Skylicht Engine
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RecastMesh
CRecastMesh.h
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/*
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!@
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MIT License
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Copyright (c) 2024 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "Entity/CEntityPrefab.h"
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#include "RenderMesh/CRenderMeshData.h"
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namespace
Skylicht
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{
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namespace
Graph
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{
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class
CRecastMesh
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{
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protected
:
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core::array<float>
m_verts;
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core::array<float>
m_normals;
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core::array<int>
m_tris;
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core::aabbox3df
m_bbox;
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public
:
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CRecastMesh();
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virtual
~CRecastMesh();
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void
release();
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void
addMeshPrefab(
CEntityPrefab
* prefab,
const
core::matrix4
& world);
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inline
float
* getVerts()
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{
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return
m_verts.pointer();
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}
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inline
float
* getNormals()
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{
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return
m_normals.pointer();
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}
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inline
int
* getTris()
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{
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return
m_tris.pointer();
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}
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inline
u32
getVertCount()
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{
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return
m_verts.size() / 3;
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}
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inline
u32
getTriCount()
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{
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return
m_tris.size() / 3;
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}
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inline
const
core::aabbox3df
& getBBox()
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{
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return
m_bbox;
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}
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void
addMesh(
CMesh
* mesh,
const
core::matrix4
& transform);
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int
addVertex(
float
x,
float
y,
float
z);
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int
addNormal(
float
x,
float
y,
float
z);
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void
addTriangle(
int
a,
int
b,
int
c);
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};
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}
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}
Skylicht::CEntityPrefab
This object class is created to store data in an array of multiple CEntities.
Definition
CEntityPrefab.h:38
Skylicht::CMesh
Definition
CMesh.h:75
irr::core::array
Self reallocating template array (like stl vector) with additional features.
Definition
irrArray.h:23
Skylicht::Graph
Component that manages the navigation lifecycle, including NavMesh generation and pathfinding.
Definition
CGraphComponent.h:41
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
irr::core::matrix4
CMatrix4< f32 > matrix4
Typedef for f32 matrix.
Definition
matrix4.h:2241
irr::core::aabbox3df
aabbox3d< f32 > aabbox3df
Typedef for a f32 3d bounding box.
Definition
aabbox3d.h:351
irr::u32
unsigned int u32
32 bit unsigned variable.
Definition
irrTypes.h:58
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