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#ifndef NAVIGATION_MESH_H
#define NAVIGATION_MESH_H
#include "scene/3d/spatial.h"
#include "scene/resources/mesh.h"
class Mesh;
class NavigationMesh : public Resource {
OBJ_TYPE( NavigationMesh, Resource );
DVector<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 DVector<Vector3>& p_vertices);
DVector<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 {
OBJ_TYPE(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;
NavigationMeshInstance();
};
#endif // NAVIGATION_MESH_H
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