virtualx-engine/scene/resources/navigation_mesh_source_geometry_data_3d.h
smix8 5d5e85fe07 Add NavigationObstacle options to affect and carve navigation mesh
Adds NavigationObstacle options to affect and carve navigation mesh.
2024-03-15 01:45:44 +01:00

103 lines
4.7 KiB
C++

/**************************************************************************/
/* navigation_mesh_source_geometry_data_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* 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 */
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#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<float> vertices;
Vector<int> indices;
public:
struct ProjectedObstruction;
private:
Vector<ProjectedObstruction> _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<Mesh> &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static inline uint32_t VERSION = 1; // Increase when format changes so we can detect outdated formats and provide compatibility.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<float> 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<float> &p_vertices);
const Vector<float> &get_vertices() const { return vertices; }
void set_indices(const Vector<int> &p_indices);
const Vector<int> &get_indices() const { return indices; }
bool has_data() { return vertices.size() && indices.size(); };
void clear();
void clear_projected_obstructions();
void add_mesh(const Ref<Mesh> &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<NavigationMeshSourceGeometryData3D> &p_other_geometry);
void add_projected_obstruction(const Vector<Vector3> &p_vertices, float p_elevation, float p_height, bool p_carve);
Vector<ProjectedObstruction> _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