{
class NavigationRay;
+// Make each to change each index value's type here.
+using VertexIndex = Dali::Scene3D::Algorithm::VertexIndex;
+using EdgeIndex = Dali::Scene3D::Algorithm::EdgeIndex;
+using FaceIndex = Dali::Scene3D::Algorithm::FaceIndex;
+
/**
* @class NavigationMesh
*/
{
Dali::Vector3 point;
float distance;
- uint16_t faceIndex;
+ FaceIndex faceIndex;
bool result;
};
[[nodiscard]] uint32_t GetVertexCount() const;
/**
- * Looks for floor only within the face
- * @param[in] position Position to be projected onto the face
- * @param[in] faceIndex Face index
- * @param[in] dontCheckNeighbours states whether to traverse onto neighbouring faces
- * @param[out] outPosition Output position
- *
- * @return true if success
+ * @copydoc Dali::Scene3D::Algorithm::NavigationMesh::FindFloorForFace()
*/
- bool FindFloorForFace(const Dali::Vector3& position, uint32_t faceIndex, bool dontCheckNeighbours, Dali::Vector3& outPosition);
+ bool FindFloorForFace(const Dali::Vector3& position, FaceIndex faceIndex, bool dontCheckNeighbours, Dali::Vector3& outPosition);
/**
* @copydoc Dali::Scene3D::Algorithm::NavigationMesh::FindFloor()
/**
* @copydoc Dali::Scene3D::Algorithm::NavigationMesh::FindFloor()
*/
- bool FindFloor(const Dali::Vector3& position, Dali::Vector3& outPosition, uint32_t& faceIndex);
+ bool FindFloor(const Dali::Vector3& position, Dali::Vector3& outPosition, FaceIndex& faceIndex);
/**
* @copydoc Dali::Scene3D::Algorithm::NavigationMesh::GetFace()
*/
- [[nodiscard]] const Face* GetFace(int index) const;
+ [[nodiscard]] const Face* GetFace(FaceIndex index) const;
/**
* @copydoc Dali::Scene3D::Algorithm::NavigationMesh::GetEdge()
*/
- [[nodiscard]] const Edge* GetEdge(int index) const;
+ [[nodiscard]] const Edge* GetEdge(EdgeIndex index) const;
/**
* @copydoc Dali::Scene3D::Algorithm::NavigationMesh::GetVertex()
*/
- [[nodiscard]] const Vertex* GetVertex(int index) const;
+ [[nodiscard]] const Vertex* GetVertex(VertexIndex index) const;
/**
* @copydoc Dali::Scene3D::Algorithm::NavigationMesh::SetSceneTransform()
/**
* Tests intersection between navigation ray and face
*/
- IntersectResult NavigationRayFaceIntersection(NavigationRay& ray, const Face& face);
+ IntersectResult NavigationRayFaceIntersection(NavigationRay& ray, const Face& face) const;
/**
* @copydoc Dali::Scene3D::Algorithm::NavigationMesh::PointSceneToLocal()
*/
- Dali::Vector3 PointSceneToLocal(const Dali::Vector3& point);
+ Dali::Vector3 PointSceneToLocal(const Dali::Vector3& point) const;
/**
* @copydoc Dali::Scene3D::Algorithm::NavigationMesh::PointLocalToScene()
*/
- Dali::Vector3 PointLocalToScene(const Dali::Vector3& point);
+ Dali::Vector3 PointLocalToScene(const Dali::Vector3& point) const;
/**
* @copydoc Dali::Scene3D::Algorithm::NavigationMesh::GetGravityVector()
private:
std::vector<uint8_t> mBuffer; //< Data buffer
NavigationMeshHeader_V10 mHeader; //< Navigation mesh header
- uint16_t mCurrentFace; //< Current face (last floor position)
+ FaceIndex mCurrentFace; //< Current face (last floor position)
Dali::Matrix mTransform; //< Transform matrix
Dali::Matrix mTransformInverse; //< Inverse of the transform matrix
};