85 lines
2.2 KiB
C++
85 lines
2.2 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "NavMeshData.h"
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#include "NavigationTypes.h"
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#include "Engine/Content/AssetReference.h"
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#include "Engine/Content/Assets/RawDataAsset.h"
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#include "Engine/Level/Actor.h"
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class NavMeshBoundsVolume;
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class NavMeshRuntime;
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/// <summary>
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/// The navigation mesh actor that holds a navigation data for a scene.
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/// </summary>
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API_CLASS() class FLAXENGINE_API NavMesh : public Actor
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{
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DECLARE_SCENE_OBJECT(NavMesh);
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public:
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/// <summary>
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/// The flag used to mark that navigation data has been modified since load. Used to save runtime data to the file on scene serialization.
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/// </summary>
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bool IsDataDirty;
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/// <summary>
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/// The navmesh tiles data.
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/// </summary>
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NavMeshData Data;
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/// <summary>
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/// The cached navmesh data asset.
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/// </summary>
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AssetReference<RawDataAsset> DataAsset;
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#if USE_EDITOR
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/// <summary>
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/// If checked, the navmesh will be drawn in debug view when showing navigation data.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(1), EditorDisplay(\"Nav Mesh\")") bool ShowDebugDraw = true;
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#endif
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/// <summary>
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/// The navigation mesh properties.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(10), EditorDisplay(\"Nav Mesh\")") NavMeshProperties Properties;
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public:
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/// <summary>
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/// 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).
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/// </summary>
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void SaveNavMesh();
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/// <summary>
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/// Clears the data.
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/// </summary>
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void ClearData();
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/// <summary>
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/// Gets the navmesh runtime object that matches with properties.
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/// </summary>
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API_FUNCTION() NavMeshRuntime* GetRuntime(bool createIfMissing = true) const;
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private:
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void AddTiles();
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void RemoveTiles();
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void OnDataAssetLoaded();
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private:
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bool _navMeshActive = false;
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public:
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// [Actor]
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void Serialize(SerializeStream& stream, const void* otherObj) override;
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void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
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protected:
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// [Actor]
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void OnEnable() override;
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void OnDisable() override;
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void Initialize() override;
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};
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