Make nodes handle their respective navigation source geometry

Makes nodes handle their respective navigation source geometry.
This commit is contained in:
smix8
2024-12-28 01:33:40 +01:00
parent abf8e1e6f9
commit 0ed2cb0439
40 changed files with 1528 additions and 1124 deletions

View File

@ -34,9 +34,45 @@
#include "core/io/json.h"
#endif // DEV_ENABLED
#include "core/math/geometry_2d.h"
#include "scene/resources/3d/navigation_mesh_source_geometry_data_3d.h"
#include "scene/resources/navigation_mesh.h"
#include "servers/navigation_server_3d.h"
#include <manifold/manifold.h>
Callable CSGShape3D::_navmesh_source_geometry_parsing_callback;
RID CSGShape3D::_navmesh_source_geometry_parser;
void CSGShape3D::navmesh_parse_init() {
ERR_FAIL_NULL(NavigationServer3D::get_singleton());
if (!_navmesh_source_geometry_parser.is_valid()) {
_navmesh_source_geometry_parsing_callback = callable_mp_static(&CSGShape3D::navmesh_parse_source_geometry);
_navmesh_source_geometry_parser = NavigationServer3D::get_singleton()->source_geometry_parser_create();
NavigationServer3D::get_singleton()->source_geometry_parser_set_callback(_navmesh_source_geometry_parser, _navmesh_source_geometry_parsing_callback);
}
}
void CSGShape3D::navmesh_parse_source_geometry(const Ref<NavigationMesh> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData3D> p_source_geometry_data, Node *p_node) {
CSGShape3D *csgshape3d = Object::cast_to<CSGShape3D>(p_node);
if (csgshape3d == nullptr) {
return;
}
NavigationMesh::ParsedGeometryType parsed_geometry_type = p_navigation_mesh->get_parsed_geometry_type();
uint32_t parsed_collision_mask = p_navigation_mesh->get_collision_mask();
if (parsed_geometry_type == NavigationMesh::PARSED_GEOMETRY_MESH_INSTANCES || (parsed_geometry_type == NavigationMesh::PARSED_GEOMETRY_STATIC_COLLIDERS && csgshape3d->is_using_collision() && (csgshape3d->get_collision_layer() & parsed_collision_mask)) || parsed_geometry_type == NavigationMesh::PARSED_GEOMETRY_BOTH) {
Array meshes = csgshape3d->get_meshes();
if (!meshes.is_empty()) {
Ref<Mesh> mesh = meshes[1];
if (mesh.is_valid()) {
p_source_geometry_data->add_mesh(mesh, csgshape3d->get_global_transform());
}
}
}
}
void CSGShape3D::set_use_collision(bool p_enable) {
if (use_collision == p_enable) {
return;