#ifndef NAVIGATION_OBSTACLE_H #define NAVIGATION_OBSTACLE_H /*************************************************************************/ /* navigation_obstacle.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "scene/main/spatial.h" class Navigation; class Spatial; class NavigationObstacle : public Spatial { GDCLASS(NavigationObstacle, Spatial); Navigation *navigation; RID obstacle; RID map_before_pause; RID map_override; RID map_current; real_t height; real_t radius; Vector vertices; bool avoidance_enabled; uint32_t avoidance_layers; bool use_3d_avoidance; Transform previous_transform; Vector3 velocity; Vector3 previous_velocity; bool velocity_submitted; #ifdef DEBUG_ENABLED RID fake_agent_radius_debug_instance; Ref fake_agent_radius_debug_mesh; RID static_obstacle_debug_instance; Ref static_obstacle_debug_mesh; private: void _update_fake_agent_radius_debug(); void _update_static_obstacle_debug(); #endif // DEBUG_ENABLED protected: static void _bind_methods(); void _notification(int p_what); public: NavigationObstacle(); virtual ~NavigationObstacle(); void set_navigation(Navigation *p_nav); const Navigation *get_navigation() const { return navigation; } void set_navigation_node(Node *p_nav); Node *get_navigation_node() const; RID get_rid() const { return obstacle; } void set_avoidance_enabled(bool p_enabled); bool get_avoidance_enabled() const; void set_navigation_map(RID p_navigation_map); RID get_navigation_map() const; void set_radius(real_t p_radius); real_t get_radius() const { return radius; } void set_height(real_t p_height); real_t get_height() const { return height; } void set_vertices(const Vector &p_vertices); Vector get_vertices() const { return vertices; }; void set_avoidance_layers(uint32_t p_layers); uint32_t get_avoidance_layers() const; void set_avoidance_layer_value(int p_layer_number, bool p_value); bool get_avoidance_layer_value(int p_layer_number) const; void set_use_3d_avoidance(bool p_use_3d_avoidance); bool get_use_3d_avoidance() const { return use_3d_avoidance; } void set_velocity(const Vector3 p_velocity); Vector3 get_velocity() const { return velocity; }; void _avoidance_done(Vector3 p_new_velocity); // Dummy private: void _update_map(RID p_map); void _update_position(const Vector3 p_position); void _update_use_3d_avoidance(bool p_use_3d_avoidance); }; #endif