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			193 lines
		
	
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			193 lines
		
	
	
	
		
			6.3 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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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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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/resources/mesh.h"
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class Mesh;
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class NavigationMesh : public Resource {
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	GDCLASS(NavigationMesh, Resource);
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	Vector<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<ArrayMesh> 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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	virtual void _validate_property(PropertyInfo &property) const override;
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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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	enum SamplePartitionType {
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		SAMPLE_PARTITION_WATERSHED = 0,
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		SAMPLE_PARTITION_MONOTONE,
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		SAMPLE_PARTITION_LAYERS,
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		SAMPLE_PARTITION_MAX
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	};
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	enum ParsedGeometryType {
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		PARSED_GEOMETRY_MESH_INSTANCES = 0,
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		PARSED_GEOMETRY_STATIC_COLLIDERS,
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		PARSED_GEOMETRY_BOTH,
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		PARSED_GEOMETRY_MAX
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	};
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	enum SourceGeometryMode {
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		SOURCE_GEOMETRY_NAVMESH_CHILDREN = 0,
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		SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN,
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		SOURCE_GEOMETRY_GROUPS_EXPLICIT,
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		SOURCE_GEOMETRY_MAX
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	};
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protected:
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	float cell_size = 0.3f;
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	float cell_height = 0.2f;
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	float agent_height = 2.0f;
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	float agent_radius = 0.6f;
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	float agent_max_climb = 0.9f;
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	float agent_max_slope = 45.0f;
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	float region_min_size = 8.0f;
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	float region_merge_size = 20.0f;
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	float edge_max_length = 12.0f;
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	float edge_max_error = 1.3f;
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	float verts_per_poly = 6.0f;
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	float detail_sample_distance = 6.0f;
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	float detail_sample_max_error = 1.0f;
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	SamplePartitionType partition_type = SAMPLE_PARTITION_WATERSHED;
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	ParsedGeometryType parsed_geometry_type = PARSED_GEOMETRY_MESH_INSTANCES;
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	uint32_t collision_mask = 0xFFFFFFFF;
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	SourceGeometryMode source_geometry_mode = SOURCE_GEOMETRY_NAVMESH_CHILDREN;
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	StringName source_group_name = "navmesh";
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	bool filter_low_hanging_obstacles = false;
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	bool filter_ledge_spans = false;
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	bool filter_walkable_low_height_spans = false;
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public:
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	// Recast settings
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	void set_sample_partition_type(int p_value);
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	int get_sample_partition_type() const;
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	void set_parsed_geometry_type(int p_value);
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	int get_parsed_geometry_type() const;
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	void set_collision_mask(uint32_t p_mask);
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	uint32_t get_collision_mask() const;
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	void set_collision_mask_bit(int p_bit, bool p_value);
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	bool get_collision_mask_bit(int p_bit) const;
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	void set_source_geometry_mode(int p_geometry_mode);
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	int get_source_geometry_mode() const;
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	void set_source_group_name(StringName p_group_name);
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	StringName get_source_group_name() const;
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	void set_cell_size(float p_value);
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	float get_cell_size() const;
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	void set_cell_height(float p_value);
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	float get_cell_height() const;
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	void set_agent_height(float p_value);
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	float get_agent_height() const;
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	void set_agent_radius(float p_value);
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	float get_agent_radius();
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	void set_agent_max_climb(float p_value);
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	float get_agent_max_climb() const;
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	void set_agent_max_slope(float p_value);
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	float get_agent_max_slope() const;
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	void set_region_min_size(float p_value);
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	float get_region_min_size() const;
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	void set_region_merge_size(float p_value);
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	float get_region_merge_size() const;
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	void set_edge_max_length(float p_value);
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	float get_edge_max_length() const;
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	void set_edge_max_error(float p_value);
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	float get_edge_max_error() const;
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	void set_verts_per_poly(float p_value);
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	float get_verts_per_poly() const;
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	void set_detail_sample_distance(float p_value);
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	float get_detail_sample_distance() const;
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	void set_detail_sample_max_error(float p_value);
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	float get_detail_sample_max_error() const;
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	void set_filter_low_hanging_obstacles(bool p_value);
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	bool get_filter_low_hanging_obstacles() const;
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	void set_filter_ledge_spans(bool p_value);
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	bool get_filter_ledge_spans() const;
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	void set_filter_walkable_low_height_spans(bool p_value);
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	bool get_filter_walkable_low_height_spans() const;
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	void create_from_mesh(const Ref<Mesh> &p_mesh);
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	void set_vertices(const Vector<Vector3> &p_vertices);
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	Vector<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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#endif // NAVIGATION_MESH_H
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