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-rw-r--r--modules/navigation/3d/nav_mesh_generator_3d.cpp26
1 files changed, 22 insertions, 4 deletions
diff --git a/modules/navigation/3d/nav_mesh_generator_3d.cpp b/modules/navigation/3d/nav_mesh_generator_3d.cpp
index cc3bbdbf01..df0bdc9537 100644
--- a/modules/navigation/3d/nav_mesh_generator_3d.cpp
+++ b/modules/navigation/3d/nav_mesh_generator_3d.cpp
@@ -895,9 +895,22 @@ void NavMeshGenerator3D::generator_bake_from_source_geometry_data(Ref<Navigation
Vector<Vector3> nav_vertices;
+ HashMap<Vector3, int> recast_vertex_to_native_index;
+ LocalVector<int> recast_index_to_native_index;
+ recast_index_to_native_index.resize(detail_mesh->nverts);
+
for (int i = 0; i < detail_mesh->nverts; i++) {
const float *v = &detail_mesh->verts[i * 3];
- nav_vertices.push_back(Vector3(v[0], v[1], v[2]));
+ const Vector3 vertex = Vector3(v[0], v[1], v[2]);
+ int *existing_index_ptr = recast_vertex_to_native_index.getptr(vertex);
+ if (!existing_index_ptr) {
+ int new_index = recast_vertex_to_native_index.size();
+ recast_index_to_native_index[i] = new_index;
+ recast_vertex_to_native_index[vertex] = new_index;
+ nav_vertices.push_back(vertex);
+ } else {
+ recast_index_to_native_index[i] = *existing_index_ptr;
+ }
}
p_navigation_mesh->set_vertices(nav_vertices);
p_navigation_mesh->clear_polygons();
@@ -912,9 +925,14 @@ void NavMeshGenerator3D::generator_bake_from_source_geometry_data(Ref<Navigation
Vector<int> nav_indices;
nav_indices.resize(3);
// Polygon order in recast is opposite than godot's
- nav_indices.write[0] = ((int)(detail_mesh_bverts + detail_mesh_tris[j * 4 + 0]));
- nav_indices.write[1] = ((int)(detail_mesh_bverts + detail_mesh_tris[j * 4 + 2]));
- nav_indices.write[2] = ((int)(detail_mesh_bverts + detail_mesh_tris[j * 4 + 1]));
+ int index1 = ((int)(detail_mesh_bverts + detail_mesh_tris[j * 4 + 0]));
+ int index2 = ((int)(detail_mesh_bverts + detail_mesh_tris[j * 4 + 2]));
+ int index3 = ((int)(detail_mesh_bverts + detail_mesh_tris[j * 4 + 1]));
+
+ nav_indices.write[0] = recast_index_to_native_index[index1];
+ nav_indices.write[1] = recast_index_to_native_index[index2];
+ nav_indices.write[2] = recast_index_to_native_index[index3];
+
p_navigation_mesh->add_polygon(nav_indices);
}
}