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/**************************************************************************/
/* navigation_mesh_source_geometry_data_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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_SOURCE_GEOMETRY_DATA_3D_H
#define NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_3D_H
#include "scene/3d/visual_instance_3d.h"
class NavigationMeshSourceGeometryData3D : public Resource {
GDCLASS(NavigationMeshSourceGeometryData3D, Resource);
Vector<float> vertices;
Vector<int> indices;
protected:
static void _bind_methods();
private:
void _add_vertex(const Vector3 &p_vec3);
void _add_mesh(const Ref<Mesh> &p_mesh, const Transform3D &p_xform);
void _add_mesh_array(const Array &p_array, const Transform3D &p_xform);
void _add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform);
public:
// kept root node transform here on the geometry data
// if we add this transform to all exposed functions we need to break comp on all functions later
// when navmesh changes from global transform to relative to navregion
// but if it stays here we can just remove it and change the internal functions only
Transform3D root_node_transform;
void set_vertices(const Vector<float> &p_vertices);
const Vector<float> &get_vertices() const { return vertices; }
void set_indices(const Vector<int> &p_indices);
const Vector<int> &get_indices() const { return indices; }
bool has_data() { return vertices.size() && indices.size(); };
void clear();
void add_mesh(const Ref<Mesh> &p_mesh, const Transform3D &p_xform);
void add_mesh_array(const Array &p_mesh_array, const Transform3D &p_xform);
void add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform);
NavigationMeshSourceGeometryData3D();
~NavigationMeshSourceGeometryData3D();
};
#endif // NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_3D_H