d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
116 lines
3.6 KiB
C++
116 lines
3.6 KiB
C++
/*************************************************************************/
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/* navigation_mesh.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef NAVIGATION_MESH_H
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#define NAVIGATION_MESH_H
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#include "scene/3d/spatial.h"
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#include "scene/resources/mesh.h"
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class Mesh;
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class NavigationMesh : public Resource {
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OBJ_TYPE( NavigationMesh, Resource );
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DVector<Vector3> vertices;
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struct Polygon {
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Vector<int> indices;
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};
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Vector<Polygon> polygons;
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Ref<Mesh> debug_mesh;
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struct _EdgeKey {
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Vector3 from;
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Vector3 to;
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bool operator<(const _EdgeKey& p_with) const { return from==p_with.from ? to < p_with.to : from < p_with.from; }
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};
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protected:
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static void _bind_methods();
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void _set_polygons(const Array& p_array);
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Array _get_polygons() const;
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public:
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void create_from_mesh(const Ref<Mesh>& p_mesh);
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void set_vertices(const DVector<Vector3>& p_vertices);
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DVector<Vector3> get_vertices() const;
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void add_polygon(const Vector<int>& p_polygon);
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int get_polygon_count() const;
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Vector<int> get_polygon(int p_idx);
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void clear_polygons();
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Ref<Mesh> get_debug_mesh();
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NavigationMesh();
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};
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class Navigation;
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class NavigationMeshInstance : public Spatial {
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OBJ_TYPE(NavigationMeshInstance,Spatial);
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bool enabled;
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int nav_id;
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Navigation *navigation;
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Ref<NavigationMesh> navmesh;
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Node *debug_view;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_navigation_mesh(const Ref<NavigationMesh>& p_navmesh);
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Ref<NavigationMesh> get_navigation_mesh() const;
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String get_configuration_warning() const;
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NavigationMeshInstance();
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};
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#endif // NAVIGATION_MESH_H
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