| 23 | } |
| 24 | |
| 25 | void NavMesh::SaveNavMesh() |
| 26 | { |
| 27 | #if COMPILE_WITH_ASSETS_IMPORTER |
| 28 | PROFILE_MEM(NavigationMesh); |
| 29 | |
| 30 | // Skip if scene is missing |
| 31 | const auto scene = GetScene(); |
| 32 | if (!scene) |
| 33 | return; |
| 34 | |
| 35 | #if USE_EDITOR |
| 36 | // Skip if game is running in editor (eg. game scripts update dynamic navmesh) |
| 37 | if (Editor::IsPlayMode) |
| 38 | return; |
| 39 | #endif |
| 40 | |
| 41 | // Clear flag |
| 42 | IsDataDirty = false; |
| 43 | |
| 44 | // Check if has no navmesh data generated (someone could just remove navmesh volumes or generate for empty scene) |
| 45 | if (Data.Tiles.IsEmpty()) |
| 46 | { |
| 47 | DataAsset = nullptr; |
| 48 | return; |
| 49 | } |
| 50 | |
| 51 | // Prepare |
| 52 | Guid assetId = DataAsset.GetID(); |
| 53 | if (!assetId.IsValid()) |
| 54 | assetId = Guid::New(); |
| 55 | const String assetPath = scene->GetDataFolderPath() / TEXT("NavMesh") + Properties.Name + ASSET_FILES_EXTENSION_WITH_DOT; |
| 56 | |
| 57 | // Generate navmesh tiles data |
| 58 | const int32 streamInitialCapacity = Math::RoundUpToPowerOf2((Data.Tiles.Count() + 1) * 1024); |
| 59 | MemoryWriteStream stream(streamInitialCapacity); |
| 60 | Data.Save(stream); |
| 61 | BytesContainer bytesContainer; |
| 62 | bytesContainer.Link(ToSpan(stream)); |
| 63 | |
| 64 | // Save asset to file |
| 65 | if (AssetsImportingManager::Create(AssetsImportingManager::CreateRawDataTag, assetPath, assetId, (void*)&bytesContainer)) |
| 66 | { |
| 67 | LOG(Warning, "Failed to save navmesh tiles data to file."); |
| 68 | return; |
| 69 | } |
| 70 | |
| 71 | // Link the created asset |
| 72 | DataAsset = assetId; |
| 73 | |
| 74 | #endif |
| 75 | } |
| 76 | |
| 77 | void NavMesh::ClearData() |
| 78 | { |
nothing calls this directly
no test coverage detected