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108 lines
3.8 KiB
C++
108 lines
3.8 KiB
C++
#ifndef NAV_REGION_H
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#define NAV_REGION_H
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/*************************************************************************/
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/* nav_region.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "nav_rid.h"
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#include "nav_utils.h"
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#include "scene/3d/navigation.h"
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#include "scene/resources/navigation_mesh.h"
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#include <vector>
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class NavMap;
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class NavRegion;
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class NavRegion : public NavRid {
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NavMap *map;
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Transform transform;
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Ref<NavigationMesh> mesh;
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uint32_t navigation_layers;
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float enter_cost;
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float travel_cost;
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Vector<gd::Edge::Connection> connections;
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bool polygons_dirty;
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/// Cache
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LocalVector<gd::Polygon> polygons;
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public:
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void scratch_polygons() {
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polygons_dirty = true;
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}
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void set_map(NavMap *p_map);
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NavMap *get_map() const {
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return map;
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}
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void set_enter_cost(float p_enter_cost) { enter_cost = MAX(p_enter_cost, 0.0); }
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float get_enter_cost() const { return enter_cost; }
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void set_travel_cost(float p_travel_cost) { travel_cost = MAX(p_travel_cost, 0.0); }
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float get_travel_cost() const { return travel_cost; }
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void set_navigation_layers(uint32_t p_navigation_layers);
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uint32_t get_navigation_layers() const;
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void set_transform(Transform transform);
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const Transform &get_transform() const {
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return transform;
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}
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void set_mesh(Ref<NavigationMesh> p_mesh);
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const Ref<NavigationMesh> get_mesh() const {
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return mesh;
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}
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Vector<gd::Edge::Connection> &get_connections() {
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return connections;
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}
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int get_connections_count() const;
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Vector3 get_connection_pathway_start(int p_connection_id) const;
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Vector3 get_connection_pathway_end(int p_connection_id) const;
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LocalVector<gd::Polygon> const &get_polygons() const {
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return polygons;
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}
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bool sync();
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NavRegion();
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~NavRegion();
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private:
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void update_polygons();
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};
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#endif // NAV_REGION_H
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