Take CSG into account for nav-mesh generation
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@ -116,9 +116,9 @@ protected:
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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Array get_meshes() const;
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public:
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void set_operation(Operation p_operation);
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Operation get_operation() const;
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@ -45,6 +45,10 @@
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#include "scene/resources/shape.h"
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#include "scene/resources/sphere_shape.h"
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#ifdef MODULE_CSG_ENABLED
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#include "modules/csg/csg_shape.h"
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#endif
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EditorNavigationMeshGenerator *EditorNavigationMeshGenerator::singleton = NULL;
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void EditorNavigationMeshGenerator::_add_vertex(const Vector3 &p_vec3, Vector<float> &p_verticies) {
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@ -134,6 +138,20 @@ void EditorNavigationMeshGenerator::_parse_geometry(Transform p_accumulated_tran
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}
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}
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#ifdef MODULE_CSG_ENABLED
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if (Object::cast_to<CSGShape>(p_node) && p_generate_from != NavigationMesh::PARSED_GEOMETRY_STATIC_COLLIDERS) {
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CSGShape *csg_shape = Object::cast_to<CSGShape>(p_node);
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Array meshes = csg_shape->get_meshes();
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if (!meshes.empty()) {
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Ref<Mesh> mesh = meshes[1];
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if (mesh.is_valid()) {
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_add_mesh(mesh, p_accumulated_transform * csg_shape->get_transform(), p_verticies, p_indices);
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}
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}
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}
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#endif
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if (Object::cast_to<StaticBody>(p_node) && p_generate_from != NavigationMesh::PARSED_GEOMETRY_MESH_INSTANCES) {
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StaticBody *static_body = Object::cast_to<StaticBody>(p_node);
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