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https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 20:06:49 +01:00
Removed the Polygon struct from NavigationMesh.
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3c9d9bdad4
commit
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@ -304,7 +304,7 @@ PoolVector<Vector3> NavigationMesh::get_vertices() const {
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void NavigationMesh::_set_polygons(const Array &p_array) {
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void NavigationMesh::_set_polygons(const Array &p_array) {
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polygons.resize(p_array.size());
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polygons.resize(p_array.size());
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for (int i = 0; i < p_array.size(); i++) {
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for (int i = 0; i < p_array.size(); i++) {
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polygons.write[i].indices = p_array[i];
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polygons.write[i] = p_array[i];
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}
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}
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_change_notify();
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_change_notify();
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}
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}
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@ -313,16 +313,14 @@ Array NavigationMesh::_get_polygons() const {
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Array ret;
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Array ret;
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ret.resize(polygons.size());
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ret.resize(polygons.size());
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for (int i = 0; i < ret.size(); i++) {
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for (int i = 0; i < ret.size(); i++) {
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ret[i] = polygons[i].indices;
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ret[i] = polygons[i];
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}
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}
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return ret;
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return ret;
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}
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}
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void NavigationMesh::add_polygon(const Vector<int> &p_polygon) {
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void NavigationMesh::add_polygon(const Vector<int> &p_polygon) {
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Polygon polygon;
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polygons.push_back(p_polygon);
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polygon.indices = p_polygon;
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polygons.push_back(polygon);
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_change_notify();
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_change_notify();
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}
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}
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int NavigationMesh::get_polygon_count() const {
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int NavigationMesh::get_polygon_count() const {
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@ -330,7 +328,7 @@ int NavigationMesh::get_polygon_count() const {
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}
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}
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Vector<int> NavigationMesh::get_polygon(int p_idx) {
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Vector<int> NavigationMesh::get_polygon(int p_idx) {
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ERR_FAIL_INDEX_V(p_idx, polygons.size(), Vector<int>());
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ERR_FAIL_INDEX_V(p_idx, polygons.size(), Vector<int>());
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return polygons[p_idx].indices;
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return polygons[p_idx];
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}
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}
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void NavigationMesh::clear_polygons() {
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void NavigationMesh::clear_polygons() {
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polygons.clear();
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polygons.clear();
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@ -41,10 +41,7 @@ class NavigationMesh : public Resource {
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friend class NavigationMeshGenerator;
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friend class NavigationMeshGenerator;
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PoolVector<Vector3> vertices;
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PoolVector<Vector3> vertices;
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struct Polygon {
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Vector<Vector<int>> polygons;
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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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Ref<ArrayMesh> debug_mesh;
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protected:
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protected:
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