nav_region.h 3.6 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 "scene/resources/navigation_mesh.h"
  35. class NavRegion : public NavBase {
  36. NavMap *map = nullptr;
  37. Transform3D transform;
  38. Ref<NavigationMesh> mesh;
  39. Vector<gd::Edge::Connection> connections;
  40. bool enabled = true;
  41. bool use_edge_connections = true;
  42. bool polygons_dirty = true;
  43. /// Cache
  44. LocalVector<gd::Polygon> polygons;
  45. public:
  46. NavRegion() {
  47. type = NavigationUtilities::PathSegmentType::PATH_SEGMENT_TYPE_REGION;
  48. }
  49. void scratch_polygons() {
  50. polygons_dirty = true;
  51. }
  52. void set_enabled(bool p_enabled);
  53. bool get_enabled() const { return enabled; }
  54. void set_map(NavMap *p_map);
  55. NavMap *get_map() const {
  56. return map;
  57. }
  58. void set_use_edge_connections(bool p_enabled);
  59. bool get_use_edge_connections() const {
  60. return use_edge_connections;
  61. }
  62. void set_transform(Transform3D transform);
  63. const Transform3D &get_transform() const {
  64. return transform;
  65. }
  66. void set_mesh(Ref<NavigationMesh> p_mesh);
  67. const Ref<NavigationMesh> get_mesh() const {
  68. return mesh;
  69. }
  70. Vector<gd::Edge::Connection> &get_connections() {
  71. return connections;
  72. }
  73. int get_connections_count() const;
  74. Vector3 get_connection_pathway_start(int p_connection_id) const;
  75. Vector3 get_connection_pathway_end(int p_connection_id) const;
  76. LocalVector<gd::Polygon> const &get_polygons() const {
  77. return polygons;
  78. }
  79. bool sync();
  80. private:
  81. void update_polygons();
  82. };
  83. #endif // NAV_REGION_H