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3 changed files with 40 additions and 2 deletions
15
src/RecastNavMesh.cpp
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src/RecastNavMesh.cpp
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#include "RecastNavMesh.hpp"
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RecastNavMesh::RecastNavMesh() {
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}
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RecastNavMesh::~RecastNavMesh() {
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}
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void RecastNavMesh::_bind_methods() {
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}
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22
src/RecastNavMesh.hpp
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src/RecastNavMesh.hpp
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#pragma once
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#include <godot_cpp/classes/node3d.hpp>
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namespace godot {
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class RecastNavMesh : public Node3D {
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GDCLASS(RecastNavMesh, Node3D)
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private:
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bool calculated = false;
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protected:
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static void _bind_methods();
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public:
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RecastNavMesh();
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~RecastNavMesh();
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void clear_vertices();
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bool add_vertices(const PackedByteArray& vertices);
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bool recalculate_navmesh();
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bool is_calculated() { return calculated; }
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};
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}
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#include <godot_cpp/godot.hpp>
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#include <godot_cpp/godot.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include "RecastNavMesh.hpp"
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void register_gameplay_types(godot::ModuleInitializationLevel p_level) {
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void register_gameplay_types(godot::ModuleInitializationLevel p_level) {
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if (p_level != godot::ModuleInitializationLevel::MODULE_INITIALIZATION_LEVEL_SCENE) {
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if (p_level != godot::ModuleInitializationLevel::MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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return;
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}
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}
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// REGISTER CLASSES HERE LATER
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ClassDB::register_class<RecastNavMesh>();
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}
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}
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void unregister_gameplay_types(godot::ModuleInitializationLevel p_level) {
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void unregister_gameplay_types(godot::ModuleInitializationLevel p_level) {
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@ -15,7 +17,6 @@ void unregister_gameplay_types(godot::ModuleInitializationLevel p_level) {
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extern "C" {
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extern "C" {
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GDExtensionBool GDE_EXPORT recastnavigation_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
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GDExtensionBool GDE_EXPORT recastnavigation_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
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godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
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godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
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init_obj.register_initializer(register_gameplay_types);
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init_obj.register_initializer(register_gameplay_types);
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