
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