/*************************************************************************/ /* navigation_mesh_generator.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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_GENERATOR_H #define NAVIGATION_MESH_GENERATOR_H #include "editor/editor_node.h" #include "scene/3d/navigation_mesh.h" #include class EditorNavigationMeshGenerator : public Object { GDCLASS(EditorNavigationMeshGenerator, Object); static EditorNavigationMeshGenerator *singleton; protected: static void _bind_methods(); static void _add_vertex(const Vector3 &p_vec3, Vector &p_verticies); static void _add_mesh(const Ref &p_mesh, const Transform &p_xform, Vector &p_verticies, Vector &p_indices); static void _add_faces(const PoolVector3Array &p_faces, const Transform &p_xform, Vector &p_verticies, Vector &p_indices); static void _parse_geometry(Transform p_accumulated_transform, Node *p_node, Vector &p_verticies, Vector &p_indices, NavigationMesh::ParsedGeometryType p_generate_from, uint32_t p_collision_mask, bool p_recurse_children); static void _convert_detail_mesh_to_native_navigation_mesh(const rcPolyMeshDetail *p_detail_mesh, Ref p_nav_mesh); static void _build_recast_navigation_mesh(Ref p_nav_mesh, EditorProgress *ep, rcHeightfield *hf, rcCompactHeightfield *chf, rcContourSet *cset, rcPolyMesh *poly_mesh, rcPolyMeshDetail *detail_mesh, Vector &vertices, Vector &indices); public: static EditorNavigationMeshGenerator *get_singleton(); EditorNavigationMeshGenerator(); ~EditorNavigationMeshGenerator(); void bake(Ref p_nav_mesh, Node *p_node); void clear(Ref p_nav_mesh); }; #endif // NAVIGATION_MESH_GENERATOR_H