Files
FlaxEngine/Source/Engine/Navigation/NavigationSettings.h
2021-01-02 14:28:49 +01:00

120 lines
3.8 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Config/Settings.h"
#include "Engine/Serialization/Serialization.h"
/// <summary>
/// The navigation system settings container.
/// </summary>
/// <seealso cref="Settings{NavigationSettings}" />
class NavigationSettings : public Settings<NavigationSettings>
{
public:
/// <summary>
/// The height of a grid cell in the navigation mesh building steps using heightfields.
/// A lower number means higher precision on the vertical axis but longer build times.
/// </summary>
float CellHeight = 10.0f;
/// <summary>
/// The width/height of a grid cell in the navigation mesh building steps using heightfields.
/// A lower number means higher precision on the horizontal axes but longer build times.
/// </summary>
float CellSize = 30.0f;
/// <summary>
/// Tile size used for Navigation mesh tiles, the final size of a tile is CellSize*TileSize.
/// </summary>
int32 TileSize = 64;
/// <summary>
/// The minimum number of cells allowed to form isolated island areas.
/// </summary>
int32 MinRegionArea = 0;
/// <summary>
/// Any regions with a span count smaller than this value will, if possible, be merged with larger regions.
/// </summary>
int32 MergeRegionArea = 20;
/// <summary>
/// The maximum allowed length for contour edges along the border of the mesh.
/// </summary>
float MaxEdgeLen = 1200.0f;
/// <summary>
/// The maximum distance a simplified contour's border edges should deviate from the original raw contour.
/// </summary>
float MaxEdgeError = 1.3f;
/// <summary>
/// The sampling distance to use when generating the detail mesh.
/// </summary>
float DetailSamplingDist = 600.0f;
/// <summary>
/// The maximum distance the detail mesh surface should deviate from heightfield data.
/// </summary>
float MaxDetailSamplingError = 1.0f;
/// <summary>
/// The radius of the smallest objects to traverse this nav mesh. Objects can't pass through gaps of less than twice the radius.
/// </summary>
float WalkableRadius = 34.0f;
/// <summary>
/// The height of the smallest objects to traverse this nav mesh. Objects can't enter areas with ceilings lower than this value.
/// </summary>
float WalkableHeight = 144.0f;
/// <summary>
/// The maximum ledge height that is considered to still be traversable.
/// </summary>
float WalkableMaxClimb = 35.0f;
/// <summary>
/// The maximum slope that is considered walkable (in degrees). Objects can't go up or down slopes higher than this value.
/// </summary>
float WalkableMaxSlopeAngle = 60.0f;
public:
// [Settings]
void RestoreDefault() final override
{
CellHeight = 10.0f;
CellSize = 30.0f;
TileSize = 64;
MinRegionArea = 0;
MergeRegionArea = 20;
MaxEdgeLen = 1200.0f;
MaxEdgeError = 1.3f;
DetailSamplingDist = 600.0f;
MaxDetailSamplingError = 1.0f;
WalkableRadius = 34.0f;
WalkableHeight = 144.0f;
WalkableMaxClimb = 35.0f;
WalkableMaxSlopeAngle = 60.0f;
}
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) final override
{
DESERIALIZE(CellHeight);
DESERIALIZE(CellSize);
DESERIALIZE(TileSize);
DESERIALIZE(MinRegionArea);
DESERIALIZE(MergeRegionArea);
DESERIALIZE(MaxEdgeLen);
DESERIALIZE(MaxEdgeError);
DESERIALIZE(DetailSamplingDist);
DESERIALIZE(MaxDetailSamplingError);
DESERIALIZE(WalkableRadius);
DESERIALIZE(WalkableHeight);
DESERIALIZE(WalkableMaxClimb);
DESERIALIZE(WalkableMaxSlopeAngle);
}
};