// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "NavMeshData.h"
#include "NavigationTypes.h"
#include "Engine/Content/AssetReference.h"
#include "Engine/Content/Assets/RawDataAsset.h"
#include "Engine/Level/Actor.h"
class NavMeshBoundsVolume;
class NavMeshRuntime;
///
/// The navigation mesh actor that holds a navigation data for a scene.
///
API_CLASS() class FLAXENGINE_API NavMesh : public Actor
{
DECLARE_SCENE_OBJECT(NavMesh);
public:
///
/// The flag used to mark that navigation data has been modified since load. Used to save runtime data to the file on scene serialization.
///
bool IsDataDirty;
///
/// The navmesh tiles data.
///
NavMeshData Data;
///
/// The cached navmesh data asset.
///
AssetReference DataAsset;
#if USE_EDITOR
///
/// If checked, the navmesh will be drawn in debug view when showing navigation data.
///
API_FIELD(Attributes="EditorOrder(1), EditorDisplay(\"Nav Mesh\")") bool ShowDebugDraw = true;
#endif
///
/// The navigation mesh properties.
///
API_FIELD(Attributes="EditorOrder(10), EditorDisplay(\"Nav Mesh\")") NavMeshProperties Properties;
public:
///
/// Saves the nav mesh tiles data to the asset. Supported only in builds with assets saving enabled (eg. editor) and not during gameplay (eg. design time).
///
void SaveNavMesh();
///
/// Clears the data.
///
void ClearData();
///
/// Gets the navmesh runtime object that matches with properties.
///
API_FUNCTION() NavMeshRuntime* GetRuntime(bool createIfMissing = true) const;
private:
void AddTiles();
void RemoveTiles();
void OnDataAssetLoaded();
public:
// [Actor]
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
protected:
// [Actor]
void OnEnable() override;
void OnDisable() override;
};