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diff --git a/scene/resources/navigation_mesh.h b/scene/resources/navigation_mesh.h
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+/*************************************************************************/
+/* navigation_mesh.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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/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();
+ virtual void _validate_property(PropertyInfo &property) const;
+
+ 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
+ };
+
+ enum ParsedGeometryType {
+ PARSED_GEOMETRY_MESH_INSTANCES = 0,
+ PARSED_GEOMETRY_STATIC_COLLIDERS,
+ PARSED_GEOMETRY_BOTH,
+ PARSED_GEOMETRY_MAX
+ };
+
+ enum SourceGeometryMode {
+ SOURCE_GEOMETRY_NAVMESH_CHILDREN = 0,
+ SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN,
+ SOURCE_GEOMETRY_GROUPS_EXPLICIT,
+ SOURCE_GEOMETRY_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;
+ ParsedGeometryType parsed_geometry_type;
+ uint32_t collision_mask;
+
+ SourceGeometryMode source_geometry_mode;
+ StringName source_group_name;
+
+ 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_parsed_geometry_type(int p_value);
+ int get_parsed_geometry_type() const;
+
+ void set_collision_mask(uint32_t p_mask);
+ uint32_t get_collision_mask() const;
+
+ void set_collision_mask_bit(int p_bit, bool p_value);
+ bool get_collision_mask_bit(int p_bit) const;
+
+ void set_source_geometry_mode(int p_geometry_mode);
+ int get_source_geometry_mode() const;
+
+ void set_source_group_name(StringName p_group_name);
+ StringName get_source_group_name() 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();
+};
+
+#endif // NAVIGATION_MESH_H