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171 lines
11 KiB
C++
171 lines
11 KiB
C++
#ifndef DUMMY_NAVIGATION_SERVER_H
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#define DUMMY_NAVIGATION_SERVER_H
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/*************************************************************************/
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/* dummy_navigation_server.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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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 "core/object/reference.h"
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#include "servers/navigation_server.h"
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class NavigationMesh;
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class DummyNavigationServer : public NavigationServer {
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public:
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virtual Array get_maps() const { return Array(); }
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virtual RID map_create() { return RID(); }
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virtual void map_set_active(RID p_map, bool p_active) {}
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virtual bool map_is_active(RID p_map) const { return false; }
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virtual void map_set_up(RID p_map, Vector3 p_up) {}
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virtual Vector3 map_get_up(RID p_map) const { return Vector3(); }
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virtual void map_set_cell_size(RID p_map, real_t p_cell_size) {}
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virtual real_t map_get_cell_size(RID p_map) const { return 0; }
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virtual void map_set_cell_height(RID p_map, real_t p_cell_height) {}
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virtual real_t map_get_cell_height(RID p_map) const { return 0; }
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virtual void map_set_use_edge_connections(RID p_map, bool p_enabled) {}
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virtual bool map_get_use_edge_connections(RID p_map) const { return false; }
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virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) {}
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virtual real_t map_get_edge_connection_margin(RID p_map) const { return 0; }
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virtual void map_set_link_connection_radius(RID p_map, real_t p_connection_radius) {}
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virtual real_t map_get_link_connection_radius(RID p_map) const { return 0; }
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virtual Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers = 1) const { return Vector<Vector3>(); }
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virtual Vector3 map_get_closest_point_to_segment(RID p_map, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision = false) const { return Vector3(); }
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virtual Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const { return Vector3(); }
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virtual Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const { return Vector3(); }
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virtual RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const { return RID(); }
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virtual Array map_get_links(RID p_map) const { return Array(); }
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virtual Array map_get_regions(RID p_map) const { return Array(); }
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virtual Array map_get_agents(RID p_map) const { return Array(); }
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virtual Array map_get_obstacles(RID p_map) const { return Array(); }
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virtual void map_force_update(RID p_map) {}
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virtual RID region_create() { return RID(); }
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virtual void region_set_enabled(RID p_region, bool p_enabled) {}
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virtual bool region_get_enabled(RID p_region) const { return false; }
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virtual void region_set_use_edge_connections(RID p_region, bool p_enabled) {}
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virtual bool region_get_use_edge_connections(RID p_region) const { return false; }
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virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost) {}
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virtual real_t region_get_enter_cost(RID p_region) const { return 0; }
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virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost) {}
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virtual real_t region_get_travel_cost(RID p_region) const { return 0; }
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virtual void region_set_owner_id(RID p_region, ObjectID p_owner_id) {}
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virtual ObjectID region_get_owner_id(RID p_region) const { return 0; }
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virtual bool region_owns_point(RID p_region, const Vector3 &p_point) const { return false; }
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virtual void region_set_map(RID p_region, RID p_map) {}
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virtual RID region_get_map(RID p_region) const { return RID(); }
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virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) {}
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virtual uint32_t region_get_navigation_layers(RID p_region) const { return 0; }
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virtual void region_set_transform(RID p_region, Transform p_transform) {}
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virtual void region_set_navigation_mesh(RID p_region, Ref<NavigationMesh> p_navigation_mesh);
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virtual int region_get_connections_count(RID p_region) const { return 0; }
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virtual Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const { return Vector3(); }
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virtual Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const { return Vector3(); }
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virtual RID link_create() { return RID(); }
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virtual void link_set_map(RID p_link, RID p_map) {}
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virtual RID link_get_map(RID p_link) const { return RID(); }
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virtual void link_set_enabled(RID p_link, bool p_enabled) {}
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virtual bool link_get_enabled(RID p_link) const { return false; }
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virtual void link_set_bidirectional(RID p_link, bool p_bidirectional) {}
