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/*************************************************************************/
/* navigation_mesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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<Mesh> 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:
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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