/**************************************************************************/ /* navigation_mesh_source_geometry_data_2d.h */ /**************************************************************************/ /* This file is part of: */ /* REDOT ENGINE */ /* https://redotengine.org */ /**************************************************************************/ /* Copyright (c) 2024-present Redot Engine contributors */ /* (see REDOT_AUTHORS.md) */ /* 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 */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H #define NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H #include "core/os/rw_lock.h" #include "scene/2d/node_2d.h" #include "scene/resources/2d/navigation_polygon.h" class NavigationMeshSourceGeometryData2D : public Resource { friend class NavMeshGenerator2D; GDCLASS(NavigationMeshSourceGeometryData2D, Resource); RWLock geometry_rwlock; Vector<Vector<Vector2>> traversable_outlines; Vector<Vector<Vector2>> obstruction_outlines; Rect2 bounds; bool bounds_dirty = true; public: struct ProjectedObstruction; private: Vector<ProjectedObstruction> _projected_obstructions; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; static void _bind_methods(); public: struct ProjectedObstruction { static inline uint32_t VERSION = 1; // Increase when format changes so we can detect outdated formats and provide compatibility. Vector<float> vertices; bool carve = false; }; void _set_traversable_outlines(const Vector<Vector<Vector2>> &p_traversable_outlines); const Vector<Vector<Vector2>> &_get_traversable_outlines() const; void _set_obstruction_outlines(const Vector<Vector<Vector2>> &p_obstruction_outlines); const Vector<Vector<Vector2>> &_get_obstruction_outlines() const; 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 transform 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 TypedArray<Vector<Vector2>> &p_traversable_outlines); TypedArray<Vector<Vector2>> get_traversable_outlines() const; void set_obstruction_outlines(const TypedArray<Vector<Vector2>> &p_obstruction_outlines); TypedArray<Vector<Vector2>> get_obstruction_outlines() const; void append_traversable_outlines(const TypedArray<Vector<Vector2>> &p_traversable_outlines); void append_obstruction_outlines(const TypedArray<Vector<Vector2>> &p_obstruction_outlines); void add_traversable_outline(const PackedVector2Array &p_shape_outline); void add_obstruction_outline(const PackedVector2Array &p_shape_outline); bool has_data(); void clear(); void clear_projected_obstructions(); void add_projected_obstruction(const Vector<Vector2> &p_vertices, bool p_carve); Vector<ProjectedObstruction> _get_projected_obstructions() const; void set_projected_obstructions(const Array &p_array); Array get_projected_obstructions() const; void merge(const Ref<NavigationMeshSourceGeometryData2D> &p_other_geometry); void set_data(const Vector<Vector<Vector2>> &p_traversable_outlines, const Vector<Vector<Vector2>> &p_obstruction_outlines, Vector<ProjectedObstruction> &p_projected_obstructions); void get_data(Vector<Vector<Vector2>> &r_traversable_outlines, Vector<Vector<Vector2>> &r_obstruction_outlines, Vector<ProjectedObstruction> &r_projected_obstructions); Rect2 get_bounds(); NavigationMeshSourceGeometryData2D() {} ~NavigationMeshSourceGeometryData2D() { clear(); } }; #endif // NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H