pandemonium_engine/scene/3d/navigation_mesh_instance.h
Relintai bb5acfd745 Ported: [3.5] Update NavigationServer backport
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
- smix8
8bd7c6188b
2022-07-28 22:34:28 +02:00

91 lines
3.6 KiB
C++

#ifndef NAVIGATION_MESH_INSTANCE_H
#define NAVIGATION_MESH_INSTANCE_H
/*************************************************************************/
/* navigation_mesh_instance.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 "core/os/thread.h"
#include "scene/3d/spatial.h"
class Mesh;
class Navigation;
class NavigationMesh;
class NavigationMeshInstance : public Spatial {
GDCLASS(NavigationMeshInstance, Spatial);
bool enabled;
RID region;
Ref<NavigationMesh> navmesh;
real_t enter_cost = 0.0;
real_t travel_cost = 1.0;
uint32_t navigation_layers = 1;
Navigation *navigation = nullptr;
Node *debug_view = nullptr;
Thread bake_thread;
protected:
void _notification(int p_what);
static void _bind_methods();
void _changed_callback(Object *p_changed, const char *p_prop);
public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_navigation_layers(uint32_t p_navigation_layers);
uint32_t get_navigation_layers() const;
RID get_region_rid() const;
void set_enter_cost(real_t p_enter_cost);
real_t get_enter_cost() const;
void set_travel_cost(real_t p_travel_cost);
real_t get_travel_cost() const;
void set_navigation_mesh(const Ref<NavigationMesh> &p_navmesh);
Ref<NavigationMesh> get_navigation_mesh() const;
/// Bakes the navigation mesh; once done, automatically
/// sets the new navigation mesh and emits a signal
void bake_navigation_mesh(bool p_on_thread);
void _bake_finished(Ref<NavigationMesh> p_nav_mesh);
String get_configuration_warning() const;
NavigationMeshInstance();
~NavigationMeshInstance();
};
#endif // NAVIGATION_MESH_INSTANCE_H