pandemonium_engine/scene/resources/navigation_mesh_source_geometry_data_2d.h
Relintai 8cbb1bb879 Started porting pull request from godot 4: Rework NavigationMeshGenerator
Reworks NavigationMeshGenerator and navigation mesh parse and bake process. Adds navigation mesh baking for 2D.
- smix8
https://github.com/godotengine/godot/pull/70724
38699a8259
2023-06-03 18:22:12 +02:00

79 lines
4.0 KiB
C++

#ifndef NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H
#define NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H
/**************************************************************************/
/* navigation_mesh_source_geometry_data_2d.h */
/**************************************************************************/
/* 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 */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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#include "scene/2d/node_2d.h"
#include "scene/resources/navigation_polygon.h"
class NavigationMeshSourceGeometryData2D : public Resource {
GDCLASS(NavigationMeshSourceGeometryData2D, Resource);
Vector<Vector<Vector2>> traversable_outlines;
Vector<Vector<Vector2>> obstruction_outlines;
protected:
static void _bind_methods();
public:
void _set_traversable_outlines(const Vector<Vector<Vector2>> &p_traversable_outlines);
const Vector<Vector<Vector2>> &_get_traversable_outlines() const { return traversable_outlines; }
void _set_obstruction_outlines(const Vector<Vector<Vector2>> &p_obstruction_outlines);
const Vector<Vector<Vector2>> &_get_obstruction_outlines() const { return obstruction_outlines; }
void _add_traversable_outline(const Vector<Vector2> &p_shape_outline);
void _add_obstruction_outline(const Vector<Vector2> &p_shape_outline);
// kept root node transform here on the geometry data
// if we add this transform to all exposed functions we need to break comp on all functions later
// when navmesh changes from global transfrom to relative to navregion
// but if it stays here we can just remove it and change the internal functions only
Transform2D root_node_transform;
void set_traversable_outlines(const Array &p_traversable_outlines);
Array get_traversable_outlines() const;
void set_obstruction_outlines(const Array &p_obstruction_outlines);
Array get_obstruction_outlines() const;
void add_traversable_outline(const PoolVector2Array &p_shape_outline);
void add_obstruction_outline(const PoolVector2Array &p_shape_outline);
bool has_data() { return traversable_outlines.size(); };
void clear();
NavigationMeshSourceGeometryData2D();
~NavigationMeshSourceGeometryData2D();
};
#endif // NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H