godot/editor/plugins/gizmos/navigation_region_3d_gizmo_...

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/**************************************************************************/
/* navigation_region_3d_gizmo_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#include "navigation_region_3d_gizmo_plugin.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "scene/3d/navigation_region_3d.h"
#include "servers/navigation_server_3d.h"
NavigationRegion3DGizmoPlugin::NavigationRegion3DGizmoPlugin() {
create_material("face_material", NavigationServer3D::get_singleton()->get_debug_navigation_geometry_face_color(), false, false, true);
create_material("face_material_disabled", NavigationServer3D::get_singleton()->get_debug_navigation_geometry_face_disabled_color(), false, false, true);
create_material("edge_material", NavigationServer3D::get_singleton()->get_debug_navigation_geometry_edge_color());
create_material("edge_material_disabled", NavigationServer3D::get_singleton()->get_debug_navigation_geometry_edge_disabled_color());
Color baking_aabb_material_color = Color(0.8, 0.5, 0.7);
baking_aabb_material_color.a = 0.1;
create_material("baking_aabb_material", baking_aabb_material_color);
}
bool NavigationRegion3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<NavigationRegion3D>(p_spatial) != nullptr;
}
String NavigationRegion3DGizmoPlugin::get_gizmo_name() const {
return "NavigationRegion3D";
}
int NavigationRegion3DGizmoPlugin::get_priority() const {
return -1;
}
void NavigationRegion3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
NavigationRegion3D *navigationregion = Object::cast_to<NavigationRegion3D>(p_gizmo->get_node_3d());
p_gizmo->clear();
Ref<NavigationMesh> navigationmesh = navigationregion->get_navigation_mesh();
if (navigationmesh.is_null()) {
return;
}
AABB baking_aabb = navigationmesh->get_filter_baking_aabb();
if (baking_aabb.has_volume()) {
Vector3 baking_aabb_offset = navigationmesh->get_filter_baking_aabb_offset();
if (p_gizmo->is_selected()) {
Ref<Material> material = get_material("baking_aabb_material", p_gizmo);
p_gizmo->add_solid_box(material, baking_aabb.get_size(), baking_aabb.get_center() + baking_aabb_offset);
}
}
Vector<Vector3> vertices = navigationmesh->get_vertices();
const Vector3 *vr = vertices.ptr();
List<Face3> faces;
for (int i = 0; i < navigationmesh->get_polygon_count(); i++) {
Vector<int> p = navigationmesh->get_polygon(i);
for (int j = 2; j < p.size(); j++) {
Face3 f;
f.vertex[0] = vr[p[0]];
f.vertex[1] = vr[p[j - 1]];
f.vertex[2] = vr[p[j]];
faces.push_back(f);
}
}
if (faces.is_empty()) {
return;
}
HashMap<_EdgeKey, bool, _EdgeKey> edge_map;
Vector<Vector3> tmeshfaces;
tmeshfaces.resize(faces.size() * 3);
{
Vector3 *tw = tmeshfaces.ptrw();
int tidx = 0;
for (const Face3 &f : faces) {
for (int j = 0; j < 3; j++) {
tw[tidx++] = f.vertex[j];
_EdgeKey ek;
ek.from = f.vertex[j].snappedf(CMP_EPSILON);
ek.to = f.vertex[(j + 1) % 3].snappedf(CMP_EPSILON);
if (ek.from < ek.to) {
SWAP(ek.from, ek.to);
}
HashMap<_EdgeKey, bool, _EdgeKey>::Iterator F = edge_map.find(ek);
if (F) {
F->value = false;
} else {
edge_map[ek] = true;
}
}
}
}
Vector<Vector3> lines;
for (const KeyValue<_EdgeKey, bool> &E : edge_map) {
if (E.value) {
lines.push_back(E.key.from);
lines.push_back(E.key.to);
}
}
Ref<TriangleMesh> tmesh = memnew(TriangleMesh);
tmesh->create(tmeshfaces);
p_gizmo->add_collision_triangles(tmesh);
p_gizmo->add_collision_segments(lines);
Ref<ArrayMesh> debug_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
int polygon_count = navigationmesh->get_polygon_count();
// build geometry face surface
Vector<Vector3> face_vertex_array;
face_vertex_array.resize(polygon_count * 3);
for (int i = 0; i < polygon_count; i++) {
Vector<int> polygon = navigationmesh->get_polygon(i);
face_vertex_array.push_back(vertices[polygon[0]]);
face_vertex_array.push_back(vertices[polygon[1]]);
face_vertex_array.push_back(vertices[polygon[2]]);
}
Array face_mesh_array;
face_mesh_array.resize(Mesh::ARRAY_MAX);
face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array;
// if enabled add vertex colors to colorize each face individually
RandomPCG rand;
bool enabled_geometry_face_random_color = NavigationServer3D::get_singleton()->get_debug_navigation_enable_geometry_face_random_color();
if (enabled_geometry_face_random_color) {
Color debug_navigation_geometry_face_color = NavigationServer3D::get_singleton()->get_debug_navigation_geometry_face_color();
Color polygon_color = debug_navigation_geometry_face_color;
Vector<Color> face_color_array;
face_color_array.resize(polygon_count * 3);
for (int i = 0; i < polygon_count; i++) {
// Generate the polygon color, slightly randomly modified from the settings one.
polygon_color.set_hsv(debug_navigation_geometry_face_color.get_h() + rand.random(-1.0, 1.0) * 0.1, debug_navigation_geometry_face_color.get_s(), debug_navigation_geometry_face_color.get_v() + rand.random(-1.0, 1.0) * 0.2);
polygon_color.a = debug_navigation_geometry_face_color.a;
Vector<int> polygon = navigationmesh->get_polygon(i);
face_color_array.push_back(polygon_color);
face_color_array.push_back(polygon_color);
face_color_array.push_back(polygon_color);
}
face_mesh_array[Mesh::ARRAY_COLOR] = face_color_array;
}
debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, face_mesh_array);
p_gizmo->add_mesh(debug_mesh, navigationregion->is_enabled() ? get_material("face_material", p_gizmo) : get_material("face_material_disabled", p_gizmo));
// if enabled build geometry edge line surface
bool enabled_edge_lines = NavigationServer3D::get_singleton()->get_debug_navigation_enable_edge_lines();
if (enabled_edge_lines) {
Vector<Vector3> line_vertex_array;
line_vertex_array.resize(polygon_count * 6);
for (int i = 0; i < polygon_count; i++) {
Vector<int> polygon = navigationmesh->get_polygon(i);
line_vertex_array.push_back(vertices[polygon[0]]);
line_vertex_array.push_back(vertices[polygon[1]]);
line_vertex_array.push_back(vertices[polygon[1]]);
line_vertex_array.push_back(vertices[polygon[2]]);
line_vertex_array.push_back(vertices[polygon[2]]);
line_vertex_array.push_back(vertices[polygon[0]]);
}
p_gizmo->add_lines(line_vertex_array, navigationregion->is_enabled() ? get_material("edge_material", p_gizmo) : get_material("edge_material_disabled", p_gizmo));
}
}