e4213e66b2
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
191 lines
5.7 KiB
C++
191 lines
5.7 KiB
C++
/*************************************************************************/
|
|
/* navigation_mesh.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2018 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/3d/spatial.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();
|
|
|
|
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
|
|
};
|
|
|
|
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;
|
|
|
|
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_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();
|
|
};
|
|
|
|
class Navigation;
|
|
|
|
class NavigationMeshInstance : public Spatial {
|
|
|
|
GDCLASS(NavigationMeshInstance, Spatial);
|
|
|
|
bool enabled;
|
|
int nav_id;
|
|
Navigation *navigation;
|
|
Ref<NavigationMesh> navmesh;
|
|
|
|
Node *debug_view;
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_enabled(bool p_enabled);
|
|
bool is_enabled() const;
|
|
|
|
void set_navigation_mesh(const Ref<NavigationMesh> &p_navmesh);
|
|
Ref<NavigationMesh> get_navigation_mesh() const;
|
|
|
|
String get_configuration_warning() const;
|
|
|
|
NavigationMeshInstance();
|
|
};
|
|
|
|
#endif // NAVIGATION_MESH_H
|