void NavigationMesh::GetTileGeometry(NavBuildData* build, Vector<NavigationGeometryInfo>& geometryList, BoundingBox& box) { Matrix3x4 inverse = node_->GetWorldTransform().Inverse(); for (unsigned i = 0; i < geometryList.Size(); ++i) { if (box.IsInsideFast(geometryList[i].boundingBox_) != OUTSIDE) { const Matrix3x4& transform = geometryList[i].transform_; if (geometryList[i].component_->GetType() == OffMeshConnection::GetTypeStatic()) { OffMeshConnection* connection = static_cast<OffMeshConnection*>(geometryList[i].component_); Vector3 start = inverse * connection->GetNode()->GetWorldPosition(); Vector3 end = inverse * connection->GetEndPoint()->GetWorldPosition(); build->offMeshVertices_.Push(start); build->offMeshVertices_.Push(end); build->offMeshRadii_.Push(connection->GetRadius()); build->offMeshFlags_.Push((unsigned short)connection->GetMask()); build->offMeshAreas_.Push((unsigned char)connection->GetAreaID()); build->offMeshDir_.Push((unsigned char)(connection->IsBidirectional() ? DT_OFFMESH_CON_BIDIR : 0)); continue; } else if (geometryList[i].component_->GetType() == NavArea::GetTypeStatic()) { NavArea* area = static_cast<NavArea*>(geometryList[i].component_); NavAreaStub stub; stub.areaID_ = (unsigned char)area->GetAreaID(); stub.bounds_ = area->GetWorldBoundingBox(); build->navAreas_.Push(stub); continue; } #ifdef ATOMIC_PHYSICS CollisionShape* shape = dynamic_cast<CollisionShape*>(geometryList[i].component_); if (shape) { switch (shape->GetShapeType()) { case SHAPE_TRIANGLEMESH: { Model* model = shape->GetModel(); if (!model) continue; unsigned lodLevel = shape->GetLodLevel(); for (unsigned j = 0; j < model->GetNumGeometries(); ++j) AddTriMeshGeometry(build, model->GetGeometry(j, lodLevel), transform); } break; case SHAPE_CONVEXHULL: { ConvexData* data = static_cast<ConvexData*>(shape->GetGeometryData()); if (!data) continue; unsigned numVertices = data->vertexCount_; unsigned numIndices = data->indexCount_; unsigned destVertexStart = build->vertices_.Size(); for (unsigned j = 0; j < numVertices; ++j) build->vertices_.Push(transform * data->vertexData_[j]); for (unsigned j = 0; j < numIndices; ++j) build->indices_.Push(data->indexData_[j] + destVertexStart); } break; case SHAPE_BOX: { unsigned destVertexStart = build->vertices_.Size(); build->vertices_.Push(transform * Vector3(-0.5f, 0.5f, -0.5f)); build->vertices_.Push(transform * Vector3(0.5f, 0.5f, -0.5f)); build->vertices_.Push(transform * Vector3(0.5f, -0.5f, -0.5f)); build->vertices_.Push(transform * Vector3(-0.5f, -0.5f, -0.5f)); build->vertices_.Push(transform * Vector3(-0.5f, 0.5f, 0.5f)); build->vertices_.Push(transform * Vector3(0.5f, 0.5f, 0.5f)); build->vertices_.Push(transform * Vector3(0.5f, -0.5f, 0.5f)); build->vertices_.Push(transform * Vector3(-0.5f, -0.5f, 0.5f)); const unsigned indices[] = { 0, 1, 2, 0, 2, 3, 1, 5, 6, 1, 6, 2, 4, 5, 1, 4, 1, 0, 5, 4, 7, 5, 7, 6, 4, 0, 3, 4, 3, 7, 1, 0, 4, 1, 4, 5 }; for (unsigned j = 0; j < 36; ++j) build->indices_.Push(indices[j] + destVertexStart); } break; default: break; } continue; } #endif Drawable* drawable = dynamic_cast<Drawable*>(geometryList[i].component_); if (drawable) { const Vector<SourceBatch>& batches = drawable->GetBatches(); for (unsigned j = 0; j < batches.Size(); ++j) AddTriMeshGeometry(build, drawable->GetLodGeometry(j, geometryList[i].lodLevel_), transform); } } } }
void NavigationMesh::CollectGeometries(Vector<NavigationGeometryInfo>& geometryList, Node* node, HashSet<Node*>& processedNodes, bool recursive) { // Make sure nodes are not included twice if (processedNodes.Contains(node)) return; // Exclude obstacles and crowd agents from consideration if (node->HasComponent<Obstacle>() || node->HasComponent<CrowdAgent>()) return; processedNodes.Insert(node); Matrix3x4 inverse = node_->GetWorldTransform().Inverse(); #ifdef ATOMIC_PHYSICS // Prefer compatible physics collision shapes (triangle mesh, convex hull, box) if found. // Then fallback to visible geometry PODVector<CollisionShape*> collisionShapes; node->GetComponents<CollisionShape>(collisionShapes); bool collisionShapeFound = false; for (unsigned i = 0; i < collisionShapes.Size(); ++i) { CollisionShape* shape = collisionShapes[i]; if (!shape->IsEnabledEffective()) continue; ShapeType type = shape->GetShapeType(); if ((type == SHAPE_BOX || type == SHAPE_TRIANGLEMESH || type == SHAPE_CONVEXHULL) && shape->GetCollisionShape()) { Matrix3x4 shapeTransform(shape->GetPosition(), shape->GetRotation(), shape->GetSize()); NavigationGeometryInfo info; info.component_ = shape; info.transform_ = inverse * node->GetWorldTransform() * shapeTransform; info.boundingBox_ = shape->GetWorldBoundingBox().Transformed(inverse); geometryList.Push(info); collisionShapeFound = true; } } if (!collisionShapeFound) #endif { PODVector<Drawable*> drawables; node->GetDerivedComponents<Drawable>(drawables); for (unsigned i = 0; i < drawables.Size(); ++i) { /// \todo Evaluate whether should handle other types. Now StaticModel & TerrainPatch are supported, others skipped Drawable* drawable = drawables[i]; if (!drawable->IsEnabledEffective()) continue; NavigationGeometryInfo info; if (drawable->GetType() == StaticModel::GetTypeStatic()) info.lodLevel_ = static_cast<StaticModel*>(drawable)->GetOcclusionLodLevel(); else if (drawable->GetType() == TerrainPatch::GetTypeStatic()) info.lodLevel_ = 0; else continue; info.component_ = drawable; info.transform_ = inverse * node->GetWorldTransform(); info.boundingBox_ = drawable->GetWorldBoundingBox().Transformed(inverse); geometryList.Push(info); } } if (recursive) { const Vector<SharedPtr<Node> >& children = node->GetChildren(); for (unsigned i = 0; i < children.Size(); ++i) CollectGeometries(geometryList, children[i], processedNodes, recursive); } }