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Happy new year to the wonderful Godot community!
84 lines
3.8 KiB
C++
84 lines
3.8 KiB
C++
/*************************************************************************/
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/* navigation_mesh_generator.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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_GENERATOR_H
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#define NAVIGATION_MESH_GENERATOR_H
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#ifndef _3D_DISABLED
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#include "scene/3d/navigation_region_3d.h"
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#include <Recast.h>
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#ifdef TOOLS_ENABLED
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struct EditorProgress;
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#endif
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class NavigationMeshGenerator : public Object {
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GDCLASS(NavigationMeshGenerator, Object);
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static NavigationMeshGenerator *singleton;
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protected:
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static void _bind_methods();
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static void _add_vertex(const Vector3 &p_vec3, Vector<float> &p_vertices);
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static void _add_mesh(const Ref<Mesh> &p_mesh, const Transform3D &p_xform, Vector<float> &p_vertices, Vector<int> &p_indices);
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static void _add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform, Vector<float> &p_vertices, Vector<int> &p_indices);
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static void _parse_geometry(Transform3D p_accumulated_transform, Node *p_node, Vector<float> &p_vertices, Vector<int> &p_indices, NavigationMesh::ParsedGeometryType p_generate_from, uint32_t p_collision_mask, bool p_recurse_children);
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static void _convert_detail_mesh_to_native_navigation_mesh(const rcPolyMeshDetail *p_detail_mesh, Ref<NavigationMesh> p_nav_mesh);
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static void _build_recast_navigation_mesh(
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Ref<NavigationMesh> p_nav_mesh,
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#ifdef TOOLS_ENABLED
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EditorProgress *ep,
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#endif
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rcHeightfield *hf,
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rcCompactHeightfield *chf,
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rcContourSet *cset,
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rcPolyMesh *poly_mesh,
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rcPolyMeshDetail *detail_mesh,
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Vector<float> &vertices,
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Vector<int> &indices);
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public:
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static NavigationMeshGenerator *get_singleton();
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NavigationMeshGenerator();
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~NavigationMeshGenerator();
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void bake(Ref<NavigationMesh> p_nav_mesh, Node *p_node);
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void clear(Ref<NavigationMesh> p_nav_mesh);
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};
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#endif
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#endif // NAVIGATION_MESH_GENERATOR_H
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