/*************************************************************************/ /* navigation_mesh.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 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(); void _set_polygons(const Array &p_array); Array _get_polygons() const; public: 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(); }; class Navigation; class NavigationMeshInstance : public Spatial { GDCLASS(NavigationMeshInstance, Spatial); bool enabled; int nav_id; Navigation *navigation; Ref 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 &p_navmesh); Ref get_navigation_mesh() const; String get_configuration_warning() const; NavigationMeshInstance(); }; #endif // NAVIGATION_MESH_H