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- /*************************************************************************/
- /* navigation_mesh.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* 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 */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef NAVIGATION_MESH_H
- #define NAVIGATION_MESH_H
- #include "scene/3d/spatial.h"
- #include "scene/resources/mesh.h"
- class Mesh;
- class NavigationMesh : public Resource {
- GDCLASS(NavigationMesh, Resource);
- PoolVector<Vector3> vertices;
- struct Polygon {
- Vector<int> indices;
- };
- Vector<Polygon> polygons;
- Ref<ArrayMesh> debug_mesh;
- struct _EdgeKey {
- Vector3 from;
- Vector3 to;
- bool operator<(const _EdgeKey &p_with) const { return from == p_with.from ? to < p_with.to : from < p_with.from; }
- };
- protected:
- static void _bind_methods();
- void _set_polygons(const Array &p_array);
- Array _get_polygons() const;
- public:
- enum SamplePartitionType {
- SAMPLE_PARTITION_WATERSHED = 0,
- SAMPLE_PARTITION_MONOTONE,
- SAMPLE_PARTITION_LAYERS,
- SAMPLE_PARTITION_MAX
- };
- protected:
- float cell_size;
- float cell_height;
- float agent_height;
- float agent_radius;
- float agent_max_climb;
- float agent_max_slope;
- float region_min_size;
- float region_merge_size;
- float edge_max_length;
- float edge_max_error;
- float verts_per_poly;
- float detail_sample_distance;
- float detail_sample_max_error;
- SamplePartitionType partition_type;
- bool filter_low_hanging_obstacles;
- bool filter_ledge_spans;
- bool filter_walkable_low_height_spans;
- public:
- // Recast settings
- void set_sample_partition_type(int p_value);
- int get_sample_partition_type() const;
- void set_cell_size(float p_value);
- float get_cell_size() const;
- void set_cell_height(float p_value);
- float get_cell_height() const;
- void set_agent_height(float p_value);
- float get_agent_height() const;
- void set_agent_radius(float p_value);
- float get_agent_radius();
- void set_agent_max_climb(float p_value);
- float get_agent_max_climb() const;
- void set_agent_max_slope(float p_value);
- float get_agent_max_slope() const;
- void set_region_min_size(float p_value);
- float get_region_min_size() const;
- void set_region_merge_size(float p_value);
- float get_region_merge_size() const;
- void set_edge_max_length(float p_value);
- float get_edge_max_length() const;
- void set_edge_max_error(float p_value);
- float get_edge_max_error() const;
- void set_verts_per_poly(float p_value);
- float get_verts_per_poly() const;
- void set_detail_sample_distance(float p_value);
- float get_detail_sample_distance() const;
- void set_detail_sample_max_error(float p_value);
- float get_detail_sample_max_error() const;
- void set_filter_low_hanging_obstacles(bool p_value);
- bool get_filter_low_hanging_obstacles() const;
- void set_filter_ledge_spans(bool p_value);
- bool get_filter_ledge_spans() const;
- void set_filter_walkable_low_height_spans(bool p_value);
- bool get_filter_walkable_low_height_spans() const;
- void create_from_mesh(const Ref<Mesh> &p_mesh);
- void set_vertices(const PoolVector<Vector3> &p_vertices);
- PoolVector<Vector3> get_vertices() const;
- void add_polygon(const Vector<int> &p_polygon);
- int get_polygon_count() const;
- Vector<int> get_polygon(int p_idx);
- void clear_polygons();
- Ref<Mesh> get_debug_mesh();
- NavigationMesh();
- };
- class Navigation;
- class NavigationMeshInstance : public Spatial {
- GDCLASS(NavigationMeshInstance, Spatial);
- bool enabled;
- int nav_id;
- Navigation *navigation;
- Ref<NavigationMesh> navmesh;
- Node *debug_view;
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- public:
- void set_enabled(bool p_enabled);
- bool is_enabled() const;
- void set_navigation_mesh(const Ref<NavigationMesh> &p_navmesh);
- Ref<NavigationMesh> get_navigation_mesh() const;
- String get_configuration_warning() const;
- NavigationMeshInstance();
- };
- #endif // NAVIGATION_MESH_H
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