nav_region.h 3.8 KB

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  1. /**************************************************************************/
  2. /* nav_region.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef NAV_REGION_H
  31. #define NAV_REGION_H
  32. #include "nav_base.h"
  33. #include "nav_utils.h"
  34. #include "core/os/rw_lock.h"
  35. #include "scene/resources/navigation_mesh.h"
  36. class NavRegion : public NavBase {
  37. RWLock region_rwlock;
  38. NavMap *map = nullptr;
  39. Transform3D transform;
  40. bool enabled = true;
  41. bool use_edge_connections = true;
  42. bool polygons_dirty = true;
  43. /// Cache
  44. LocalVector<gd::Polygon> polygons;
  45. real_t surface_area = 0.0;
  46. RWLock navmesh_rwlock;
  47. Vector<Vector3> pending_navmesh_vertices;
  48. Vector<Vector<int>> pending_navmesh_polygons;
  49. public:
  50. NavRegion() {
  51. type = NavigationUtilities::PathSegmentType::PATH_SEGMENT_TYPE_REGION;
  52. }
  53. void scratch_polygons() {
  54. polygons_dirty = true;
  55. }
  56. void set_enabled(bool p_enabled);
  57. bool get_enabled() const { return enabled; }
  58. void set_map(NavMap *p_map);
  59. NavMap *get_map() const {
  60. return map;
  61. }
  62. void set_use_edge_connections(bool p_enabled);
  63. bool get_use_edge_connections() const {
  64. return use_edge_connections;
  65. }
  66. void set_transform(Transform3D transform);
  67. const Transform3D &get_transform() const {
  68. return transform;
  69. }
  70. void set_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh);
  71. LocalVector<gd::Polygon> const &get_polygons() const {
  72. return polygons;
  73. }
  74. Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision) const;
  75. gd::ClosestPointQueryResult get_closest_point_info(const Vector3 &p_point) const;
  76. Vector3 get_random_point(uint32_t p_navigation_layers, bool p_uniformly) const;
  77. real_t get_surface_area() const { return surface_area; }
  78. bool sync();
  79. private:
  80. void update_polygons();
  81. };
  82. #endif // NAV_REGION_H