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https://github.com/TorqueGameEngines/Torque3D.git
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Added chunkytrimesh - this class splits up the geometry the navmesh is interested in into kdtree for fast traversal, makes the actual navmesh generation work with smaller chunks. Now only 1 RecastPolylist per navmesh this can be saved out in a future commit. This is a history commit, all functionality works same as it did before but it matches recasts recommended setup more closely. Future additions may break backwards compatibility.
109 lines
3.1 KiB
C++
109 lines
3.1 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2013 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _RECAST_POLYLIST_H_
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#define _RECAST_POLYLIST_H_
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#include "collision/abstractPolyList.h"
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#include "core/util/tVector.h"
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#ifndef CHUNKYTRIMESH_H
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#include "ChunkyTriMesh.h"
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#endif
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/// Represents polygons in the same manner as the .obj file format. Handy for
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/// padding data to Recast, since it expects this data format. At the moment,
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/// this class only accepts triangles.
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/// @see AbstractPolyList
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class RecastPolyList : public AbstractPolyList {
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public:
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/// @name AbstractPolyList
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/// @{
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bool isEmpty() const override;
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U32 addPoint(const Point3F &p) override;
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U32 addPlane(const PlaneF &plane) override;
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void begin(BaseMatInstance *material, U32 surfaceKey) override;
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void plane(U32 v1, U32 v2, U32 v3) override;
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void plane(const PlaneF& p) override;
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void plane(const U32 index) override;
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void vertex(U32 vi) override;
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void end() override;
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/// @}
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/// @name Data interface
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/// @{
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U32 getVertCount() const;
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const F32 *getVerts() const;
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U32 getTriCount() const;
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const S32 *getTris() const;
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void clear();
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/// @}
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void renderWire() const;
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/// Default constructor.
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RecastPolyList();
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/// Default destructor.
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~RecastPolyList();
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rcChunkyTriMesh* getChunkyMesh();
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protected:
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/// Number of vertices defined.
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U32 nverts;
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/// Array of vertex coordinates. Size nverts*3
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F32 *verts;
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/// Size of vertex array.
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U32 vertcap;
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/// Number of triangles defined.
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U32 ntris;
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/// Array of triangle vertex indices. Size ntris*3
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S32 *tris;
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/// Size of triangle array.
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U32 tricap;
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/// Index of vertex we're adding to the current triangle.
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U8 vidx;
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/// Store a list of planes - not actually used.
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Vector<PlaneF> planes;
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/// Another inherited utility function.
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const PlaneF& getIndexedPlane(const U32 index) override { return planes[index]; }
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rcChunkyTriMesh* mChunkyMesh;
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private:
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};
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#endif
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