/*************************************************************************/ /* navigation_mesh.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_H #define NAVIGATION_MESH_H #include "scene/resources/mesh.h" class Mesh; class NavigationMeshGenerator; class NavigationMesh : public Resource { GDCLASS(NavigationMesh, Resource); friend class NavigationMeshGenerator; PoolVector vertices; struct Polygon { Vector indices; }; Vector polygons; Ref 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(); virtual void _validate_property(PropertyInfo &property) const; void _set_polygons(const Array &p_array); Array _get_polygons() const; public: enum SamplePartitionType { SAMPLE_PARTITION_WATERSHED = 0, SAMPLE_PARTITION_MONOTONE, SAMPLE_PARTITION_LAYERS, SAMPLE_PARTITION_MAX }; enum ParsedGeometryType { PARSED_GEOMETRY_MESH_INSTANCES = 0, PARSED_GEOMETRY_STATIC_COLLIDERS, PARSED_GEOMETRY_BOTH, PARSED_GEOMETRY_MAX }; enum SourceGeometryMode { SOURCE_GEOMETRY_NAVMESH_CHILDREN = 0, SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN, SOURCE_GEOMETRY_GROUPS_EXPLICIT, SOURCE_GEOMETRY_MAX }; protected: float cell_size; float cell_height; float agent_height; float agent_radius; float agent_max_climb; float agent_max_slope; float region_min_size; float region_merge_size; float edge_max_length; float edge_max_error; float verts_per_poly; float detail_sample_distance; float detail_sample_max_error; SamplePartitionType partition_type; ParsedGeometryType parsed_geometry_type; uint32_t collision_mask; SourceGeometryMode source_geometry_mode; StringName source_group_name; bool filter_low_hanging_obstacles; bool filter_ledge_spans; bool filter_walkable_low_height_spans; public: // Recast settings void set_sample_partition_type(SamplePartitionType p_value); SamplePartitionType get_sample_partition_type() const; void set_parsed_geometry_type(ParsedGeometryType p_value); ParsedGeometryType get_parsed_geometry_type() const; void set_collision_mask(uint32_t p_mask); uint32_t get_collision_mask() const; void set_collision_mask_bit(int p_bit, bool p_value); bool get_collision_mask_bit(int p_bit) const; void set_source_geometry_mode(SourceGeometryMode p_geometry_mode); SourceGeometryMode get_source_geometry_mode() const; void set_source_group_name(StringName p_group_name); StringName get_source_group_name() const; void set_cell_size(float p_value); float get_cell_size() const; void set_cell_height(float p_value); float get_cell_height() const; void set_agent_height(float p_value); float get_agent_height() const; void set_agent_radius(float p_value); float get_agent_radius(); void set_agent_max_climb(float p_value); float get_agent_max_climb() const; void set_agent_max_slope(float p_value); float get_agent_max_slope() const; void set_region_min_size(float p_value); float get_region_min_size() const; void set_region_merge_size(float p_value); float get_region_merge_size() const; void set_edge_max_length(float p_value); float get_edge_max_length() const; void set_edge_max_error(float p_value); float get_edge_max_error() const; void set_verts_per_poly(float p_value); float get_verts_per_poly() const; void set_detail_sample_distance(float p_value); float get_detail_sample_distance() const; void set_detail_sample_max_error(float p_value); float get_detail_sample_max_error() const; void set_filter_low_hanging_obstacles(bool p_value); bool get_filter_low_hanging_obstacles() const; void set_filter_ledge_spans(bool p_value); bool get_filter_ledge_spans() const; void set_filter_walkable_low_height_spans(bool p_value); bool get_filter_walkable_low_height_spans() const; void create_from_mesh(const Ref &p_mesh); void set_vertices(const PoolVector &p_vertices); PoolVector get_vertices() const; void add_polygon(const Vector &p_polygon); int get_polygon_count() const; Vector get_polygon(int p_idx); void clear_polygons(); Ref get_debug_mesh(); NavigationMesh(); }; VARIANT_ENUM_CAST(NavigationMesh::SamplePartitionType); VARIANT_ENUM_CAST(NavigationMesh::ParsedGeometryType); VARIANT_ENUM_CAST(NavigationMesh::SourceGeometryMode); #endif // NAVIGATION_MESH_H