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216 lines
7.5 KiB
C++
216 lines
7.5 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) 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_H
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#define NAVIGATION_MESH_H
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#include "core/os/rw_lock.h"
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#include "scene/resources/mesh.h"
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#include "servers/navigation/navigation_globals.h"
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class NavigationMesh : public Resource {
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GDCLASS(NavigationMesh, Resource);
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RWLock rwlock;
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Vector<Vector3> vertices;
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Vector<Vector<int>> polygons;
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Ref<ArrayMesh> debug_mesh;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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#ifndef DISABLE_DEPRECATED
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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#endif // DISABLE_DEPRECATED
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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_ROOT_NODE_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 = NavigationDefaults3D::navmesh_cell_size;
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float cell_height = NavigationDefaults3D::navmesh_cell_height;
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float border_size = 0.0f;
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float agent_height = 1.5f;
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float agent_radius = 0.5f;
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float agent_max_climb = 0.25f;
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float agent_max_slope = 45.0f;
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float region_min_size = 2.0f;
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float region_merge_size = 20.0f;
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float edge_max_length = 0.0f;
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float edge_max_error = 1.3f;
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float vertices_per_polygon = 6.0f;
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float detail_sample_distance = 6.0f;
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float detail_sample_max_error = 1.0f;
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SamplePartitionType partition_type = SAMPLE_PARTITION_WATERSHED;
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ParsedGeometryType parsed_geometry_type = PARSED_GEOMETRY_BOTH;
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uint32_t collision_mask = 0xFFFFFFFF;
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SourceGeometryMode source_geometry_mode = SOURCE_GEOMETRY_ROOT_NODE_CHILDREN;
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StringName source_group_name = "navigation_mesh_source_group";
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bool filter_low_hanging_obstacles = false;
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bool filter_ledge_spans = false;
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bool filter_walkable_low_height_spans = false;
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AABB filter_baking_aabb;
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Vector3 filter_baking_aabb_offset;
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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_value(int p_layer_number, bool p_value);
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bool get_collision_mask_value(int p_layer_number) 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(const 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_border_size(float p_value);
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float get_border_size() 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_vertices_per_polygon(float p_value);
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float get_vertices_per_polygon() 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 set_filter_baking_aabb(const AABB &p_aabb);
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AABB get_filter_baking_aabb() const;
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void set_filter_baking_aabb_offset(const Vector3 &p_aabb_offset);
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Vector3 get_filter_baking_aabb_offset() 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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void set_polygons(const Vector<Vector<int>> &p_polygons);
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Vector<Vector<int>> get_polygons() const;
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void clear();
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void set_data(const Vector<Vector3> &p_vertices, const Vector<Vector<int>> &p_polygons);
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void get_data(Vector<Vector3> &r_vertices, Vector<Vector<int>> &r_polygons);
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#ifdef DEBUG_ENABLED
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Ref<ArrayMesh> get_debug_mesh();
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#endif // DEBUG_ENABLED
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NavigationMesh() {}
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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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