namespace Dali::Scene3D::Internal::Algorithm
{
-class NavigationRay;
+// Internal Navigation ray structure
+struct NavigationRay
+{
+ Dali::Vector3 origin; // Origin of ray
+ Dali::Vector3 direction; // Direction of ray
+};
// Make each to change each index value's type here.
using VertexIndex = Dali::Scene3D::Algorithm::VertexIndex;
IntersectResult NavigationRayFaceIntersection(NavigationRay& ray, const Face& face) const;
/**
+ * @brief Test ray against the mesh and returns intersection result
+ * @param[in] rayOrig Input ray to test collision
+ *
+ * @return Valid IntersectResult structure
+ */
+ IntersectResult RayCastIntersect(NavigationRay& rayOrig) const;
+
+ /**
* @copydoc Dali::Scene3D::Algorithm::NavigationMesh::PointSceneToLocal()
*/
Dali::Vector3 PointSceneToLocal(const Dali::Vector3& point) const;
*/
[[nodiscard]] Dali::Vector3 GetGravityVector() const;
+ /**
+ * @brief Returns binary data of the mesh
+ * @return Reference to the binary buffer
+ */
+ [[nodiscard]] const std::vector<uint8_t>& GetData() const
+ {
+ return mBuffer;
+ }
+
private:
std::vector<uint8_t> mBuffer; //< Data buffer
NavigationMeshHeader_V10 mHeader; //< Navigation mesh header
return *navigationMesh.mImpl;
}
+inline const Internal::Algorithm::NavigationMesh& GetImplementation(const Dali::Scene3D::Algorithm::NavigationMesh& navigationMesh)
+{
+ return *navigationMesh.mImpl;
+}
+
} // namespace Dali::Scene3D::Internal::Algorithm
#endif // DALI_SCENE3D_INTERNAL_NAVIGATION_MESH_H