pandemonium_engine/scene/2d/navigation_obstacle_2d.h
2023-06-10 20:58:49 +02:00

117 lines
4.1 KiB
C++

#ifndef NAVIGATION_OBSTACLE_2D_H
#define NAVIGATION_OBSTACLE_2D_H
/*************************************************************************/
/* navigation_obstacle_2d.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/2d/node_2d.h"
class Navigation2D;
class Node2D;
class NavigationObstacle2D : public Node2D {
GDCLASS(NavigationObstacle2D, Node2D);
Navigation2D *navigation;
RID obstacle;
RID map_before_pause;
RID map_override; //!!!
RID map_current;
real_t radius = 0.0;
Vector<Vector2> vertices;
RID fake_agent;
uint32_t avoidance_layers = 1;
Transform2D previous_transform;
Vector2 velocity;
Vector2 previous_velocity;
bool velocity_submitted = false;
#ifdef DEBUG_ENABLED
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:
NavigationObstacle2D();
virtual ~NavigationObstacle2D();
void set_navigation(Navigation2D *p_nav);
const Navigation2D *get_navigation() const {
return navigation;
}
void set_navigation_node(Node *p_nav);
Node *get_navigation_node() const;
RID get_obstacle_rid() const { return obstacle; }
RID get_agent_rid() const { return fake_agent; }
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_vertices(const Vector<Vector2> &p_vertices);
const Vector<Vector2> &get_vertices() const { return vertices; };
void set_avoidance_layers(uint32_t p_layers);
uint32_t get_avoidance_layers() const;
void set_avoidance_mask(uint32_t p_mask);
uint32_t get_avoidance_mask() 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_velocity(const Vector2 p_velocity);
Vector2 get_velocity() const { return velocity; };
void _avoidance_done(Vector3 p_new_velocity); // Dummy
private:
void _update_map(RID p_map);
void _update_position(const Vector2 p_position);
};
#endif