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298bd3f88a
Adds a new NavigationMesh property to select which objects will be taken into account for the generation. By default it will use all the NavigationMeshInstance children to keep compatibility. The new modes allow to build the NavigationMesh from all the nodes belonging to a specific group, and optionally include their children too.
68 lines
3.7 KiB
C++
68 lines
3.7 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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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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#include "editor/editor_node.h"
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#include "scene/3d/navigation_mesh.h"
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#include <Recast.h>
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class EditorNavigationMeshGenerator : public Object {
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GDCLASS(EditorNavigationMeshGenerator, Object);
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static EditorNavigationMeshGenerator *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_verticies);
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static void _add_mesh(const Ref<Mesh> &p_mesh, const Transform &p_xform, Vector<float> &p_verticies, Vector<int> &p_indices);
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static void _add_faces(const PoolVector3Array &p_faces, const Transform &p_xform, Vector<float> &p_verticies, Vector<int> &p_indices);
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static void _parse_geometry(Transform p_accumulated_transform, Node *p_node, Vector<float> &p_verticies, Vector<int> &p_indices, int 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(Ref<NavigationMesh> p_nav_mesh, EditorProgress *ep,
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rcHeightfield *hf, rcCompactHeightfield *chf, rcContourSet *cset, rcPolyMesh *poly_mesh,
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rcPolyMeshDetail *detail_mesh, Vector<float> &vertices, Vector<int> &indices);
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public:
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static EditorNavigationMeshGenerator *get_singleton();
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EditorNavigationMeshGenerator();
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~EditorNavigationMeshGenerator();
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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 // NAVIGATION_MESH_GENERATOR_H
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