pandemonium_engine_minimal/scene/3d/navigation_obstacle.h
2023-12-14 21:54:22 +01:00

133 lines
4.4 KiB
C++

#ifndef NAVIGATION_OBSTACLE_H
#define NAVIGATION_OBSTACLE_H
/*************************************************************************/
/* navigation_obstacle.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/main/spatial.h"
class Navigation;
class Spatial;
class NavigationObstacle : public Spatial {
GDCLASS(NavigationObstacle, Spatial);
Navigation *navigation;
RID obstacle;
RID map_before_pause;
RID map_override;
RID map_current;
real_t height;
real_t radius;
Vector<Vector3> vertices;
bool avoidance_enabled;
uint32_t avoidance_layers;
bool use_3d_avoidance;
Transform previous_transform;
Vector3 velocity;
Vector3 previous_velocity;
bool velocity_submitted;
#ifdef DEBUG_ENABLED
RID fake_agent_radius_debug_instance;
Ref<ArrayMesh> fake_agent_radius_debug_mesh;
RID static_obstacle_debug_instance;
Ref<ArrayMesh> static_obstacle_debug_mesh;
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:
NavigationObstacle();
virtual ~NavigationObstacle();
void set_navigation(Navigation *p_nav);
const Navigation *get_navigation() const {
return navigation;
}
void set_navigation_node(Node *p_nav);
Node *get_navigation_node() const;
RID get_rid() const { return obstacle; }
void set_avoidance_enabled(bool p_enabled);
bool get_avoidance_enabled() const;
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_height(real_t p_height);
real_t get_height() const { return height; }
void set_vertices(const Vector<Vector3> &p_vertices);
Vector<Vector3> get_vertices() const { return vertices; };
void set_avoidance_layers(uint32_t p_layers);
uint32_t get_avoidance_layers() 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_use_3d_avoidance(bool p_use_3d_avoidance);
bool get_use_3d_avoidance() const { return use_3d_avoidance; }
void set_velocity(const Vector3 p_velocity);
Vector3 get_velocity() const { return velocity; };
void _avoidance_done(Vector3 p_new_velocity); // Dummy
private:
void _update_map(RID p_map);
void _update_position(const Vector3 p_position);
void _update_use_3d_avoidance(bool p_use_3d_avoidance);
};
#endif