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virtual bool link_is_bidirectional(RID p_link) const { return false; }
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virtual void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers) {}
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virtual uint32_t link_get_navigation_layers(RID p_link) const { return 0; }
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virtual void link_set_start_position(RID p_link, Vector3 p_position) {}
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virtual Vector3 link_get_start_position(RID p_link) const { return Vector3(); }
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virtual void link_set_end_position(RID p_link, Vector3 p_position) {}
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virtual Vector3 link_get_end_position(RID p_link) const { return Vector3(); }
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virtual void link_set_enter_cost(RID p_link, real_t p_enter_cost) {}
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virtual real_t link_get_enter_cost(RID p_link) const { return 0; }
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virtual void link_set_travel_cost(RID p_link, real_t p_travel_cost) {}
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virtual real_t link_get_travel_cost(RID p_link) const { return 0; }
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virtual void link_set_owner_id(RID p_link, ObjectID p_owner_id) {}
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virtual ObjectID link_get_owner_id(RID p_link) const { return 0; }
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virtual RID agent_create() { return RID(); }
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virtual void agent_set_map(RID p_agent, RID p_map) {}
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virtual RID agent_get_map(RID p_agent) const { return RID(); }
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virtual void agent_set_paused(RID p_agent, bool p_paused) {}
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virtual bool agent_get_paused(RID p_agent) const { return false; }
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virtual void agent_set_avoidance_enabled(RID p_agent, bool p_enabled) {}
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virtual bool agent_get_avoidance_enabled(RID p_agent) const { return false; }
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virtual void agent_set_use_3d_avoidance(RID p_agent, bool p_enabled) {}
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virtual bool agent_get_use_3d_avoidance(RID p_agent) const { return false; }
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virtual void agent_set_neighbor_distance(RID p_agent, real_t p_dist) {}
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virtual void agent_set_max_neighbors(RID p_agent, int p_count) {}
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virtual void agent_set_time_horizon_agents(RID p_agent, real_t p_time_horizon) {}
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virtual void agent_set_time_horizon_obstacles(RID p_agent, real_t p_time_horizon) {}
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virtual void agent_set_radius(RID p_agent, real_t p_radius) {}
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virtual void agent_set_height(RID p_agent, real_t p_height) {}
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virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) {}
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virtual void agent_set_velocity_forced(RID p_agent, Vector3 p_velocity) {}
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virtual void agent_set_velocity(RID p_agent, Vector3 p_velocity) {}
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virtual void agent_set_position(RID p_agent, Vector3 p_position) {}
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virtual bool agent_is_map_changed(RID p_agent) const { return false; }
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virtual void agent_set_avoidance_callback(RID p_agent, ObjectID p_object_id, StringName p_method, Variant p_udata = Variant()) {}
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virtual void agent_set_avoidance_layers(RID p_agent, uint32_t p_layers) {}
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virtual void agent_set_avoidance_mask(RID p_agent, uint32_t p_mask) {}
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virtual void agent_set_avoidance_priority(RID p_agent, real_t p_priority) {}
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virtual RID obstacle_create() { return RID(); }
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virtual void obstacle_set_map(RID p_obstacle, RID p_map) {}
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virtual RID obstacle_get_map(RID p_obstacle) const { return RID(); }
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virtual void obstacle_set_avoidance_enabled(RID p_obstacle, bool p_enabled) {}
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virtual bool obstacle_get_avoidance_enabled(RID p_obstacle) const { return false; }
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virtual void obstacle_set_use_3d_avoidance(RID p_obstacle, bool p_enabled) {}
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virtual bool obstacle_get_use_3d_avoidance(RID p_obstacle) const { return false; }
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virtual void obstacle_set_radius(RID p_obstacle, real_t p_radius) {}
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virtual void obstacle_set_paused(RID p_obstacle, bool p_paused) {}
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virtual bool obstacle_get_paused(RID p_obstacle) const { return false; }
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virtual void obstacle_set_height(RID p_obstacle, real_t p_height) {}
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virtual void obstacle_set_velocity(RID p_obstacle, Vector3 p_velocity) {}
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virtual void obstacle_set_position(RID p_obstacle, Vector3 p_position) {}
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virtual void obstacle_set_vertices(RID p_obstacle, const Vector<Vector3> &p_vertices) {}
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virtual void obstacle_set_avoidance_layers(RID p_obstacle, uint32_t p_layers) {}
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virtual void free(RID p_object){};
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virtual void set_active(bool p_active){};
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virtual void process(real_t delta_time){};
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virtual int get_process_info(ProcessInfo p_info) const { return 0; };
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virtual NavigationUtilities::PathQueryResult _query_path(const NavigationUtilities::PathQueryParameters &p_parameters) const;
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DummyNavigationServer();
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virtual ~DummyNavigationServer();
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};
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#endif
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