142 lines
3.5 KiB
C++
142 lines
3.5 KiB
C++
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#include "NavigationScene.h"
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#include "Navigation.h"
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#include "NavMeshRuntime.h"
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#include "NavMeshBoundsVolume.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Content/Assets/RawDataAsset.h"
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#include "Engine/Core/Log.h"
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#if USE_EDITOR
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#include "Editor/Editor.h"
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#endif
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#if COMPILE_WITH_ASSETS_IMPORTER
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#include "Engine/ContentImporters/AssetsImportingManager.h"
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#include "Engine/Serialization/MemoryWriteStream.h"
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#endif
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NavigationScene::NavigationScene(::Scene* scene)
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: Scene(scene)
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, IsDataDirty(false)
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{
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DataAsset.Loaded.Bind<NavigationScene, &NavigationScene::OnDataAssetLoaded>(this);
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}
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BoundingBox NavigationScene::GetNavigationBounds()
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{
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if (Volumes.IsEmpty())
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return BoundingBox::Empty;
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PROFILE_CPU_NAMED("GetNavigationBounds");
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auto box = Volumes[0]->GetBox();
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for (int32 i = 1; i < Volumes.Count(); i++)
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BoundingBox::Merge(box, Volumes[i]->GetBox(), box);
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return box;
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}
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NavMeshBoundsVolume* NavigationScene::FindNavigationBoundsOverlap(const BoundingBox& bounds)
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{
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NavMeshBoundsVolume* result = nullptr;
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for (int32 i = 0; i < Volumes.Count(); i++)
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{
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if (Volumes[i]->GetBox().Intersects(bounds))
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{
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result = Volumes[i];
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break;
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}
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}
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return result;
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}
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void NavigationScene::SaveNavMesh()
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{
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#if COMPILE_WITH_ASSETS_IMPORTER
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#if USE_EDITOR
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// Skip if game is running in editor (eg. game scripts update dynamic navmesh)
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if (Editor::IsPlayMode)
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return;
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#endif
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// Clear flag
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IsDataDirty = false;
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// Check if has no navmesh data generated (someone could just remove navmesh volumes or generate for empty scene)
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if (Data.Tiles.IsEmpty())
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{
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// Keep asset reference valid
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DataAsset.Unlink();
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return;
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}
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// Prepare
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Guid assetId = DataAsset.GetID();
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if (!assetId.IsValid())
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assetId = Guid::New();
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const String assetPath = Scene->GetDataFolderPath() / TEXT("NavMesh") + ASSET_FILES_EXTENSION_WITH_DOT;
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// Generate navmesh tiles data
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const int32 streamInitialCapacity = Math::RoundUpToPowerOf2((Data.Tiles.Count() + 1) * 1024);
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MemoryWriteStream stream(streamInitialCapacity);
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Data.Save(stream);
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BytesContainer bytesContainer;
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bytesContainer.Link(stream.GetHandle(), stream.GetPosition());
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// Save asset to file
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if (AssetsImportingManager::Create(AssetsImportingManager::CreateRawDataTag, assetPath, assetId, (void*)&bytesContainer))
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{
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LOG(Warning, "Failed to save navmesh tiles data to file.");
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return;
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}
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// Link the created asset
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DataAsset = assetId;
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#endif
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}
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void NavigationScene::OnEnable()
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{
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auto navMesh = NavMeshRuntime::Get();
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CHECK(navMesh);
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navMesh->AddTiles(this);
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}
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void NavigationScene::OnDisable()
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{
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auto navMesh = NavMeshRuntime::Get();
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if (navMesh)
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navMesh->RemoveTiles(this);
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}
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void NavigationScene::OnDataAssetLoaded()
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{
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// Skip if already has data (prevent reloading navmesh on saving)
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if (Data.Tiles.HasItems())
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return;
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const bool isEnabled = Scene->IsDuringPlay() && Scene->IsActiveInHierarchy();
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// Remove added tiles
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if (isEnabled)
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{
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OnDisable();
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}
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// Load navmesh tiles
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BytesContainer data;
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data.Link(DataAsset->Data);
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Data.Load(data, false);
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IsDataDirty = false;
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// Add loaded tiles
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if (isEnabled)
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{
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OnEnable();
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}
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}
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