Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Public/NavMesh/RecastNavMeshDataChunk.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

83 lines
1.8 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AI/Navigation/NavigationTypes.h"
#include "AI/Navigation/NavigationDataChunk.h"
#include "RecastNavMeshDataChunk.generated.h"
class FPImplRecastNavMesh;
struct FRecastTileData
{
struct FRawData
{
FRawData(uint8* InData);
~FRawData();
uint8* RawData;
};
FRecastTileData();
FRecastTileData(int32 TileDataSize, uint8* TileRawData, int32 TileCacheDataSize, uint8* TileCacheRawData);
// Location of attached tile
int32 X;
int32 Y;
int32 Layer;
// Tile data
int32 TileDataSize;
TSharedPtr<FRawData> TileRawData;
// Compressed tile cache layer
int32 TileCacheDataSize;
TSharedPtr<FRawData> TileCacheRawData;
// Whether this tile is attached to NavMesh
bool bAttached;
};
class dtNavMesh;
class FPImplRecastNavMesh;
/**
*
*/
UCLASS()
class NAVIGATIONSYSTEM_API URecastNavMeshDataChunk : public UNavigationDataChunk
{
GENERATED_UCLASS_BODY()
//~ Begin UObject Interface
virtual void Serialize(FArchive& Ar) override;
//~ End UObject Interface
/** Attaches tiles to specified navmesh, transferring tile ownership to navmesh */
TArray<uint32> AttachTiles(FPImplRecastNavMesh& NavMeshImpl);
/** Detaches tiles from specified navmesh, taking tile ownership */
TArray<uint32> DetachTiles(FPImplRecastNavMesh& NavMeshImpl);
/** Number of tiles in this chunk */
int32 GetNumTiles() const;
/** Releases all tiles that this chunk holds */
void ReleaseTiles();
public:
#if WITH_EDITOR
void GatherTiles(const FPImplRecastNavMesh* NavMeshImpl, const TArray<int32>& TileIndices);
#endif// WITH_EDITOR
private:
#if WITH_RECAST
void SerializeRecastData(FArchive& Ar, int32 NavMeshVersion);
#endif//WITH_RECAST
private:
TArray<FRecastTileData> Tiles;
};