mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
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133 lines
4.4 KiB
C++
133 lines
4.4 KiB
C++
#ifndef NAVIGATION_OBSTACLE_H
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#define NAVIGATION_OBSTACLE_H
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/*************************************************************************/
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/* navigation_obstacle.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 "scene/main/spatial.h"
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class Navigation;
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class Spatial;
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class NavigationObstacle : public Spatial {
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GDCLASS(NavigationObstacle, Spatial);
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Navigation *navigation;
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RID obstacle;
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RID map_before_pause;
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RID map_override;
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RID map_current;
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real_t height;
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real_t radius;
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Vector<Vector3> vertices;
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bool avoidance_enabled;
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uint32_t avoidance_layers;
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bool use_3d_avoidance;
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Transform previous_transform;
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Vector3 velocity;
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Vector3 previous_velocity;
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bool velocity_submitted;
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#ifdef DEBUG_ENABLED
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RID fake_agent_radius_debug_instance;
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Ref<ArrayMesh> fake_agent_radius_debug_mesh;
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RID static_obstacle_debug_instance;
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Ref<ArrayMesh> static_obstacle_debug_mesh;
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private:
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void _update_fake_agent_radius_debug();
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void _update_static_obstacle_debug();
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#endif // DEBUG_ENABLED
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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NavigationObstacle();
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virtual ~NavigationObstacle();
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void set_navigation(Navigation *p_nav);
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const Navigation *get_navigation() const {
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return navigation;
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}
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void set_navigation_node(Node *p_nav);
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Node *get_navigation_node() const;
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RID get_rid() const { return obstacle; }
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void set_avoidance_enabled(bool p_enabled);
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bool get_avoidance_enabled() const;
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void set_navigation_map(RID p_navigation_map);
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RID get_navigation_map() const;
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void set_radius(real_t p_radius);
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real_t get_radius() const {
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return radius;
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}
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void set_height(real_t p_height);
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real_t get_height() const { return height; }
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void set_vertices(const Vector<Vector3> &p_vertices);
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Vector<Vector3> get_vertices() const { return vertices; };
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void set_avoidance_layers(uint32_t p_layers);
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uint32_t get_avoidance_layers() const;
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void set_avoidance_layer_value(int p_layer_number, bool p_value);
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bool get_avoidance_layer_value(int p_layer_number) const;
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void set_use_3d_avoidance(bool p_use_3d_avoidance);
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bool get_use_3d_avoidance() const { return use_3d_avoidance; }
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void set_velocity(const Vector3 p_velocity);
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Vector3 get_velocity() const { return velocity; };
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void _avoidance_done(Vector3 p_new_velocity); // Dummy
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private:
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void _update_map(RID p_map);
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void _update_position(const Vector3 p_position);
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void _update_use_3d_avoidance(bool p_use_3d_avoidance);
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};
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#endif
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