pandemonium_engine/scene/resources/navigation_mesh_source_geometry_data_3d.cpp
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

184 lines
7.9 KiB
C++

/**************************************************************************/
/* navigation_mesh_source_geometry_data_3d.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 */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "navigation_mesh_source_geometry_data_3d.h"
void NavigationMeshSourceGeometryData3D::set_vertices(const PoolRealArray &p_vertices) {
vertices = p_vertices;
}
void NavigationMeshSourceGeometryData3D::set_indices(const PoolIntArray &p_indices) {
indices = p_indices;
}
void NavigationMeshSourceGeometryData3D::clear() {
vertices.clear();
indices.clear();
}
void NavigationMeshSourceGeometryData3D::_add_vertex(const Vector3 &p_vec3) {
vertices.push_back(p_vec3.x);
vertices.push_back(p_vec3.y);
vertices.push_back(p_vec3.z);
}
void NavigationMeshSourceGeometryData3D::_add_mesh(const Ref<Mesh> &p_mesh, const Transform &p_xform) {
int current_vertex_count;
for (int i = 0; i < p_mesh->get_surface_count(); i++) {
current_vertex_count = vertices.size() / 3;
if (p_mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
continue;
}
int index_count = 0;
if (p_mesh->surface_get_format(i) & Mesh::ARRAY_FORMAT_INDEX) {
index_count = p_mesh->surface_get_array_index_len(i);
} else {
index_count = p_mesh->surface_get_array_len(i);
}
ERR_CONTINUE((index_count == 0 || (index_count % 3) != 0));
int face_count = index_count / 3;
Array a = p_mesh->surface_get_arrays(i);
Vector<Vector3> mesh_vertices = a[Mesh::ARRAY_VERTEX];
const Vector3 *vr = mesh_vertices.ptr();
if (p_mesh->surface_get_format(i) & Mesh::ARRAY_FORMAT_INDEX) {
PoolIntArray mesh_indices = a[Mesh::ARRAY_INDEX];
PoolIntArray::Read r = mesh_indices.read();
const int *ir = r.ptr();
for (int j = 0; j < mesh_vertices.size(); j++) {
_add_vertex(p_xform.xform(vr[j]));
}
for (int j = 0; j < face_count; j++) {
// CCW
indices.push_back(current_vertex_count + (ir[j * 3 + 0]));
indices.push_back(current_vertex_count + (ir[j * 3 + 2]));
indices.push_back(current_vertex_count + (ir[j * 3 + 1]));
}
} else {
face_count = mesh_vertices.size() / 3;
for (int j = 0; j < face_count; j++) {
_add_vertex(p_xform.xform(vr[j * 3 + 0]));
_add_vertex(p_xform.xform(vr[j * 3 + 2]));
_add_vertex(p_xform.xform(vr[j * 3 + 1]));
indices.push_back(current_vertex_count + (j * 3 + 0));
indices.push_back(current_vertex_count + (j * 3 + 1));
indices.push_back(current_vertex_count + (j * 3 + 2));
}
}
}
}
void NavigationMeshSourceGeometryData3D::_add_mesh_array(const Array &p_mesh_array, const Transform &p_xform) {
Vector<Vector3> mesh_vertices = p_mesh_array[Mesh::ARRAY_VERTEX];
const Vector3 *vr = mesh_vertices.ptr();
PoolIntArray mesh_indices = p_mesh_array[Mesh::ARRAY_INDEX];
PoolIntArray::Read r = mesh_indices.read();
const int *ir = r.ptr();
const int face_count = mesh_indices.size() / 3;
const int current_vertex_count = vertices.size() / 3;
for (int j = 0; j < mesh_vertices.size(); j++) {
_add_vertex(p_xform.xform(vr[j]));
}
for (int j = 0; j < face_count; j++) {
// CCW
indices.push_back(current_vertex_count + (ir[j * 3 + 0]));
indices.push_back(current_vertex_count + (ir[j * 3 + 2]));
indices.push_back(current_vertex_count + (ir[j * 3 + 1]));
}
}
void NavigationMeshSourceGeometryData3D::_add_faces(const PoolVector3Array &p_faces, const Transform &p_xform) {
int face_count = p_faces.size() / 3;
int current_vertex_count = vertices.size() / 3;
for (int j = 0; j < face_count; j++) {
_add_vertex(p_xform.xform(p_faces[j * 3 + 0]));
_add_vertex(p_xform.xform(p_faces[j * 3 + 1]));
_add_vertex(p_xform.xform(p_faces[j * 3 + 2]));
indices.push_back(current_vertex_count + (j * 3 + 0));
indices.push_back(current_vertex_count + (j * 3 + 2));
indices.push_back(current_vertex_count + (j * 3 + 1));
}
}
void NavigationMeshSourceGeometryData3D::add_mesh(const Ref<Mesh> &p_mesh, const Transform &p_xform) {
ERR_FAIL_COND(!p_mesh.is_valid());
_add_mesh(p_mesh, root_node_transform * p_xform);
}
void NavigationMeshSourceGeometryData3D::add_mesh_array(const Array &p_mesh_array, const Transform &p_xform) {
ERR_FAIL_COND(p_mesh_array.size() != Mesh::ARRAY_MAX);
_add_mesh_array(p_mesh_array, root_node_transform * p_xform);
}
void NavigationMeshSourceGeometryData3D::add_faces(const PoolVector3Array &p_faces, const Transform &p_xform) {
ERR_FAIL_COND(p_faces.size() % 3 != 0);
_add_faces(p_faces, root_node_transform * p_xform);
}
void NavigationMeshSourceGeometryData3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_vertices", "vertices"), &NavigationMeshSourceGeometryData3D::set_vertices);
ClassDB::bind_method(D_METHOD("get_vertices"), &NavigationMeshSourceGeometryData3D::get_vertices);
ClassDB::bind_method(D_METHOD("set_indices", "indices"), &NavigationMeshSourceGeometryData3D::set_indices);
ClassDB::bind_method(D_METHOD("get_indices"), &NavigationMeshSourceGeometryData3D::get_indices);
ClassDB::bind_method(D_METHOD("clear"), &NavigationMeshSourceGeometryData3D::clear);
ClassDB::bind_method(D_METHOD("has_data"), &NavigationMeshSourceGeometryData3D::has_data);
ClassDB::bind_method(D_METHOD("add_mesh", "mesh", "xform"), &NavigationMeshSourceGeometryData3D::add_mesh);
ClassDB::bind_method(D_METHOD("add_mesh_array", "mesh_array", "xform"), &NavigationMeshSourceGeometryData3D::add_mesh_array);
ClassDB::bind_method(D_METHOD("add_faces", "faces", "xform"), &NavigationMeshSourceGeometryData3D::add_faces);
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "vertices", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_vertices", "get_vertices");
ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "indices", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_indices", "get_indices");
}
NavigationMeshSourceGeometryData3D::NavigationMeshSourceGeometryData3D() {
}
NavigationMeshSourceGeometryData3D::~NavigationMeshSourceGeometryData3D() {
clear();
}