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https://github.com/Relintai/pandemonium_engine_minimal.git
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107 lines
3.8 KiB
C++
107 lines
3.8 KiB
C++
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#ifndef NAV_OBSTACLE_H
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#define NAV_OBSTACLE_H
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/**************************************************************************/
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/* nav_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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/containers/local_vector.h"
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#include "core/object/class_db.h"
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#include "nav_rid.h"
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class NavAgent;
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class NavMap;
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class NavObstacle : public NavRid {
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NavAgent *agent;
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NavMap *map;
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Vector3 velocity;
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Vector3 position;
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Vector<Vector3> vertices;
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real_t radius;
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real_t height;
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bool avoidance_enabled;
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bool use_3d_avoidance;
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uint32_t avoidance_layers;
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bool obstacle_dirty;
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uint32_t map_update_id;
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bool paused;
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public:
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NavObstacle();
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~NavObstacle();
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void set_avoidance_enabled(bool p_enabled);
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bool is_avoidance_enabled() { return avoidance_enabled; }
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void set_use_3d_avoidance(bool p_enabled);
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bool get_use_3d_avoidance() { return use_3d_avoidance; }
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void set_map(NavMap *p_map);
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NavMap *get_map() { return map; }
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void set_agent(NavAgent *p_agent);
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NavAgent *get_agent() { return agent; }
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void set_position(const Vector3 p_position);
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const Vector3 &get_position() const { return position; }
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void set_radius(real_t p_radius);
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real_t get_radius() const { return radius; }
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void set_height(const real_t p_height);
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real_t get_height() const { return height; }
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void set_velocity(const Vector3 p_velocity);
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const Vector3 &get_velocity() const { return velocity; }
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void set_vertices(const Vector<Vector3> &p_vertices);
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const Vector<Vector3> &get_vertices() const { return vertices; }
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bool is_map_changed();
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void set_avoidance_layers(uint32_t p_layers);
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uint32_t get_avoidance_layers() const { return avoidance_layers; };
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void set_paused(bool p_paused);
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bool get_paused() const;
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bool check_dirty();
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private:
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void internal_update_agent();
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};
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#endif // NAV_OBSTACLE_H
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