#ifndef NAV_REGION_H #define NAV_REGION_H /*************************************************************************/ /* nav_region.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "nav_base.h" #include "nav_utils.h" #include "scene/3d/navigation.h" #include "scene/resources/navigation/navigation_mesh.h" class NavRegion : public NavBase { NavMap *map; Transform transform; Ref mesh; Vector connections; bool enabled; bool use_edge_connections; bool polygons_dirty; /// Cache LocalVector polygons; public: void scratch_polygons() { polygons_dirty = true; } void set_enabled(bool p_enabled); bool get_enabled() const { return enabled; } void set_map(NavMap *p_map); NavMap *get_map() const { return map; } void set_use_edge_connections(bool p_enabled); bool get_use_edge_connections() const { return use_edge_connections; } void set_transform(Transform transform); const Transform &get_transform() const { return transform; } void set_mesh(Ref p_mesh); const Ref get_mesh() const { return mesh; } Vector &get_connections() { return connections; } int get_connections_count() const; Vector3 get_connection_pathway_start(int p_connection_id) const; Vector3 get_connection_pathway_end(int p_connection_id) const; LocalVector const &get_polygons() const { return polygons; } bool sync(); NavRegion(); ~NavRegion(); private: void update_polygons(); }; #endif // NAV_REGION_H