godot/scene/resources/navigation_mesh.h

196 lines
6.1 KiB
C++

/*************************************************************************/
/* navigation_mesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 NavigationMesh : public Resource {
GDCLASS(NavigationMesh, Resource);
PoolVector<Vector3> vertices;
struct Polygon {
Vector<int> indices;
};
Vector<Polygon> polygons;
Ref<ArrayMesh> 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(int p_value);
int get_sample_partition_type() const;
void set_parsed_geometry_type(int p_value);
int 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(int p_geometry_mode);
int 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<Mesh> &p_mesh);
void set_vertices(const PoolVector<Vector3> &p_vertices);
PoolVector<Vector3> get_vertices() const;
void add_polygon(const Vector<int> &p_polygon);
int get_polygon_count() const;
Vector<int> get_polygon(int p_idx);
void clear_polygons();
Ref<Mesh> get_debug_mesh();
NavigationMesh();
};
#endif // NAVIGATION_MESH_H