09bc9eb101
Change the entire navigation system. Remove editor prefix from nav mesh generator class. It is now used for baking at runtime as well. Navigation supports obstacle avoidance now with the RVO2 library. Nav system will also automatically link all nav meshes together to form one overall complete nav map.
197 lines
6.3 KiB
C++
197 lines
6.3 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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PoolVector<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(SamplePartitionType p_value);
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SamplePartitionType get_sample_partition_type() const;
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void set_parsed_geometry_type(ParsedGeometryType p_value);
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ParsedGeometryType 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(SourceGeometryMode p_geometry_mode);
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SourceGeometryMode 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 PoolVector<Vector3> &p_vertices);
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PoolVector<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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VARIANT_ENUM_CAST(NavigationMesh::SamplePartitionType);
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VARIANT_ENUM_CAST(NavigationMesh::ParsedGeometryType);
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VARIANT_ENUM_CAST(NavigationMesh::SourceGeometryMode);
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#endif // NAVIGATION_MESH_H
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