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// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
    "UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
    "RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
    "RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")

package godot

import godot.`annotation`.GodotBaseType
import godot.core.Callable
import godot.core.TypeManager
import godot.core.VariantParser.CALLABLE
import godot.core.VariantParser.NIL
import godot.core.VariantParser.OBJECT
import godot.core.memory.TransferContext
import godot.util.VoidPtr
import kotlin.Int
import kotlin.Suppress
import kotlin.Unit
import kotlin.jvm.JvmOverloads
import kotlin.jvm.JvmStatic

/**
 * This class is responsible for creating and clearing 3D navigation meshes used as [NavigationMesh]
 * resources inside [NavigationRegion3D]. The [NavigationMeshGenerator] has very limited to no use for
 * 2D as the navigation mesh baking process expects 3D node types and 3D source geometry to parse.
 * The entire navigation mesh baking is best done in a separate thread as the voxelization,
 * collision tests and mesh optimization steps involved are very slow and performance-intensive
 * operations.
 * Navigation mesh baking happens in multiple steps and the result depends on 3D source geometry and
 * properties of the [NavigationMesh] resource. In the first step, starting from a root node and
 * depending on [NavigationMesh] properties all valid 3D source geometry nodes are collected from the
 * [SceneTree]. Second, all collected nodes are parsed for their relevant 3D geometry data and a
 * combined 3D mesh is build. Due to the many different types of parsable objects, from normal
 * [MeshInstance3D]s to [CSGShape3D]s or various [CollisionObject3D]s, some operations to collect
 * geometry data can trigger [RenderingServer] and [PhysicsServer3D] synchronizations. Server
 * synchronization can have a negative effect on baking time or framerate as it often involves [Mutex]
 * locking for thread security. Many parsable objects and the continuous synchronization with other
 * threaded Servers can increase the baking time significantly. On the other hand only a few but very
 * large and complex objects will take some time to prepare for the Servers which can noticeably stall
 * the next frame render. As a general rule the total number of parsable objects and their individual
 * size and complexity should be balanced to avoid framerate issues or very long baking times. The
 * combined mesh is then passed to the Recast Navigation Object to test the source geometry for
 * walkable terrain suitable to [NavigationMesh] agent properties by creating a voxel world around the
 * meshes bounding area.
 * The finalized navigation mesh is then returned and stored inside the [NavigationMesh] for use as
 * a resource inside [NavigationRegion3D] nodes.
 * **Note:** Using meshes to not only define walkable surfaces but also obstruct navigation baking
 * does not always work. The navigation baking has no concept of what is a geometry "inside" when
 * dealing with mesh source geometry and this is intentional. Depending on current baking parameters,
 * as soon as the obstructing mesh is large enough to fit a navigation mesh area inside, the baking
 * will generate navigation mesh areas that are inside the obstructing source geometry mesh.
 */
@GodotBaseType
public object NavigationMeshGenerator : Object() {
  public override fun new(scriptIndex: Int): Unit {
    getSingleton(ENGINECLASS_NAVIGATIONMESHGENERATOR)
  }

  /**
   * Bakes the [navigationMesh] with source geometry collected starting from the [rootNode].
   */
  @JvmStatic
  public final fun bake(navigationMesh: NavigationMesh?, rootNode: Node?): Unit {
    TransferContext.writeArguments(OBJECT to navigationMesh, OBJECT to rootNode)
    TransferContext.callMethod(rawPtr, MethodBindings.bakePtr, NIL)
  }

  /**
   * Removes all polygons and vertices from the provided [navigationMesh] resource.
   */
  @JvmStatic
  public final fun clear(navigationMesh: NavigationMesh?): Unit {
    TransferContext.writeArguments(OBJECT to navigationMesh)
    TransferContext.callMethod(rawPtr, MethodBindings.clearPtr, NIL)
  }

  /**
   * Parses the [SceneTree] for source geometry according to the properties of [navigationMesh].
   * Updates the provided [sourceGeometryData] resource with the resulting data. The resource can then
   * be used to bake a navigation mesh with [bakeFromSourceGeometryData]. After the process is finished
   * the optional [callback] will be called.
   * **Note:** This function needs to run on the main thread or with a deferred call as the
   * SceneTree is not thread-safe.
   * **Performance:** While convenient, reading data arrays from [Mesh] resources can affect the
   * frame rate negatively. The data needs to be received from the GPU, stalling the [RenderingServer]
   * in the process. For performance prefer the use of e.g. collision shapes or creating the data
   * arrays entirely in code.
   */
  @JvmOverloads
  @JvmStatic
  public final fun parseSourceGeometryData(
    navigationMesh: NavigationMesh?,
    sourceGeometryData: NavigationMeshSourceGeometryData3D?,
    rootNode: Node?,
    callback: Callable = Callable(),
  ): Unit {
    TransferContext.writeArguments(OBJECT to navigationMesh, OBJECT to sourceGeometryData, OBJECT to rootNode, CALLABLE to callback)
    TransferContext.callMethod(rawPtr, MethodBindings.parseSourceGeometryDataPtr, NIL)
  }

  /**
   * Bakes the provided [navigationMesh] with the data from the provided [sourceGeometryData]. After
   * the process is finished the optional [callback] will be called.
   */
  @JvmOverloads
  @JvmStatic
  public final fun bakeFromSourceGeometryData(
    navigationMesh: NavigationMesh?,
    sourceGeometryData: NavigationMeshSourceGeometryData3D?,
    callback: Callable = Callable(),
  ): Unit {
    TransferContext.writeArguments(OBJECT to navigationMesh, OBJECT to sourceGeometryData, CALLABLE to callback)
    TransferContext.callMethod(rawPtr, MethodBindings.bakeFromSourceGeometryDataPtr, NIL)
  }

  internal object MethodBindings {
    public val bakePtr: VoidPtr =
        TypeManager.getMethodBindPtr("NavigationMeshGenerator", "bake", 1401173477)

    public val clearPtr: VoidPtr =
        TypeManager.getMethodBindPtr("NavigationMeshGenerator", "clear", 2923361153)

    public val parseSourceGeometryDataPtr: VoidPtr =
        TypeManager.getMethodBindPtr("NavigationMeshGenerator", "parse_source_geometry_data", 685862123)

    public val bakeFromSourceGeometryDataPtr: VoidPtr =
        TypeManager.getMethodBindPtr("NavigationMeshGenerator", "bake_from_source_geometry_data", 2469318639)
  }
}




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